Replay data4BV6BUV4S

日常茶飯事 vs kitkun

Ranked

Player 1Victory

日常茶飯事

Zangief · Classic

Pre-match MR
0
Pre-match LP
23,888
Player 2Defeat

kitkun

Luke · Classic

Pre-match MR
1,500
Pre-match LP
65,787

Replay participants and rounds

Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.

Replay telemetry

No report
Telemetry is not available for this replay

No readable capture report is saved. Match details may still be available. Open the replay to check capture availability.

Capture details Sampling, timing & omissions
Report status
unavailable
Parser version
Not available
Samples parsed
Not available
Timing method
Not available
Video offset
Not available
Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available
P1 observed health lost
Not available
P2 observed health lost
Not available

The video offset aligns estimated sample times with the recording. A report with no omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Round outcomes

Battle Log
  1. Round 1
    P1 · 日常茶飯事Overdrive attack
    P2 · kitkunRound lost
  2. Round 2
    P1 · 日常茶飯事Round lost
    P2 · kitkunSuper Art
  3. Round 3
    P1 · 日常茶飯事Standard victory
    P2 · kitkunRound lost
Match record Identifiers, ratings & round codes
Replay ID
4BV6BUV4S
Played at
Mode
Ranked
Player CFN ID
2162926299
Player
日常茶飯事
Selected character
Zangief
Played character
Zangief
Controls
Classic
Pre-match MR
0MR points
Pre-match LP
23,888LP points
Opponent CFN ID
4119441232
Opponent
kitkun
Opponent selected character
Luke
Opponent played character
Luke
Opponent controls
Classic
Opponent pre-match MR
1,500MR points
Opponent pre-match LP
65,787LP points
Result from player perspective
WW/L/D
Player round result codes
5,0,1comma-separated codes
Opponent round result codes
0,6,0comma-separated codes
Player round outcomes
Overdrive attack; Round lost; Standard victory
Opponent round outcomes
Round lost; Super Art; Round lost
Source, coverage & limitations How to read this data

Stored Capcom Battle Log and validated replay capture report when available.

One replay; match date and report capture timestamp are separate.

Last saved update: . Reading this page does not refresh the source.

Match played
Report captured
Not available
Report availability
unavailable
Parser version
Not available
Report truncated
Not available
Samples parsed
Not available
Health events omitted
Not available
Input events omitted
Not available
Health changes retained
Not available
Input transitions retained
Not available
Combo candidates retained
Not available
  • Unknown replay codes do not produce fabricated datasets. A report can exist without a stored Battle Log match.
  • Telemetry survives video expiry; video availability does not establish telemetry completeness.
Sources, units and JSON reference

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