Replay data4BV6BUV4S
日常茶飯事 vs kitkun
Replay participants and rounds
Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.
Replay telemetry
No reportTelemetry 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- Round 1P1 · 日常茶飯事Overdrive attackP2 · kitkunRound lost
- Round 2P1 · 日常茶飯事Round lostP2 · kitkunSuper Art
- Round 3P1 · 日常茶飯事Standard victoryP2 · kitkunRound lost
Match record Identifiers, ratings & round codes
- Replay ID
- 4BV6BUV4S
- Replay
- /replays/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.

