Replay data4GQDXUALG

希望十KIO十誕生 vs jabinbin

Ranked

Player 1Victory

希望十KIO十誕生

JP · Classic

Pre-match MR
1,567
Pre-match LP
251,996
Player 2Defeat

jabinbin

Luke · Modern

Pre-match MR
1,566
Pre-match LP
291,954

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 · 希望十KIO十誕生Round lost
    P2 · jabinbinSuper Art
  2. Round 2
    P1 · 希望十KIO十誕生Standard victory
    P2 · jabinbinRound lost
  3. Round 3
    P1 · 希望十KIO十誕生Standard victory
    P2 · jabinbinRound lost
Match record Identifiers, ratings & round codes
Replay ID
4GQDXUALG
Played at
Mode
Ranked
Player CFN ID
3456515895
Player
希望十KIO十誕生
Selected character
JP
Played character
JP
Controls
Classic
Pre-match MR
1,567MR points
Pre-match LP
251,996LP points
Opponent CFN ID
1498706122
Opponent
jabinbin
Opponent selected character
Luke
Opponent played character
Luke
Opponent controls
Modern
Opponent pre-match MR
1,566MR points
Opponent pre-match LP
291,954LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,1comma-separated codes
Opponent round result codes
6,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Standard victory
Opponent round outcomes
Super Art; Round lost; 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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