Replay data5CSUVC5YW

とーま@子供起きたらやめ vs Naki

Ranked

Player 1Victory

とーま@子供起きたらやめ

Yasmine · Modern

Pre-match MR
1,552
Pre-match LP
57,692
Player 2Defeat

Naki

C. Viper · Classic

Pre-match MR
1,546
Pre-match LP
188,079

Replay participants and rounds

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

Round outcomes

Battle Log
  1. Round 1
    P1 · とーま@子供起きたらやめRound lost
    P2 · NakiStandard victory
  2. Round 2
    P1 · とーま@子供起きたらやめStandard victory
    P2 · NakiRound lost
  3. Round 3
    P1 · とーま@子供起きたらやめCritical Art
    P2 · NakiRound lost
Match record Identifiers, ratings & round codes
Replay ID
5CSUVC5YW
Played at
Mode
Ranked
Player CFN ID
3230766391
Player
とーま@子供起きたらやめ
Selected character
Yasmine
Played character
Yasmine
Controls
Modern
Pre-match MR
1,552MR points
Pre-match LP
57,692LP points
Opponent CFN ID
1104695211
Opponent
Naki
Opponent selected character
C. Viper
Opponent played character
C. Viper
Opponent controls
Classic
Opponent pre-match MR
1,546MR points
Opponent pre-match LP
188,079LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,7comma-separated codes
Opponent round result codes
1,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Critical Art
Opponent round outcomes
Standard victory; Round lost; Round lost

What the capture shows

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.

Technical capture details Sampling, timing & omissions

Report & sampling

Samples are capture observations, not a count of game simulation frames.

Report status
unavailable
Parser version
Not available
Samples parsed
Not available

Video timing

Times are estimated in seconds at 60 render frames per second. The offset aligns sample times with the recording; synchronization is not verified.

Timing method
Not available
Video offset
Not available

Coverage & omissions

Omissions count events not retained in the report. No reported omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available

Additional report fields

P1 observed health lost
Not available
P2 observed health lost
Not available
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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