Replay data5CUSUBPRD

yuga vs narugaaa

Ranked

Player 1Victory

yuga

Akuma · Classic

Pre-match MR
1,487
Pre-match LP
106,295
Player 2Defeat

narugaaa

Yasmine · Classic

Pre-match MR
1,493
Pre-match LP
38,490

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 · yugaRound lost
    P2 · narugaaaOverdrive attack
  2. Round 2
    P1 · yugaStandard victory
    P2 · narugaaaRound lost
  3. Round 3
    P1 · yugaSuper Art
    P2 · narugaaaRound lost
Match record Identifiers, ratings & round codes
Replay ID
5CUSUBPRD
Played at
Mode
Ranked
Player CFN ID
4004678892
Player
yuga
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,487MR points
Pre-match LP
106,295LP points
Opponent CFN ID
3880950436
Opponent
narugaaa
Opponent selected character
Yasmine
Opponent played character
Yasmine
Opponent controls
Classic
Opponent pre-match MR
1,493MR points
Opponent pre-match LP
38,490LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,6comma-separated codes
Opponent round result codes
5,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Super Art
Opponent round outcomes
Overdrive attack; 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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