Replay data6AS5L7FDW

SeiVarN vs 居眠り魔神

Ranked

Player 1Victory

SeiVarN

Akuma · Classic

Pre-match MR
1,634
Pre-match LP
245,011
Player 2Defeat

居眠り魔神

Jamie · Classic

Pre-match MR
1,589
Pre-match LP
321,690

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 · SeiVarNStandard victory
    P2 · 居眠り魔神Round lost
  2. Round 2
    P1 · SeiVarNPerfect
    P2 · 居眠り魔神Round lost
Match record Identifiers, ratings & round codes
Replay ID
6AS5L7FDW
Played at
Mode
Ranked
Player CFN ID
1640251681
Player
SeiVarN
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,634MR points
Pre-match LP
245,011LP points
Opponent CFN ID
3017110445
Opponent
居眠り魔神
Opponent selected character
Jamie
Opponent played character
Jamie
Opponent controls
Classic
Opponent pre-match MR
1,589MR points
Opponent pre-match LP
321,690LP points
Result from player perspective
WW/L/D
Player round result codes
1,8comma-separated codes
Opponent round result codes
0,0comma-separated codes
Player round outcomes
Standard victory; Perfect
Opponent round outcomes
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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