Replay data6FMC3WDTY

篠路なな(C練習中) vs 普通に田中海斗

Custom Room

Player 1Defeat

篠路なな(C練習中)

Dee Jay · Modern

Pre-match MR
1,468
Pre-match LP
144,955
Player 2Victory

普通に田中海斗

Guile · Classic

Pre-match MR
1,337
Pre-match LP
50,354

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 · 篠路なな(C練習中)Round lost
    P2 · 普通に田中海斗Super Art
  2. Round 2
    P1 · 篠路なな(C練習中)Overdrive attack
    P2 · 普通に田中海斗Round lost
  3. Round 3
    P1 · 篠路なな(C練習中)Round lost
    P2 · 普通に田中海斗Standard victory
Match record Identifiers, ratings & round codes
Replay ID
6FMC3WDTY
Played at
Mode
Custom Room
Player CFN ID
3339292404
Player
篠路なな(C練習中)
Selected character
Dee Jay
Played character
Dee Jay
Controls
Modern
Pre-match MR
1,468MR points
Pre-match LP
144,955LP points
Opponent CFN ID
3622708227
Opponent
普通に田中海斗
Opponent selected character
Guile
Opponent played character
Guile
Opponent controls
Classic
Opponent pre-match MR
1,337MR points
Opponent pre-match LP
50,354LP points
Result from player perspective
LW/L/D
Player round result codes
0,5,0comma-separated codes
Opponent round result codes
6,0,1comma-separated codes
Player round outcomes
Round lost; Overdrive attack; Round lost
Opponent round outcomes
Super Art; Round lost; Standard victory

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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