Replay data7KAMALTCQ

Kimura_Isshin vs 我通常召唤增殖的G

Ranked

Player 1Defeat

Kimura_Isshin

Alex · Classic

Pre-match MR
1,628
Pre-match LP
178,430
Player 2Victory

我通常召唤增殖的G

Ken · Classic

Pre-match MR
1,805
Pre-match LP
797,116

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 · Kimura_IsshinRound lost
    P2 · 我通常召唤增殖的GStandard victory
  2. Round 2
    P1 · Kimura_IsshinStandard victory
    P2 · 我通常召唤增殖的GRound lost
  3. Round 3
    P1 · Kimura_IsshinRound lost
    P2 · 我通常召唤增殖的GPerfect
Match record Identifiers, ratings & round codes
Replay ID
7KAMALTCQ
Played at
Mode
Ranked
Player CFN ID
1627870871
Player
Kimura_Isshin
Selected character
Alex
Played character
Alex
Controls
Classic
Pre-match MR
1,628MR points
Pre-match LP
178,430LP points
Opponent CFN ID
3953120242
Opponent
我通常召唤增殖的G
Opponent selected character
Ken
Opponent played character
Ken
Opponent controls
Classic
Opponent pre-match MR
1,805MR points
Opponent pre-match LP
797,116LP points
Result from player perspective
LW/L/D
Player round result codes
0,1,0comma-separated codes
Opponent round result codes
1,0,8comma-separated codes
Player round outcomes
Round lost; Standard victory; Round lost
Opponent round outcomes
Standard victory; Round lost; Perfect

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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