Replay data7R463KTHV

連帯保証人 vs daikun111

Ranked

Player 1Defeat

連帯保証人

Akuma · Classic

Pre-match MR
1,515
Pre-match LP
227,442
Player 2Victory

daikun111

Dee Jay · Classic

Pre-match MR
1,531
Pre-match LP
215,444

Replay participants and rounds

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

Replay telemetry

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.

Capture details Sampling, timing & omissions
Report status
unavailable
Parser version
Not available
Samples parsed
Not available
Timing method
Not available
Video offset
Not available
Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available
P1 observed health lost
Not available
P2 observed health lost
Not available

The video offset aligns estimated sample times with the recording. A report with no omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Round outcomes

Battle Log
  1. Round 1
    P1 · 連帯保証人Super Art
    P2 · daikun111Round lost
  2. Round 2
    P1 · 連帯保証人Round lost
    P2 · daikun111Overdrive attack
  3. Round 3
    P1 · 連帯保証人Round lost
    P2 · daikun111Overdrive attack
Match record Identifiers, ratings & round codes
Replay ID
7R463KTHV
Played at
Mode
Ranked
Player CFN ID
3543907174
Player
連帯保証人
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,515MR points
Pre-match LP
227,442LP points
Opponent CFN ID
4186365533
Opponent
daikun111
Opponent selected character
Dee Jay
Opponent played character
Dee Jay
Opponent controls
Classic
Opponent pre-match MR
1,531MR points
Opponent pre-match LP
215,444LP points
Result from player perspective
LW/L/D
Player round result codes
6,0,0comma-separated codes
Opponent round result codes
0,5,5comma-separated codes
Player round outcomes
Super Art; Round lost; Round lost
Opponent round outcomes
Round lost; Overdrive attack; Overdrive attack
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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