Replay dataA3GGHSTAR

君の瞳にヒットミー vs 肌肉輝い´全力全開

Battle Hub

Player 1Victory

君の瞳にヒットミー

A.K.I. · Classic

Pre-match MR
1,455
Pre-match LP
26,310
Player 2Defeat

肌肉輝い´全力全開

Manon · Classic

Pre-match MR
1,111
Pre-match LP
50,759

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 · 君の瞳にヒットミーRound lost
    P2 · 肌肉輝い´全力全開Standard victory
  2. Round 2
    P1 · 君の瞳にヒットミーSuper Art
    P2 · 肌肉輝い´全力全開Round lost
  3. Round 3
    P1 · 君の瞳にヒットミーPerfect
    P2 · 肌肉輝い´全力全開Round lost
Match record Identifiers, ratings & round codes
Replay ID
A3GGHSTAR
Played at
Mode
Battle Hub
Player CFN ID
1956589520
Player
君の瞳にヒットミー
Selected character
A.K.I.
Played character
A.K.I.
Controls
Classic
Pre-match MR
1,455MR points
Pre-match LP
26,310LP points
Opponent CFN ID
4028763189
Opponent
肌肉輝い´全力全開
Opponent selected character
Manon
Opponent played character
Manon
Opponent controls
Classic
Opponent pre-match MR
1,111MR points
Opponent pre-match LP
50,759LP points
Result from player perspective
WW/L/D
Player round result codes
0,6,8comma-separated codes
Opponent round result codes
1,0,0comma-separated codes
Player round outcomes
Round lost; Super Art; Perfect
Opponent round outcomes
Standard victory; 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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