Replay dataAAKJTPBMP

mesio vs muramako

Ranked

Player 1Defeat

mesio

Akuma · Classic

Pre-match MR
1,693
Pre-match LP
512,834
Player 2Victory

muramako

Alex · Classic

Pre-match MR
1,687
Pre-match LP
103,318

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 · mesioStandard victory
    P2 · muramakoRound lost
  2. Round 2
    P1 · mesioRound lost
    P2 · muramakoOverdrive attack
  3. Round 3
    P1 · mesioRound lost
    P2 · muramakoSuper Art
Match record Identifiers, ratings & round codes
Replay ID
AAKJTPBMP
Played at
Mode
Ranked
Player CFN ID
2187268351
Player
mesio
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,693MR points
Pre-match LP
512,834LP points
Opponent CFN ID
2085576561
Opponent
muramako
Opponent selected character
Alex
Opponent played character
Alex
Opponent controls
Classic
Opponent pre-match MR
1,687MR points
Opponent pre-match LP
103,318LP points
Result from player perspective
LW/L/D
Player round result codes
1,0,0comma-separated codes
Opponent round result codes
0,5,6comma-separated codes
Player round outcomes
Standard victory; Round lost; Round lost
Opponent round outcomes
Round lost; Overdrive attack; Super Art

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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