Replay dataAHJUFSK76

Kb babyrd vs Hollowed_Riku

Custom Room

Player 1Defeat

Kb babyrd

Cammy · Classic

Pre-match MR
1,839
Pre-match LP
528,801
Player 2Victory

Hollowed_Riku

Cammy · Classic

Pre-match MR
1,560
Pre-match LP
41,906

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 · Kb babyrdRound lost
    P2 · Hollowed_RikuStandard victory
  2. Round 2
    P1 · Kb babyrdStandard victory
    P2 · Hollowed_RikuRound lost
  3. Round 3
    P1 · Kb babyrdRound lost
    P2 · Hollowed_RikuStandard victory
Match record Identifiers, ratings & round codes
Replay ID
AHJUFSK76
Played at
Mode
Custom Room
Player CFN ID
2238788324
Player
Kb babyrd
Selected character
Cammy
Played character
Cammy
Controls
Classic
Pre-match MR
1,839MR points
Pre-match LP
528,801LP points
Opponent CFN ID
3807979034
Opponent
Hollowed_Riku
Opponent selected character
Cammy
Opponent played character
Cammy
Opponent controls
Classic
Opponent pre-match MR
1,560MR points
Opponent pre-match LP
41,906LP points
Result from player perspective
LW/L/D
Player round result codes
0,1,0comma-separated codes
Opponent round result codes
1,0,1comma-separated codes
Player round outcomes
Round lost; Standard victory; Round lost
Opponent round outcomes
Standard victory; Round lost; Standard victory

What the capture shows

Report available

Observed health loss

Health points lost by each player across retained samples. These totals do not establish damage dealt or the match winner.

P1 Kb babyrd
23,427HP
P2 Hollowed_Riku
18,322HP

Explore the observations

Health changessampled decreases, not confirmed hits
86
Input transitionsbutton or chord changes, not confirmed moves
418
Combo candidatesinferred sequences, not verified combos
36

Counts cover retained observations only. “Not available” means the report did not supply that measurement.

Technical capture details Sampling, timing & omissions

Report & sampling

Samples are capture observations, not a count of game simulation frames.

Report status
ready
Parser version
2version
Samples parsed
2,086samples

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
estimated-60fps
Video offset
0.21894seconds

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
No
Omitted health events
0events
Omitted input events
0events
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
Report availability
ready
Parser version
2
Report truncated
No
Samples parsed
2,086
Health events omitted
0
Input events omitted
0
Health changes retained
86
Input transitions retained
418
Combo candidates retained
36
  • 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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