Replay dataAXJRV85A7

KirishimaBilly vs くるみ@

Ranked

Player 1Defeat

KirishimaBilly

Mai · Classic

Pre-match MR
1,326
Pre-match LP
73,099
Player 2Victory

くるみ@

Ken · Classic

Pre-match MR
1,336
Pre-match LP
201,073

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 · KirishimaBillyRound lost
    P2 · くるみ@Overdrive attack
  2. Round 2
    P1 · KirishimaBillyStandard victory
    P2 · くるみ@Round lost
  3. Round 3
    P1 · KirishimaBillyRound lost
    P2 · くるみ@Standard victory
Match record Identifiers, ratings & round codes
Replay ID
AXJRV85A7
Played at
Mode
Ranked
Player CFN ID
3429528057
Player
KirishimaBilly
Selected character
Mai
Played character
Mai
Controls
Classic
Pre-match MR
1,326MR points
Pre-match LP
73,099LP points
Opponent CFN ID
3105527956
Opponent
くるみ@
Opponent selected character
Ken
Opponent played character
Ken
Opponent controls
Classic
Opponent pre-match MR
1,336MR points
Opponent pre-match LP
201,073LP points
Result from player perspective
LW/L/D
Player round result codes
0,1,0comma-separated codes
Opponent round result codes
5,0,1comma-separated codes
Player round outcomes
Round lost; Standard victory; Round lost
Opponent round outcomes
Overdrive attack; 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 KirishimaBilly
23,950HP
P2 くるみ@
25,056HP

Explore the observations

Health changessampled decreases, not confirmed hits
111
Input transitionsbutton or chord changes, not confirmed moves
713
Combo candidatesinferred sequences, not verified combos
42

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
2,759samples

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
0.413973seconds

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
2,759
Health events omitted
0
Input events omitted
0
Health changes retained
111
Input transitions retained
713
Combo candidates retained
42
  • 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

Privacy settings

Allow YouTube/Twitch media, usage analytics and remembered history? Choices last 180 days and can be withdrawn here anytime.

More options & details

Optional features are off until you choose them. You can change or withdraw your choices here at any time.

Security and storage needed for features you request remain available, including saved fighters, replay requests and feedback.

Choices are saved for 180 days on this device. Turning analytics off reloads this page to stop the loaded beacon.

Privacy & storage