Replay dataCKEY5QTDP

OK9393 vs ヒトデを愛でるシャケ

Ranked

Player 1Defeat

OK9393

Alex · Modern

Pre-match MR
1,258
Pre-match LP
53,753
Player 2Victory

ヒトデを愛でるシャケ

C. Viper · Modern

Pre-match MR
1,263
Pre-match LP
98,995

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 · OK9393Standard victory
    P2 · ヒトデを愛でるシャケRound lost
  2. Round 2
    P1 · OK9393Round lost
    P2 · ヒトデを愛でるシャケStandard victory
  3. Round 3
    P1 · OK9393Round lost
    P2 · ヒトデを愛でるシャケSuper Art
Match record Identifiers, ratings & round codes
Replay ID
CKEY5QTDP
Played at
Mode
Ranked
Player CFN ID
1988003105
Player
OK9393
Selected character
Alex
Played character
Alex
Controls
Modern
Pre-match MR
1,258MR points
Pre-match LP
53,753LP points
Opponent CFN ID
1874084590
Opponent
ヒトデを愛でるシャケ
Opponent selected character
C. Viper
Opponent played character
C. Viper
Opponent controls
Modern
Opponent pre-match MR
1,263MR points
Opponent pre-match LP
98,995LP points
Result from player perspective
LW/L/D
Player round result codes
1,0,0comma-separated codes
Opponent round result codes
0,1,6comma-separated codes
Player round outcomes
Standard victory; Round lost; Round lost
Opponent round outcomes
Round lost; Standard victory; 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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