Replay dataDR5KLAHNU

そして通信は光へ vs 秦岚舞萧醉,天澜雾泛旎

Casual

Player 1Defeat

そして通信は光へ

Zangief · Classic

Pre-match MR
1,624
Pre-match LP
192,475
Player 2Victory

秦岚舞萧醉,天澜雾泛旎

Mai · Modern

Pre-match MR
1,633
Pre-match LP
151,699

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 · そして通信は光へRound lost
    P2 · 秦岚舞萧醉,天澜雾泛旎Overdrive attack
  2. Round 2
    P1 · そして通信は光へStandard victory
    P2 · 秦岚舞萧醉,天澜雾泛旎Round lost
  3. Round 3
    P1 · そして通信は光へRound lost
    P2 · 秦岚舞萧醉,天澜雾泛旎Standard victory
Match record Identifiers, ratings & round codes
Replay ID
DR5KLAHNU
Played at
Mode
Casual
Player CFN ID
2116059643
Player
そして通信は光へ
Selected character
Zangief
Played character
Zangief
Controls
Classic
Pre-match MR
1,624MR points
Pre-match LP
192,475LP points
Opponent CFN ID
1913950359
Opponent
秦岚舞萧醉,天澜雾泛旎
Opponent selected character
Mai
Opponent played character
Mai
Opponent controls
Modern
Opponent pre-match MR
1,633MR points
Opponent pre-match LP
151,699LP 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

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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