Replay dataFPY4DJF65

Zeta vs PayoRD

Custom Room

Player 1Defeat

Zeta

Dee Jay · Classic

Pre-match MR
0
Pre-match LP
15,400
Player 2Victory

PayoRD

Kimberly · Classic

Pre-match MR
1,430
Pre-match LP
91,678

Replay participants and rounds

Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.

Replay telemetry

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.

Capture details Sampling, timing & omissions
Report status
unavailable
Parser version
Not available
Samples parsed
Not available
Timing method
Not available
Video offset
Not available
Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available
P1 observed health lost
Not available
P2 observed health lost
Not available

The video offset aligns estimated sample times with the recording. A report with no omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Round outcomes

Battle Log
  1. Round 1
    P1 · ZetaRound lost
    P2 · PayoRDStandard victory
  2. Round 2
    P1 · ZetaRound lost
    P2 · PayoRDStandard victory
Match record Identifiers, ratings & round codes
Replay ID
FPY4DJF65
Played at
Mode
Custom Room
Player CFN ID
2712209150
Player
Zeta
Selected character
Dee Jay
Played character
Dee Jay
Controls
Classic
Pre-match MR
0MR points
Pre-match LP
15,400LP points
Opponent CFN ID
3461364430
Opponent
PayoRD
Opponent selected character
Kimberly
Opponent played character
Kimberly
Opponent controls
Classic
Opponent pre-match MR
1,430MR points
Opponent pre-match LP
91,678LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
1,1comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Standard victory; Standard victory
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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