Replay dataGTLLLTND6

nazal vs teku

Casual

Player 1Victory

nazal

Yasmine · Modern

Pre-match MR
1,580
Pre-match LP
32,363
Player 2Defeat

teku

Akuma · Classic

Pre-match MR
1,606
Pre-match LP
321,482

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 · nazalStandard victory
    P2 · tekuRound lost
  2. Round 2
    P1 · nazalSuper Art
    P2 · tekuRound lost
Match record Identifiers, ratings & round codes
Replay ID
GTLLLTND6
Played at
Mode
Casual
Player CFN ID
2868870557
Player
nazal
Selected character
Yasmine
Played character
Yasmine
Controls
Modern
Pre-match MR
1,580MR points
Pre-match LP
32,363LP points
Opponent CFN ID
2630535451
Opponent
teku
Opponent selected character
Akuma
Opponent played character
Akuma
Opponent controls
Classic
Opponent pre-match MR
1,606MR points
Opponent pre-match LP
321,482LP points
Result from player perspective
WW/L/D
Player round result codes
1,6comma-separated codes
Opponent round result codes
0,0comma-separated codes
Player round outcomes
Standard victory; Super Art
Opponent round outcomes
Round lost; Round lost
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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