Replay dataHNBVRJD4J

本田使ってすみません vs Juri

Ranked

Player 1Victory

本田使ってすみません

Terry · Classic

Pre-match MR
1,490
Pre-match LP
26,021
Player 2Defeat

Juri

Juri · Classic

Pre-match MR
1,508
Pre-match LP
148,248

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 · 本田使ってすみませんRound lost
    P2 · JuriOverdrive attack
  2. Round 2
    P1 · 本田使ってすみませんPerfect
    P2 · JuriRound lost
  3. Round 3
    P1 · 本田使ってすみませんSuper Art
    P2 · JuriRound lost
Match record Identifiers, ratings & round codes
Replay ID
HNBVRJD4J
Played at
Mode
Ranked
Player CFN ID
1300921390
Player
本田使ってすみません
Selected character
Terry
Played character
Terry
Controls
Classic
Pre-match MR
1,490MR points
Pre-match LP
26,021LP points
Opponent CFN ID
1081410079
Opponent
Juri
Opponent selected character
Juri
Opponent played character
Juri
Opponent controls
Classic
Opponent pre-match MR
1,508MR points
Opponent pre-match LP
148,248LP points
Result from player perspective
WW/L/D
Player round result codes
0,8,6comma-separated codes
Opponent round result codes
5,0,0comma-separated codes
Player round outcomes
Round lost; Perfect; Super Art
Opponent round outcomes
Overdrive attack; 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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