Replay dataHY89EPFBU

smtty vs lowscoreboy

Custom Room

Player 1Defeat

smtty

Akuma · Classic

Pre-match MR
1,518
Pre-match LP
270,077
Player 2Victory

lowscoreboy

Akuma · Classic

Pre-match MR
1,801
Pre-match LP
543,762

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 · smttyRound lost
    P2 · lowscoreboyOverdrive attack
  2. Round 2
    P1 · smttyRound lost
    P2 · lowscoreboyCritical Art
Match record Identifiers, ratings & round codes
Replay ID
HY89EPFBU
Played at
Mode
Custom Room
Player CFN ID
1103630134
Player
smtty
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,518MR points
Pre-match LP
270,077LP points
Opponent CFN ID
3436692015
Opponent
lowscoreboy
Opponent selected character
Akuma
Opponent played character
Akuma
Opponent controls
Classic
Opponent pre-match MR
1,801MR points
Opponent pre-match LP
543,762LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
5,7comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Overdrive attack; Critical Art
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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