Replay dataMMKEPFCHT

Passy vs Rikemansbarnet

Ranked

Player 1Defeat

Passy

Guile · Classic

Pre-match MR
1,853
Pre-match LP
630,194
Player 2Victory

Rikemansbarnet

E. Honda · Classic

Pre-match MR
2,072
Pre-match LP
703,296

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 · PassyRound lost
    P2 · RikemansbarnetStandard victory
  2. Round 2
    P1 · PassyRound lost
    P2 · RikemansbarnetSuper Art
Match record Identifiers, ratings & round codes
Replay ID
MMKEPFCHT
Played at
Mode
Ranked
Player CFN ID
2736114331
Player
Passy
Selected character
Guile
Played character
Guile
Controls
Classic
Pre-match MR
1,853MR points
Pre-match LP
630,194LP points
Opponent CFN ID
2554767828
Opponent
Rikemansbarnet
Opponent selected character
E. Honda
Opponent played character
E. Honda
Opponent controls
Classic
Opponent pre-match MR
2,072MR points
Opponent pre-match LP
703,296LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
1,6comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Standard victory; Super 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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