Replay dataS7JPR9R56

かずれお vs Rink

Ranked

Player 1Victory

かずれお

Akuma · Classic

Pre-match MR
1,540
Pre-match LP
255,756
Player 2Defeat

Rink

Akuma · Classic

Pre-match MR
1,566
Pre-match LP
96,823

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 · かずれおRound lost
    P2 · RinkSuper Art
  2. Round 2
    P1 · かずれおStandard victory
    P2 · RinkRound lost
  3. Round 3
    P1 · かずれおSuper Art
    P2 · RinkRound lost
Match record Identifiers, ratings & round codes
Replay ID
S7JPR9R56
Played at
Mode
Ranked
Player CFN ID
2032263240
Player
かずれお
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,540MR points
Pre-match LP
255,756LP points
Opponent CFN ID
2306913868
Opponent
Rink
Opponent selected character
Akuma
Opponent played character
Akuma
Opponent controls
Classic
Opponent pre-match MR
1,566MR points
Opponent pre-match LP
96,823LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,6comma-separated codes
Opponent round result codes
6,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Super Art
Opponent round outcomes
Super Art; 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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