Replay dataS7TSU6PCY

kuuhaku vs GAME原人

Casual

Player 1Defeat

kuuhaku

JP · Classic

Pre-match MR
1,612
Pre-match LP
146,003
Player 2Victory

GAME原人

JP · Classic

Pre-match MR
1,525
Pre-match LP
219,640

Replay participants and rounds

Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.

Round outcomes

Battle Log
  1. Round 1
    P1 · kuuhakuTime over
    P2 · GAME原人Round lost
  2. Round 2
    P1 · kuuhakuRound lost
    P2 · GAME原人Standard victory
  3. Round 3
    P1 · kuuhakuRound lost
    P2 · GAME原人Standard victory
Match record Identifiers, ratings & round codes
Replay ID
S7TSU6PCY
Played at
Mode
Casual
Player CFN ID
1303030267
Player
kuuhaku
Selected character
JP
Played character
JP
Controls
Classic
Pre-match MR
1,612MR points
Pre-match LP
146,003LP points
Opponent CFN ID
1783568654
Opponent
GAME原人
Opponent selected character
JP
Opponent played character
JP
Opponent controls
Classic
Opponent pre-match MR
1,525MR points
Opponent pre-match LP
219,640LP points
Result from player perspective
LW/L/D
Player round result codes
3,0,0comma-separated codes
Opponent round result codes
0,1,1comma-separated codes
Player round outcomes
Time over; Round lost; Round lost
Opponent round outcomes
Round lost; Standard victory; Standard victory

What the capture shows

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.

Technical capture details Sampling, timing & omissions

Report & sampling

Samples are capture observations, not a count of game simulation frames.

Report status
unavailable
Parser version
Not available
Samples parsed
Not available

Video timing

Times are estimated in seconds at 60 render frames per second. The offset aligns sample times with the recording; synchronization is not verified.

Timing method
Not available
Video offset
Not available

Coverage & omissions

Omissions count events not retained in the report. No reported omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available

Additional report fields

P1 observed health lost
Not available
P2 observed health lost
Not available
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

Privacy settings

Allow YouTube/Twitch media, usage analytics and remembered history? Choices last 180 days and can be withdrawn here anytime.

More options & details

Optional features are off until you choose them. You can change or withdraw your choices here at any time.

Security and storage needed for features you request remain available, including saved fighters, replay requests and feedback.

Choices are saved for 180 days on this device. Turning analytics off reloads this page to stop the loaded beacon.

Privacy & storage