Replay dataSLP9HAAH3

arateo vs _寺山_

Ranked

Player 1Defeat

arateo

Dee Jay · Classic

Pre-match MR
1,850
Pre-match LP
626,085
Player 2Victory

_寺山_

A.K.I. · Modern

Pre-match MR
1,814
Pre-match LP
514,686

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 · arateoRound lost
    P2 · _寺山_Super Art
  2. Round 2
    P1 · arateoSuper Art
    P2 · _寺山_Round lost
  3. Round 3
    P1 · arateoRound lost
    P2 · _寺山_Perfect
Match record Identifiers, ratings & round codes
Replay ID
SLP9HAAH3
Played at
Mode
Ranked
Player CFN ID
4077659992
Player
arateo
Selected character
Dee Jay
Played character
Dee Jay
Controls
Classic
Pre-match MR
1,850MR points
Pre-match LP
626,085LP points
Opponent CFN ID
3667617197
Opponent
_寺山_
Opponent selected character
A.K.I.
Opponent played character
A.K.I.
Opponent controls
Modern
Opponent pre-match MR
1,814MR points
Opponent pre-match LP
514,686LP points
Result from player perspective
LW/L/D
Player round result codes
0,6,0comma-separated codes
Opponent round result codes
6,0,8comma-separated codes
Player round outcomes
Round lost; Super Art; Round lost
Opponent round outcomes
Super Art; Round lost; Perfect
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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