Replay dataXPY5SSJS8

무지성버닝킥발사 vs ルノダヨ

Ranked

Player 1Victory

무지성버닝킥발사

C. Viper · Modern

Pre-match MR
1,677
Pre-match LP
132,764
Player 2Defeat

ルノダヨ

Luke · Modern

Pre-match MR
1,700
Pre-match LP
416,484

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 · 무지성버닝킥발사Round lost
    P2 · ルノダヨSuper Art
  2. Round 2
    P1 · 무지성버닝킥발사Standard victory
    P2 · ルノダヨRound lost
  3. Round 3
    P1 · 무지성버닝킥발사Standard victory
    P2 · ルノダヨRound lost
Match record Identifiers, ratings & round codes
Replay ID
XPY5SSJS8
Played at
Mode
Ranked
Player CFN ID
4133347542
Player
무지성버닝킥발사
Selected character
C. Viper
Played character
C. Viper
Controls
Modern
Pre-match MR
1,677MR points
Pre-match LP
132,764LP points
Opponent CFN ID
1742407350
Opponent
ルノダヨ
Opponent selected character
Luke
Opponent played character
Luke
Opponent controls
Modern
Opponent pre-match MR
1,700MR points
Opponent pre-match LP
416,484LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,1comma-separated codes
Opponent round result codes
6,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Standard victory
Opponent round outcomes
Super Art; Round lost; Round lost

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

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