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Your Deagle after a jump: crouch before you land and it's accurate twice as fast

2026-10-29 · ProPeeks

Deagle Taps in CS2, at half speed. The targets stand at 500, 800, 1,100 and 1,400 units and glow red until the Deagle is accurate at their distance. First: land and stand. Then: crouched before you land. The circle around the crosshair is CS2's Dynamic Circle crosshair (Settings → Crosshair → Style): it shows your spread as it is now.

DistanceLand and standCrouched before you land
500 units672 ms328 ms
800 units969 ms453 ms
1,100 units1,125 ms547 ms
1,400 units1,125 ms641 ms

Milliseconds from landing until each target in the clip turns green.

Land a jump and stand, and the far targets stay red for more than a second. Crouch before you land, and every target is green in about half the time. We measured why on a CS2 server, tick by tick.

What happens in a jump

We had a bot jump in place with the Deagle and land, then stand still. We logged the gun's spread, CS2's own inaccuracy value, on every server tick (64 a second), from take-off until 3 s after landing.

The Deagle's spread through a jump

A jump, from take-off. Dots: bullets fired in the air, and how far off the aim each one went. Lines: the spread after landing, standing (blue) and crouched (yellow).

Three things happen:

How long after landing

We call the Deagle "accurate again" when the spread left over fits a head (about 6 units across) at the target's distance. Far away, where even a perfect first shot is wider than a head, it's when the spread is back down to within half its resting value.

DistanceLand and standCrouch as you landCrouched before you land
500 units0.67 s0.44 s0.33 s
800 units0.97 s0.56 s0.45 s
1,100 units1.12 s0.66 s0.55 s
1,400 units1.12 s0.73 s0.62 s

Seconds after landing until the Deagle is accurate again.

Seconds until accurate after landing, by distance

The wait after landing, beside the wait after a standing shot (dashed).

Add the 0.73 s you spend in the air, and a jump at medium range costs you 1.7 to 1.9 s before your next accurate shot.

Why it catches people out

The same crouch between taps

Crouching speeds up recovery after every shot too, not only after a jump. We had the bot fire single shots, standing and then crouched, and logged the spread after each one.

The Deagle's spread after one shot, standing and crouched

The Deagle's spread after one shot. Crouched (yellow), it falls faster and settles lower.

Two things change when you crouch:

A shot makes the spread jump to about 0.075. Here is how long until the next accurate shot:

DistanceStandingCrouched
500 units0.80 s0.39 s
800 units1.09 s0.52 s
1,100 units1.23 s0.61 s
1,400 units1.23 s0.70 s

Seconds until the Deagle is accurate again, by distance

Seconds until the next accurate shot, by distance. Medium range (800-1,400 units) is shaded.

Most of the gain comes from the faster recovery. With only the tighter resting spread, and standing recovery, a crouched shot at 1,100 units would still wait 1.09 s instead of 0.61 s.

What it means in a game

Practise it

In ProPeeks' Deagle Taps drill, targets glow red until your Deagle is accurate again at their distance, then green, exactly as in the clip. Jump, and every target turns red. Land, and they turn green one by one, the nearest first. Crouch before you land and watch them come back in half the time. Between shots the colour follows your stance too: crouch and the targets turn green sooner.

How we measured: a bot on a CS2 1.41.9.3 dedicated server (64 tick). Jumps: it jumped in place 10 times each way (landing standing, crouching as it landed, crouched in the air and after, and a crouch-jump), never moving sideways. We read the Deagle's accuracy penalty every tick from take-off until 3 s after landing, and counted the times from the tick it landed. To measure the spread in the air, it fired one shot per jump straight down at the floor, 12 to 27 shots at each moment, and we measured how far each bullet went from its aim. On the ground, every bullet stayed within the penalty plus the Deagle's fixed 0.002 spread. Shots: single shots, standing and crouched, never moving; the penalty read every tick for 2.5 s, times counted from the tick the shot was fired. The clip is the Deagle Taps drill on our CS2 server, with a bot standing in for the player, recorded with GOTV and played back in CS2.

It all matches CS2's weapon data for the Deagle:

CS2's weapon dataValueWhat we measured
inaccuracy_jump0.0406the penalty in the air: 0.0447, the standing 0.0042 plus this
inaccuracy_jump_initial0.549bullets up to 0.57 off just after take-off (with the penalty)
inaccuracy_jump_apex0.332bullets up to 0.38 off at the top of the jump (with the penalty)
inaccuracy_land0.000043landing added 0.0124 at a fall speed of 289 units/s: the two multiplied
recovery_time_stand / crouch0.81 s / 0.45 stenfold down every 0.81 s standing, 0.45 s crouched

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