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ProPeeks

Glossary

Every number ProPeeks shows: what it counts, which way is better, the pros' and matchmaking players' numbers, why it matters and the drill that trains it - and the questions people ask about them. An enemy is in sight when you could see them on your screen.

Aim

How quickly and how surely you hit - from an enemy coming into sight to your bullets.

Reactionlower is better

How long from an enemy coming into view to your first hit on them - your typical fight (the median).

Which way
Lower is better
Pros
344 ms (rifles)
Matchmaking
453 ms
Why it matters
The quicker your first hit, the more duels you win - a slow one costs you rounds.
Its drill
Quick DuelsEntries Quick Duels as CT, Entries as T - where your slow fights were
Shown on
your plan, profile and reports; the match tables as TTD (Time to damage)

Time to killlower is better

How long from an enemy coming into view to killing them - your typical fight (the median).

Which way
Lower is better
Why it matters
Your reaction plus how quickly your bullets finish it - a slow kill gives them time to shoot back, or a team-mate time to trade you.
Its drill
Quick Duels
Shown on
the match tables as TTK

Crosshair placementlower is better

How far your crosshair was from an enemy's head the moment they came into view, in degrees - your typical fight (lower is better).

Which way
Lower is better
Pros
2.9°
Matchmaking
2.9°
Why it matters
On their head as they appear, there's nothing to flick: the first hit comes sooner. A wide one costs time in every duel.
Its drill
Quick Duels
Shown on
your plan, profile and reports; the match tables as Crosshair

Crosshair placement's worst momentslower is better

Your worst moments a match: an enemy appeared well off your crosshair, at a spot where pros keep theirs on the angle.

Which way
Lower is better
Why it matters
These are the angles pros pre-aim and you didn't: the fastest fix to your crosshair placement.

Counter-strafinghigher is better

Of your first bullets at an enemy you could see, those fired on the ground and slow enough to be accurate.

Which way
Higher is better
Pros
71%
Matchmaking
62%
Why it matters
A bullet fired faster than that flies wide: moving first bullets hit 17-20% of the time, ones fired stopped with the crosshair on them 52-53% - for pros and everyone else alike.
Shown on
your plan, profile and reports; the match tables as Counter-strafe

On time after greenhigher is better

After a counter-strafe, how often you fired within 50 ms of slowing down enough to be accurate - 'going green' in the Counter-Strafes drill.

Which way
Higher is better
Pros
40% (rifles 44%, the Deagle 25%) - half their shots within 4 ticks (65 ms) of going green - Do pros shoot the moment they're green?
Matchmaking
31%
Why it matters
Once you're green, each tick you wait is time the enemy has to shoot first - the bullet's no more accurate for it: pros' first bullets hit as often fired the tick they went green as 8 ticks later.
Shown on
your plan, profile and reports

First-bullet accuracyhigher is better

How many of the first bullets of your bursts at an enemy you could see hit.

Which way
Higher is better
Pros
36% (rifles)
Matchmaking
24%
Why it matters
The first bullet is the most accurate one you fire, and at range it decides most duels.
Shown on
your plan, profile and reports; the match tables as 1st bullet

Spray accuracyhigher is better

How many of your spray bullets - from a burst's 4th bullet on, with an automatic gun - hit an enemy you could see.

Which way
Higher is better
Pros
43% (rifles)
Matchmaking
25%
Why it matters
Close up most kills are sprays: the recoil pulled down and across, onto them.
Its drill
Spray PatternsSpray Transfers Spray Patterns with your gun; from its level 7, Spray Transfers
Shown on
your plan, profile and reports; the match tables as Spray

Head accuracyhigher is better

Of your gun hits, how many were to the head.

Which way
Higher is better
Pros
20% (rifles)
Why it matters
A rifle's head hit kills or nearly does - and most of it is your crosshair's height.
Its drill
Pre-fire Timing
Shown on
the match tables as Head

Pistol accuracyhigher is better

How many of your pistol bullets at an enemy you could see hit.

Which way
Higher is better
Pros
34%
Matchmaking
24%
Why it matters
Pistol rounds and ecos are won with taps: a pistol's first bullet standing is accurate, the rest much less.
Shown on
your plan, profile and reports

AWP accuracyhigher is better

How many of your AWP shots at an enemy you could see hit.

Which way
Higher is better
Pros
66%
Why it matters
An AWP hit to the body or head kills; a miss shows where you are and costs you the bolt.
Shown on
your plan, profile and reports

Timed fights

Fights where you could see the enemy at your first hit - the ones your times and crosshair are measured on.

Which way
Neither - it's what you did, not a score
Why it matters
How much the times can say: a few fights tell little.
Shown on
the match tables as Fights

Shot selection

Each burst you fire at an enemy you can see - with a rifle, an SMG, a pistol or the AWP - compared with when pros shoot, each gun by its own.

Rushed first shotslower is better

First shots fired too soon: while moving too fast to be accurate, or before your crosshair was on the enemy - fewer is better (pros: 39%).

Which way
Lower is better
Pros
39% - real pros fire on the move too: 23% of their first shots, where it cost the hit - Why do pros score 39% on rushed first shots - a mistake?
Matchmaking
53%
Why it matters
A moving first shot costs the first bullet at almost every range with a rifle, and the burst a lot at range: at long range pros' rifle bursts kill 44% of the time from a stopped first shot with the crosshair on, 33% from a moving one. Pistols' moving inaccuracy is smaller - up close it often costs nothing; the AWP's costs everything.
Shown on
your plan, profile and reports; the match tables as Rushed

On the movelower is better

First shots fired while moving too fast to be accurate, or in the air, where it cost you the hit - stop first (pros: 23%).

Which way
Lower is better
Pros
23% of first shots
Matchmaking
28%
Why it matters
Moving bullets fly wide: they hit 17-20% of the time, against 52-53% fired standing still with the crosshair on them.
Shown on
the match tables as Moving

Aim far offlower is better

First shots fired with your crosshair well off the enemy, or still moving onto them: get on target first (pros: 16%).

Which way
Lower is better
Pros
16% of first shots
Matchmaking
24%
Why it matters
Fired off them, the first bullet hits 6-12% of the time; pros wait the split second (a tick or two) their crosshair needs.
Its drill
Pre-fire Timing
Shown on
the match tables as Aim off

Bursts stopped shortlower is better

Bursts you stopped while the enemy was still in view and your next shot was ready, where pros keep firing - keep shooting, or get out of sight (pros: 20%).

Which way
Lower is better
Pros
20%
Matchmaking
31%
Why it matters
Stopping in the open gives them a free shot. Pros mostly burst and get out of sight, or keep firing.
Its drill
Spray PatternsSpray Transfers
Shown on
your plan, profile and reports; the match tables as Stopped short

Spraying past uselower is better

Spray bullets fired after the point where pros would most likely have stopped, given how your spray was going (pros: 2.4%).

Which way
Lower is better
Pros
2.4%
Matchmaking
5.6%
Why it matters
They mostly miss, and keep you in the open with an emptying magazine - matchmaking players fire more than twice the pros' share of them.
Its drill
Spray PatternsSpray Transfers
Shown on
your plan, profile and reports; the match tables as Sprayed on

First shots' worthhigher is better

Your first shots' chance to hit as you fired them, and if you'd stopped with your crosshair on them first (pros: 40% as fired, 56% stopped and on target).

Which way
Higher is better
Pros
40% as fired, 56% stopped and on target
Matchmaking
32% as fired, 54% stopped and on target
Why it matters
The gap between the two is what rushing costs you, in hits.
Shown on
the match tables as 1st shot worth

Positioning

How much of yourself you show in a duel, crouching in it, and baiting AWPs.

Overexposed in duelslower is better

Duels where you showed more of yourself than you needed to: you peeked too wide, stood where crouching would have hidden you, or didn't use cover close by (pros: about 1 in 16).

Which way
Lower is better
Pros
6.1%
Matchmaking
6.8%
Why it matters
In those duels the player died 54% of the time, against 43% in the rest; seen by two enemies at once, 50-59%.
Shown on
your plan, profile and reports; the match tables (Overexposed)

Too wide a peeklower is better

Two enemies saw you at once where stopping a little earlier would have shown you to only one - a fight you could take one on one.

Which way
Lower is better
Pros
4.1% of duels
Why it matters
Being seen by two at once costs: pros died in 60% of their too-wide duels, against 43% in the rest.
Shown on
the match tables as Too wide

Not crouchinglower is better

You stood where, crouched, only your head would have shown and you'd still have seen the enemy.

Which way
Lower is better
Pros
0.2% of duels
Why it matters
Rare for everyone, pros too: it shows you the spots where crouching hides you.
Shown on
the match tables as No crouch

Cover not usedlower is better

A spot close by that you could have reached in time would have shown the enemies only your head, and you'd still have seen the one you fought.

Which way
Lower is better
Pros
2.1% of duels
Why it matters
Rare, and not where most duels are lost - it shows you the cover by you.
Shown on
the match tables as No cover

Crouched in duelshigher is better

Duels you crouched in, between the enemy coming into view and just after the first damage (pros: about half; 63% with rifles).

Which way
Higher is better (up to about half, as the pros)
Pros
46% (with rifles 63%)
Matchmaking
28% (with rifles 46%)
Why it matters
The crouch-spray: pros crouch just after their first shot - crouched, CS2's inaccuracy is lower and your head drops.
Shown on
your plan, profile and reports; the match tables as Crouched

Crouch at the peekhigher is better

Of your fast peeks - running into an enemy's view - those where you crouched just as they saw you, before your first shot: the crouch-slide (pros 5.5%, matchmaking players 3.9%).

Which way
Higher is better (a variation to mix in - more isn't better past the pros')
Pros
5.5%
Matchmaking
3.9%
Why it matters
You slide on through the angle, your head drops and the crouch slows you to an accurate speed. It brings the first damage sooner (pros 375 against 422 ms) and wins a few more duels - not surely: a variation, not a must.
Shown on
your plan, profile and reports; the match tables as Crouch-peek

Baiting AWPshigher is better

Of the AWP shots at you, those you baited: it fired when only your shoulder, feet or gun showed, your head and chest hidden (pros 3.3%, matchmaking players 1.6%).

Which way
Higher is better
Pros
3.3% of the AWP shots at them
Matchmaking
1.6%
Why it matters
An AWP shot at a bait is one it isn't firing at your body: those kill about half as often (pros 33% against 62% at the body, matchmaking 23% against 42%), and the AWPer then has to work the bolt - about 1.5 s to cross or swing.
Shown on
your plan, profile and reports; the match tables as AWP baits

Crossfires and trades

You and your team-mates: out of each other's way, holding real crossfires, peeking together and trading - the Crossfire drill's checks on your matches.

In a team-mate's linelower is better

Rounds you stood between a team-mate and an enemy they could see - they couldn't see or shoot past you.

Which way
Lower is better
Pros
5% of rounds - 125 ms a time (median), 375 ms at most 9 times in 10
Matchmaking
6% of rounds
Why it matters
Your team-mate sees nothing behind you and can't shoot through you: the enemy gets a free look at both of you.
Shown on
your plan, profile and reports; the match tables as Team-mate's line

Real crossfireshigher is better

When an enemy peeked you and a team-mate holding near you, how often they couldn't see you both in one look.

Which way
Higher is better
Pros
47% (narrow 28%, stacked 25%)
Matchmaking
42%
Why it matters
A peeker meeting a crossfire dies more often: pros died 51% of the time against a crossfire, 33% against one holder - and 63% when the two were 60° or more apart.
Shown on
your plan, profile and reports; the match tables as Crossfires

Trades in timehigher is better

Of the team-mates killed near you, those whose killer you then killed as fast as pros do.

Which way
Higher is better
Pros
8% in time (21% traded within 5 s)
Matchmaking
6% (18%)
Why it matters
A trade makes their kill even. The quicker, the likelier: pros trade a quarter of all deaths within 5 s, most of them from close by.
Shown on
your plan, profile and reports; the match tables

Double peekshigher is better

When you and a team-mate peeked the same enemy, how often you came within 250 ms of each other.

Which way
Higher is better
Pros
31% (within 250 ms of each other)
Matchmaking
25%
Why it matters
Within 250 ms it pays: the holder died 40% of the time against 25% for a single peek, and the first peeker 23% against 37%. Later, the first one's just bait.
Shown on
your plan, profile and reports; the match tables

Utility

Grenades: their damage, flashes and how safely you throw them.

Utility damagehigher is better

Damage to enemies by HE grenades and fire.

Which way
Higher is better
Matchmaking
3.6 a round
Why it matters
Damage before the fight: a hurt enemy dies to one bullet fewer.
Its drill
Nade Lab Nade Lab: the lineups pros throw on your map
Shown on
your plan, profile and reports; the match tables as Utility

Flasheshigher is better

Enemies your flashes blinded.

Which way
Higher is better
Matchmaking
0.31 a round
Why it matters
A blind enemy can't shoot back: a flash is a free opening for you or a team-mate.
Its drill
Nade Lab Nade Lab: the lineups pros throw on your map
Shown on
your plan, profile and reports; the match tables as Flashed (Enemies flashed)

Good flasheshigher is better

Your flashes that blinded an enemy for long enough to matter and hurt no team-mate (pros: about a quarter - they throw many to clear an area).

Which way
Higher is better
Pros
23% (wasted 56%)
Why it matters
A blind enemy can't hold the angle: a good flash is a free peek for you or a team-mate.
Its drill
Flash TimingNade Lab
Shown on
the match tables

Flashes that hurt your teamlower is better

Your flashes that fully blinded a team-mate (or you) while they were in danger - an enemy could see them, they were hit or killed, or they were running into a fight - or that barely blinded an enemy a team-mate (or you) then peeked (pros: about 1 in 9).

Which way
Lower is better
Pros
11%
Matchmaking
12% (a team-mate died in the blind after 0.6%)
Why it matters
Blinded strongly in an enemy's sight, the team-mate died within 2 s 15% of the time, against 10% blinded under a second.
Its drill
Flash TimingNade Lab Flash Timing: the pros' lineup thrown for a team-mate's peek; then Nade Lab
Shown on
your plan, profile and reports; the match tables as Hurt the team (Flashes that hurt the team)

Exposed throwslower is better

Your grenades thrown where an enemy could see or hit you while you couldn't shoot back - from drawing the grenade until your gun was ready again (pros: 5%, matchmaking players 11%).

Which way
Lower is better
Pros
5% (punished 1.3%)
Matchmaking
11% (punished 3.3%)
Why it matters
With a grenade out you can't shoot back: a throw seen even for a moment ended in a death 15% of the time, one never seen 0.2%. The pros throw from cover - their throws of Nade Lab's lineups were exposed 2% of the time, the rest 7%.
Its drill
Nade Lab Nade Lab: the pros' own lineup for the grenade you throw most exposed, from their spot
Shown on
your plan, profile and reports; the match tables

Punished throwslower is better

Your grenades during which an enemy hit or killed you - the grenade out, or your gun not ready yet after the throw (pros: 1.3%, matchmaking players 3.3%).

Which way
Lower is better
Why it matters
The cost of an exposed throw: a fight you couldn't take part in.
Its drill
Nade Lab
Shown on
the match tables as Punished

Rounds and the scoreboard

The game's own numbers, the round's first kill, clutches, the bomb, fakes and your best rounds.

Killshigher is better

Enemies you killed.

Which way
Higher is better
Shown on
the match tables as K

Deathslower is better

Times you died.

Which way
Lower is better
Shown on
the match tables as D

Assistshigher is better

Enemies you hurt or flashed that a team-mate killed - the game's own count.

Which way
Higher is better
Shown on
the match tables as A

+/-higher is better

Kills minus deaths.

Which way
Higher is better
Shown on
the match tables

K/Dhigher is better

Your kills divided by your deaths.

Which way
Higher is better

ADRhigher is better

Damage to enemies, a round played.

Which way
Higher is better
Why it matters
Damage counts even when the kill goes to someone else: it's the steadiest measure of what you did in a round.
Shown on
the match tables as ADR (Damage a round)

Headshot killshigher is better

Kills with a headshot.

Which way
Higher is better
Shown on
the match tables as HS

KASThigher is better

Rounds you got a Kill, an Assist, Survived or were Traded.

Which way
Higher is better
Why it matters
A round you did something in: it's lost more often when you didn't.
Shown on
the match tables

Opening duelshigher is better

The round's first kill, when it was yours or you died to it: won - lost.

Which way
Higher is better
Matchmaking
50% - every duel has a winner, so half is level
Why it matters
The team with the first kill plays the rest of the round five on four: your plan counts an opening kill's worth in rounds.
Its drill
EntriesQuick Duels Entries or Quick Duels, where you lost them
Shown on
your plan, profile and reports; the match tables as Opening

Clutches wonhigher is better

Clutches you won - rounds where you were the last one alive on your side, against one or more (one already lost as it began, like a CT after the plant with no time to defuse, doesn't count). Pros win 66% of 1v1s, 20% of 1v2s and 6% of 1v3s.

Which way
Higher is better
Pros
1v1 66%, 1v2 20%, 1v3 6%
Matchmaking
1v1 57%, 1v2 22%, 1v3 6%
Why it matters
A clutch won is a round. Winners took their first fight 87% of the time (losers 35%), and seeing the enemy first doubles the win rate.
Its drill
Clutch Clutch: real pro clutches like the ones you lose
Shown on
your plan, profile and reports; the match tables as Clutches

After your planthigher is better

Rounds your team won after it planted the bomb - your team's number.

Which way
Higher is better
Matchmaking
77%
Why it matters
A plant makes the CTs come to you: from there the Ts should win most rounds.
Its drill
Site Takes Site Takes: holding the site after the plant
Shown on
your plan, profile and reports

Holding siteshigher is better

CT rounds your team held - the Ts never got the bomb down - higher is better; your team's number.

Which way
Higher is better
Matchmaking
51%
Why it matters
A planted bomb turns the round: the CTs must retake the site and defuse in time.
Its drill
Site Holds Site Holds: holding the site against them
Shown on
your plan, profile and reports

Fake defuses

Defuses you started so the Ts would hear, then quickly let go of with a T still alive.

Which way
Neither - it's what you did, not a score
Pros
56% of the defuses they begin with a T alive - 78% alone, 29% with a team-mate alive
Matchmaking
35%
Why it matters
Alone with time to spare, a fake draws the T out of hiding: pros fake most such defuses.

Fake plants

Plants you started so the CTs would hear, then quickly let go of with a CT still alive.

Which way
Neither - it's what you did, not a score
Pros
9% of the plants they begin - 56% with a CT near and no team-mate near
Matchmaking
2%
Why it matters
It baits a CT into peeking - or buys you the second you need to plant for real.

Fakes fallen forlower is better

Enemies' fakes that got you killed within 3 s, of those you were alive for.

Which way
Lower is better
Pros
7%
Matchmaking
7%
Why it matters
A fake works on the one who peeks it: wait for the real thing.

Moments' scorehigher is better

A round you got kills in, scored by how much it's worth watching again.

Which way
Higher is better
Why it matters
Your best rounds, to watch again - and the ones our frag movies are made of.

Drills and progress

Your numbers on our servers: ratings, levels, XP and the leaderboards.

Drill ratinghigher is better

Elo, one per mode: each try a game against what the mode put up, so beating easy bots moves it little.

Which way
Higher is better
Why it matters
It compares tries across settings: playing only easy setups can't lift it.

Level (1-10)higher is better

A drill rating as a level: 150 rating points a level, 1,000 the 3rd.

Which way
Higher is better

Spray Patterns levelhigher is better

A level per gun, 1-10: each a setting and a mark to make in 3 of your last 5 sprays at it, kept once reached.

Which way
Higher is better
Its drill
Spray Patterns

XP and levelhigher is better

The experience you earn playing on our servers, and its level.

Which way
Higher is better

Leaderboard boardshigher is better

One place at one level, ranked by a rate over all your first tries there - from a minimum.

Which way
Higher is better

Questions

Why is lower better here?

Some numbers count mistakes - rushed first shots, bursts stopped short, spraying past use, overexposed duels, the sites your team lost on CT - and some are times or angles: reaction, time to kill, crosshair placement. For those, lower is better. Where the name doesn't say it, it's marked beside the name - lower is better, or ↓ in a table - and every name links to its entry here.

Who are "the players in your matches" (your lobbies)?

The other nine players in your matches - your team-mates and your opponents, about your rank - measured the same way over the same matches. They're who you're compared with first: a gap to them is something players at your level do better than you. Some pages call them your lobbies.

Who are "the pros"?

Pro players in pro matches, measured the same way as you.

What do "clearly ahead", "a clear gap" and "likely" mean?

Each of your numbers is compared with the players in your matches, over your fights, bullets or rounds. Clear: a gap too big to be chance. Likely: probably real, not certain yet - so it says likely. Level, or no clear change: no real difference either way yet. At the pros' level: your number at or past the pros' and past the players in your matches.

Why do pros score 39% on rushed first shots - a mistake?

Not quite. A first shot is rushed when it's fired on the move where that costs the hit, or before the crosshair is on them - and real pros do both now and then: 23% of their first shots are on the move where it costs the hit, mostly up close where the spray decides anyway. That's why the pages put the pros' own number beside yours: each shot is judged on its own, the pros show what's realistic. It differs by gun - pros rush 15% of their AWP shots, 38% with pistols, 42% with rifles - so your plan compares you with the players in your matches at a gun mix like yours.

Do pros shoot the moment they're green?

Nearly, not quite. Coming out of movement with the enemy in sight, pros fire a rifle's first bullet a median 3 ticks (about 60 ms) after going green - 41% within 2 ticks, 44% within the drill's 50 ms. And many don't wait for green at all: a third of their rifles' first bullets and half their pistols' are fired before going green. Matchmaking players fire a median 5 ticks after (31% within 50 ms), and before it half the time. So 50 ms is a pro's pace, not a robot's - a good target for the drill.

Why does a number say "not enough data yet"?

Each number needs enough of your fights, shots or rounds before we say anything about it. Until then it's shown, but not compared.

Why is a number shown as –?

The match was analysed before we measured it (it's measured as the match is analysed again), the map isn't covered for positioning and shots yet, or there was nothing to count.

Do uploaded demos count?

On your plan, profile and reports, yes - they're your matches. Never on the leaderboards or anything ranked: we can't check an uploaded file wasn't edited.