Matches
What the numbers mean
Measured from the match's demo, for every player. An enemy is in sight when you could see them on your
screen. Every number the site shows - which way is better, the pros' and matchmaking players', why it matters, its drill - and
the questions people ask about them: the glossary. Below, the match tables' columns.
- Time to damage (TTD)
- how long from an enemy coming into view to your first hit on them - your typical fight (the median)
- Time to kill (TTK)
- how long from an enemy coming into view to killing them - your typical fight (the median)
- Crosshair placement (Crosshair)
- how far your crosshair was from an enemy's head the moment they came into view, in degrees - your typical fight (lower is better)
- Counter-strafing (Counter-strafe)
- of your first bullets at an enemy you could see, those fired on the ground and slow enough to be accurate
- First-bullet accuracy (1st bullet)
- how many of the first bullets of your bursts at an enemy you could see hit
- Spray accuracy (Spray)
- how many of your spray bullets - from a burst's 4th bullet on, with an automatic gun - hit an enemy you could see
- Head accuracy (Head)
- of your gun hits, how many were to the head
- Timed fights (Fights)
- fights where you could see the enemy at your first hit - the ones your times and crosshair are measured on
- Rushed first shots (Rushed)
- 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%)
- On the move (Moving)
- first shots fired while moving too fast to be accurate, or in the air, where it cost you the hit - stop first (pros: 23%)
- Aim far off (Aim off)
- first shots fired with your crosshair well off the enemy, or still moving onto them: get on target first (pros: 16%)
- Bursts stopped short (Stopped short)
- 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%)
- Spraying past use (Sprayed on)
- spray bullets fired after the point where pros would most likely have stopped, given how your spray was going (pros: 2.4%)
- First shots' worth (1st shot worth)
- 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)
- Overexposed (Overexposed)
- 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)
- Too wide a peek (Too wide)
- 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
- Not crouching (No crouch)
- you stood where, crouched, only your head would have shown and you'd still have seen the enemy
- Cover not used (No cover)
- 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
- Crouched in duels (Crouched)
- duels you crouched in, between the enemy coming into view and just after the first damage (pros: about half; 63% with rifles)
- Crouch at the peek (Crouch-peek)
- 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%)
- Baiting AWPs (AWP baits)
- 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%)
- In a team-mate's line (Team-mate's line)
- rounds you stood between a team-mate and an enemy they could see - they couldn't see or shoot past you
- Real crossfires (Crossfires)
- when an enemy peeked you and a team-mate holding near you, how often they couldn't see you both in one look
- Trades in time (Trades in time)
- of the team-mates killed near you, those whose killer you then killed as fast as pros do
- Double peeks (Double peeks)
- when you and a team-mate peeked the same enemy, how often you came within 250 ms of each other
- Utility damage (Utility)
- damage to enemies by HE grenades and fire
- Enemies flashed (Flashed)
- enemies your flashes blinded
- Good flashes (Good flashes)
- 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)
- Flashes that hurt the team (Hurt the team)
- 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)
- Exposed throws (Exposed throws)
- 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%)
- Punished throws (Punished)
- 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%)
- Kills (K)
- enemies you killed
- Deaths (D)
- times you died
- Assists (A)
- enemies you hurt or flashed that a team-mate killed - the game's own count
- +/- (+/-)
- kills minus deaths
- Damage a round (ADR)
- damage to enemies, a round played
- Headshot kills (HS)
- kills with a headshot
- KAST (KAST)
- rounds you got a Kill, an Assist, Survived or were Traded
- Opening duels (Opening)
- the round's first kill, when it was yours or you died to it: won - lost
- Clutches won (Clutches)
- 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
Finding a moment in the demo
Each duel, burst and fight on a player's page says when it was: its round, and CS2's round clock then - the time
left as the HUD showed it (1:55 as the round starts), after the plant the bomb's 40 s. tick beside it copies the console
command that takes the match's demo there - demo_gototick and the demo's tick, 2 s before the moment so you see it coming.
Open the demo in CS2 (Watch, Your Matches - or playdemo and its file), open the console (~; Settings, Game: Enable Developer
Console) and paste it; the demo jumps there and plays on - click through the players to theirs.
Moments
Every round a player got kills in is a moment, ranked - the rounds most worth watching again first. Your best ten
are on your profile.
A fight with no sight at its first hit (a wallbang, a spray into a smoke) has no times; it still counts in the scoreboard. The kills, deaths, assists and damage are the game's own. Back