Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| AK-47 | 28 | 50% |
| USP-S | 22 | 23% |
| Glock-18 | 15 | 33% |
| AWP | 15 | 80% |
| Desert Eagle | 12 | 58% |
| M4A1-S | 5 | 80% |
| SSG 08 | 3 | 67% |
| MP9 | 2 | 0% |
Moments
Watching one in the demo
To watch one: the Round column shows CS2's clock at its first kill (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| # | Round | Moment | Score |
|---|---|---|---|
| 1/115 | 12 1:21 | 4 kills (AWP ×4), in 29.6 s T | 10.6 |
| 2/115 | 9 1:23 | 4 kills (Glock ×2, AWP ×2), 3 headshots, in 42.9 s T | 6.7 |
| 6/115 | 19 1:38 | 3 kills (AK-47 ×2, M4A1-S), 2 headshots, in 46.9 s CT | 4.8 |
| 7/115 | 8 bomb 0:28 | 3 kills (AWP ×2, Glock), in 30.4 s T | 4.6 |
| 9/115 | 5 1:44 | 2 kills (AWP, Deagle), 1 through smoke, in 16.7 s T | 4.5 |
| 10/115 | 4 1:34 | 2 kills (AK-47, AWP), a wallbang, all headshots, in 14.6 s T | 4.3 |
| 11/115 | 23 1:25 | 2 kills (AWP ×2), 1 headshot, in 1.6 s CT | 4.3 |
| 12/115 | 18 1:09 | 2 kills (Scout ×2), all headshots, in 2.3 s CT | 4.2 |
| 15/115 | 13 1:29 | 3 kills (USP-S ×3), all headshots, in 12 s CT | 3.8 |
| 18/115 | 2 bomb 0:40 | 2 kills (Deagle ×2), all headshots, in 20.5 s T | 3.4 |
| 21/115 | 3 1:26 | 2 kills (AK-47 ×2), all headshots, in 12.1 s T | 2.8 |
| 26/115 | 15 1:40 | 1 kill (Deagle), 1 headshot CT | 2.5 |
| 31/115 | 20 1:26 | 2 kills (M4A1-S ×2), 1 headshot, in 9.3 s CT | 1.8 |
| 41/115 | 6 1:33 | 1 kill (AWP) T | 1.0 |
| 50/115 | 11 1:28 | 1 kill (AWP) T | 1.0 |
| 54/115 | 21 1:25 | 1 kill (AK-47), 1 headshot CT | 1.0 |
| 63/115 | 14 1:22 | 1 kill (Deagle), 1 headshot CT | 0.9 |
| 78/115 | 10 bomb 0:23 | 2 kills (Glock, AWP), 1 headshot, in 9.7 s T | 0.5 |
| 109/115 | 22 1:20 | 1 kill (AK-47) CT | -0.9 |
Clutches
Watching one in the demo
To watch one: the Round column shows CS2's clock at its start (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | Clutch | How it went |
|---|---|---|
| 6 1:20 | 1v3 before the plant T · 100 HP · Truck | lost - died in the first fight · saw each other |
| 9 1:24 | 1v4 before the plant T · 100 HP · Bombsite B | won - killed all 4 · first fight won, saw each other |
| 10 bomb 0:26 | 1v3 after the plant T · 100 HP · Shop | lost - saved, they defused it · first fight won, saw each other |
| 13 1:27 | 1v4 before the plant CT · 100 HP · CT Spawn | lost - died later, after 2 kills · first fight won, saw each other |
| 16 1:07 | 1v4 before the plant CT · 28 HP · Catwalk | lost - died in the first fight · saw each other |
| 19 1:01 | 1v3 before the plant CT · 100 HP · Top Mid | lost - died later, after 1 kill · first fight won, saw each other |
Flashes
16 flashes: 2 good, 2 weak, 10 wasted, 2 that hurt your team. Of pros' flashes, 23% are good, 56% wasted and 11% hurt their team.
Watching one in the demo
To watch one: the Round column shows CS2's clock at its pop (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | Flash | What it did |
|---|---|---|
| 4 1:43 | wasted | barely blinded |P1nkmаn| 0.5 s (0.0 s white) |
| 4 1:35 | misled a peek | barely blinded |P1nkmаn| 2.6 s (0.3 s white) the enemy was barely blinded, and GEJOWSKI NUREK KOSMITA peeked |P1nkmаn| 0.1 s after the pop; hit them first |
| 6 1:43 | wasted | barely blinded trinky treat 🍭 0.8 s (0.1 s white), Agnostic 0.8 s (0.1 s white) |
| 6 1:17 | wasted | no enemy blinded for long |
| 7 1:38 | wasted | barely blinded |P1nkmаn| 0.7 s (0.1 s white) |
| 7 1:34 | misled a peek | barely blinded trinky treat 🍭 2.6 s (0.3 s white), |P1nkmаn| 0.6 s (0.1 s white); blinded themselves 2.0 s holding Palace Interior - safe the enemy was barely blinded, and GEJOWSKI NUREK KOSMITA peeked |P1nkmаn| 0.5 s after the pop; got hit first |
| 9 1:45 | weak | barely blinded Walter 2.5 s (0.3 s white) |
| 9 1:31 | wasted | no enemy blinded for long |
| 10 1:42 | wasted | barely blinded Walter 0.7 s (0.1 s white) |
| 11 1:44 | weak | barely blinded Walter 1.6 s (0.1 s white) |
| 11 1:42 | wasted | no enemy blinded for long |
| 12 1:43 | good | blinded Agnostic 3.6 s (0.9 s white) |
| 12 1:25 | wasted | barely blinded Agnostic 1.0 s (0.1 s white) |
| 14 1:13 | wasted | barely blinded trinky treat 🍭 0.6 s (0.0 s white) |
| 22 1:06 | good | blinded trinky treat 🍭 3.6 s (0.9 s white), Flery 3.2 s (0.6 s white) |
| 23 1:10 | wasted | no enemy blinded for long |
Throws
39 grenades: 34 thrown safely, 4 where an enemy could see you, 1 where you were hit or killed (1 killed with the grenade out or before your gun was ready). Most of the risky ones were from Apartments (2 of 7 thrown there). Pros throw 95% safely; 4% are seen and 1% hit or killed.
Watching one in the demo
To watch one: the Round column shows CS2's clock at the throw (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | Throw | What happened |
|---|---|---|
| 4 1:40 | exposed | an HE at Apartments - seen by 1 enemy for 0.4 s, the nearest 1005 units away |
| 4 1:37 | exposed | a flash at Apartments - seen by 1 enemy for 1.2 s, the nearest 866 units away, thrown in the open |
| 14 1:33 | exposed | a molotov at Bombsite B - seen by 1 enemy for 0.2 s, the nearest 758 units away; a running throw |
| 14 1:14 | punished | killed by trinky treat 🍭 1.3 s after throwing a flash at Bombsite B, before the gun was ready - seen by 1 enemy for 0.6 s, the nearest 197 units away |
| 21 1:12 | exposed | an HE at Catwalk - seen by 1 enemy for 0.4 s, the nearest 1249 units away, thrown in the open; a running throw |
Positioning
Watching one in the demo
To watch one: the Round column shows CS2's clock at the enemy first seeing you (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | Enemy | Where | What | ||
|---|---|---|---|---|---|
| 13 1:30 | CT Spawn | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | killed them | ||
| 13 1:19 | CT Spawn | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | killed them |
Crossfires
You stood between a team-mate and an enemy they could see in 0 of 23 rounds. 2 of your 2 holds with a team-mate were real crossfires. You traded 8 of the 23 team-mates killed near you, 3 as fast as pros do. Pros: in a team-mate's way in 5% of rounds, 47% of holds real crossfires, 8% of trades in time, 31% of peeks together.
Watching one in the demo
To watch one: the Round column shows CS2's clock at the moment (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | What | How it went |
|---|---|---|
| 1 1:19 | trade | ็็็็็็็็็็ was killed 634 units away: not traded within 5 s (pros: 625 ms) |
| 2 bomb 0:26 | hold | held with Smoke_Night, 938 units and 161° apart as the enemy saw you: a real crossfire (the enemy saw you 1,859 ms after Smoke_Night) |
| 2 bomb 0:25 | line of fire | stood in ็็็็็็็็็็'s line of fire while they fought, for 250 ms (pros: 188 ms at a time) |
| 2 bomb 0:25 | trade | Smoke_Night was killed 880 units away: not traded within 5 s (pros: 2,031 ms) |
| 6 1:34 | trade | ็็็็็็็็็็ was killed 275 units away: you traded in 609 ms (pros: 1,641 ms) |
| 7 1:47 | trade | ็็็็็็็็็็ was killed 664 units away: not traded within 5 s (pros: 2,031 ms) |
| 8 bomb 0:29 | trade | isco1313 was killed 913 units away: you traded in 1,547 ms (pros: 2,031 ms) |
| 8 bomb 0:25 | hold | held with Smoke_Night, 1028 units and 0° apart as the enemy saw you: not covering - you had no view of the enemy within 2 s |
| 8 bomb 0:24 | trade | Smoke_Night was killed 976 units away: not traded within 5 s (pros: 2,031 ms) |
| 8 bomb 0:13 | trade | ็็็็็็็็็็ was killed 409 units away: not traded within 5 s (pros: 1,641 ms) |
| 9 1:28 | trade | Smoke_Night was killed 208 units away: you traded in 4,734 ms (pros: 969 ms) |
| 9 1:25 | trade | serDP was killed 241 units away: you traded in 1,703 ms (pros: 625 ms) |
| 12 1:24 | trade | isco1313 was killed 495 units away: you traded in 2,734 ms (pros: 1,641 ms) |
| 13 1:35 | trade | Smoke_Night was killed 607 units away: not traded within 5 s (pros: 625 ms) |
| 14 1:32 | hold | held with serDP, 440 units and 36° apart as the enemy saw you: a real crossfire (the enemy saw you 266 ms before serDP) |
| 14 1:27 | trade | serDP was killed 802 units away: not traded within 5 s (pros: 625 ms) |
| 16 1:07 | trade | ็็็็็็็็็็ was killed 486 units away: not traded within 5 s (pros: 1,641 ms) |
| 18 1:47 | trade | ็็็็็็็็็็ was killed 571 units away: not traded within 5 s (pros: 2,031 ms) |
| 18 1:28 | trade | isco1313 was killed 982 units away: not traded within 5 s (pros: 2,031 ms) |
| 20 1:31 | trade | Smoke_Night was killed 118 units away: you traded in 5,000 ms (pros: 969 ms) |
| 20 1:17 | trade | serDP was killed 1200 units away: you traded in 672 ms (pros: 2,609 ms) |
| 21 1:40 | trade | ็็็็็็็็็็ was killed 604 units away: not traded within 5 s (pros: 2,031 ms) |
| 21 1:37 | trade | isco1313 was killed 411 units away: not traded within 5 s (pros: 1,641 ms) |
| 22 1:25 | trade | Smoke_Night was killed 821 units away: not traded within 5 s (pros: 2,031 ms) |
| 22 0:59 | trade | ็็็็็็็็็็ was killed 606 units away: not traded within 5 s (pros: 2,031 ms) |
| 23 1:46 | trade | serDP was killed 994 units away: not traded within 5 s (pros: 2,031 ms) |
| 23 1:28 | trade | Smoke_Night was killed 623 units away: you traded in 2,984 ms (pros: 2,031 ms) |
Fights
Watching one in the demo
To watch one: the Round column shows CS2's clock at its first hit (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | Enemy | Gun | TTD | TTK | Crosshair↓ | ||
|---|---|---|---|---|---|---|---|
| 1 1:18 | killed by them | USP-S | 422 ms | 422 ms | 3.6° | ||
| 2 1:26 | hit by them | MP9 | 344 ms | – | 1.8° | ||
| 2 bomb 0:40 | killed them | Desert Eagle | 469 ms | 469 ms | 1.0° | ||
| 2 bomb 0:24 | hit them | MP9 | 312 ms | – | 3.5° | ||
| 2 bomb 0:20 | killed them | Desert Eagle | 172 ms | 172 ms | 0.6° | ||
| 3 1:27 | killed them | AK-47 | 844 ms | 1016 ms | 2.1° | ||
| 3 bomb 0:38 | killed them | AK-47 | 250 ms | 250 ms | 1.9° | ||
| 4 1:34 | killed them | AK-47 | 453 ms | 453 ms | 1.5° | ||
| 4 1:23 | hit by them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 4 1:20 | killed them | AWP | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 5 1:44 | killed them | AWP | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 5 1:27 | killed them | Desert Eagle | 109 ms | 109 ms | 1.3° | ||
| 6 1:33 | killed them | AWP | 359 ms | 359 ms | 1.2° | ||
| 6 1:12 | killed by them | FAMAS | 125 ms | 312 ms | 1.3° | ||
| 7 1:33 | killed by them | AWP | 297 ms | 297 ms | 1.0° | ||
| 8 bomb 0:28 | killed them | AWP | 172 ms | 172 ms | 0.9° | ||
| 8 bomb 0:11 | killed them | AWP | 172 ms | 172 ms | 0.4° | ||
| 8 round over | killed them | Glock-18 | 234 ms | 391 ms | 1.3° | ||
| 9 1:23 | killed them | Glock-18 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 9 bomb 0:39 | killed them | AWP | 312 ms | 312 ms | 1.7° | ||
| 9 bomb 0:23 | killed them | AWP | 375 ms | 375 ms | 1.3° | ||
| 9 bomb 0:04 | killed them | Glock-18 | 62 ms | 219 ms | 3.0° | ||
| 10 1:11 | hit them | AWP | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 10 bomb 0:23 | hit by them | M4A4 | 781 ms | – | 10.0° | ||
| 10 bomb 0:23 | killed them | Glock-18 | 844 ms | 844 ms | 51.5° | ||
| 10 bomb 0:13 | killed them | AWP | 188 ms | 188 ms | 0.8° | ||
| 10 round over | killed by them | M4A1-S | 828 ms | 1234 ms | 1.9° | ||
| 11 1:28 | killed them | AWP | 203 ms | 203 ms | 0.5° | ||
| 12 1:21 | killed them | AWP | 94 ms | 94 ms | 0.9° | ||
| 12 bomb 0:31 | killed them | AWP | 203 ms | 203 ms | 1.3° | ||
| 12 bomb 0:29 | killed them | AWP | 172 ms | 172 ms | 5.1° | ||
| 12 bomb 0:18 | killed them | AWP | 125 ms | 125 ms | 1.8° | ||
| 13 1:29 | killed them | USP-S | 234 ms | 234 ms | 3.2° | ||
| 13 1:27 | killed them | USP-S | 266 ms | 438 ms | 1.7° | ||
| 13 1:18 | hit by them | Tec-9 | 719 ms | – | 3.1° | ||
| 13 1:17 | killed them | USP-S | 1047 ms | 1047 ms | 4.0° | ||
| 13 1:15 | hit by them | Tec-9 | 359 ms | – | 6.4° | ||
| 13 1:12 | hit them | P2000 | 203 ms | – | 2.9° | ||
| 13 1:12 | killed by them | Tec-9 | 344 ms | 531 ms | 3.0° | ||
| 14 1:22 | killed them | Desert Eagle | 219 ms | 219 ms | 5.1° | ||
| 14 1:18 | hit by them | MAC-10 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 14 1:13 | killed by them | MAC-10 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 15 1:40 | killed them | Desert Eagle | 375 ms | 375 ms | 1.8° | ||
| 15 1:37 | hit them | Desert Eagle | 312 ms | – | 3.1° | ||
| 15 1:37 | killed by them | MAC-10 | 562 ms | 1250 ms | 6.0° | ||
| 16 1:06 | killed by them | AK-47 | 219 ms | 219 ms | 0.7° | ||
| 17 1:44 | hit them | Desert Eagle | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 17 1:44 | killed by them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 18 1:09 | killed them | SSG 08 | 406 ms | 406 ms | 1.2° | ||
| 18 1:07 | killed them | SSG 08 | 203 ms | 203 ms | 0.4° | ||
| 18 1:00 | killed by them | AK-47 | 781 ms | 1078 ms | 47.2° | ||
| 19 1:38 | killed them | M4A1-S | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 19 1:05 | killed them | AK-47 | 453 ms | 1219 ms | 7.6° | ||
| 19 0:52 | killed them | AK-47 | 406 ms | 719 ms | 13.8° | ||
| 19 0:52 | hit by them | AK-47 | 422 ms | – | 19.8° | ||
| 19 bomb 0:11 | killed by them | AK-47 | 516 ms | 625 ms | 5.8° | ||
| 20 1:26 | killed them | M4A1-S | 266 ms | 375 ms | 5.2° | ||
| 20 1:17 | killed them | M4A1-S | 328 ms | 328 ms | 1.6° | ||
| 21 1:25 | killed them | AK-47 | 516 ms | 641 ms | 0.7° | ||
| 22 1:20 | killed them | AK-47 | 266 ms | 578 ms | 1.3° | ||
| 22 0:47 | hit them | AK-47 | 578 ms | – | 3.5° | ||
| 22 0:47 | killed by them | AWP | 1109 ms | 1109 ms | 4.2° | ||
| 23 1:25 | killed them | AWP | 344 ms | 344 ms | 4.8° | ||
| 23 1:24 | killed them | AWP | 781 ms | 781 ms | 28.1° |
Shots
Watching one in the demo
To watch one: the Round column shows CS2's clock at its first bullet (after the plant, the bomb's timer). tick copies a console command - paste it into CS2's console with this match's demo open and the demo jumps there, 2 s before. How.
| Round | Enemy | Gun | Range | First shot | Hits | Ended | Hit chance / stopped↑ |
|---|---|---|---|---|---|---|---|
| 2 1:26 | Desert Eagle | 438 | fine - pros would have fired it too | 1/2 | killed them | 74% / 74% | |
| 2 bomb 0:24 | MP9 | 385 | fine - pros would have fired it too | 2/9 | 49% / 50% | ||
| 2 bomb 0:20 | Desert Eagle | 432 | fine - pros would have fired it too | 1/1 | killed them | 49% / 59% | |
| 3 1:27 | AK-47 | 1283 | fired while moving (74 u/s), too fast to be accurate - stop first | 0/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 3% / 47% | |
| 3 1:27 | AK-47 | 1265 | fine - pros would have fired it too | 2/2 | killed them | 66% / 66% | |
| 3 bomb 0:38 | AK-47 | 365 | fired while moving (85 u/s), too fast to be accurate - stop first | 1/3 | killed them | 56% / 78% | |
| 4 1:34 | AK-47 | 864 | fine - pros would have fired it too | 1/2 | killed them | 69% / 69% | |
| 4 1:23 | AWP | 946 | fine - pros would have fired it too | 0/1 | 62% / 63% | ||
| 5 1:28 | Desert Eagle | 592 | fine - pros would have fired it too | 0/1 | 38% / 51% | ||
| 5 1:27 | Desert Eagle | 596 | fine - pros would have fired it too | 1/1 | killed them | 49% / 66% | |
| 6 1:12 | AWP | 531 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 45% / 70% | |
| 8 bomb 0:28 | AWP | 973 | fine - pros would have fired it too | 1/1 | killed them | 91% / 91% | |
| 8 bomb 0:11 | AWP | 879 | fine - pros would have fired it too | 1/1 | killed them | 67% / 70% | |
| 8 round over | Glock-18 | 706 | fired while moving (240 u/s), too fast to be accurate - stop first | 2/3 | killed them | 56% / 59% | |
| 9 bomb 0:39 | AWP | 707 | fine - pros would have fired it too | 1/1 | killed them | 52% / 66% | |
| 9 bomb 0:23 | AWP | 418 | fine - pros would have fired it too | 1/1 | killed them | 81% / 81% | |
| 9 bomb 0:04 | Glock-18 | 215 | fine - pros would have fired it too | 2/3 | killed them | 51% / 54% | |
| 10 bomb 0:23 | Glock-18 | 192 | aim far off: your crosshair was about a player's width (25 units) off their body - get on target first | 1/6 | killed them | 14% / 41% | |
| 10 bomb 0:13 | AWP | 653 | aim far off: your crosshair was about a player's width (31 units) off their body - get on target first | 1/1 | killed them | 40% / 87% | |
| 10 round over | Glock-18 | 744 | fired while moving (131 u/s), too fast to be accurate - stop first | 0/5 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 32% / 45% | |
| 11 1:35 | AWP | 709 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 65% / 65% | |
| 11 1:28 | AWP | 1248 | fine - pros would have fired it too | 1/1 | killed them | 70% / 74% | |
| 12 1:21 | AWP | 419 | fine - pros would have fired it too | 1/1 | killed them | 88% / 88% | |
| 12 bomb 0:31 | AWP | 541 | fine - pros would have fired it too | 2/2 | killed them | 87% / 87% | |
| 12 bomb 0:18 | AWP | 637 | fine - pros would have fired it too | 1/1 | killed them | 72% / 75% | |
| 13 1:35 | USP-S | 1451 | fired while moving (101 u/s), too fast to be accurate - stop first | 0/2 | 26% / 35% | ||
| 13 1:34 | USP-S | 1230 | fired while moving (234 u/s), too fast to be accurate - stop first | 0/3 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 37% / 50% | |
| 13 1:31 | USP-S | 713 | fired while moving (102 u/s), too fast to be accurate - stop first | 0/3 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 27% / 49% | |
| 13 1:29 | USP-S | 515 | fired while moving (113 u/s), too fast to be accurate - stop first | 1/2 | killed them | 57% / 59% | |
| 13 1:27 | USP-S | 484 | fine - pros would have fired it too | 2/3 | killed them | 34% / 55% | |
| 13 1:22 | USP-S | 1333 | aim far off: your crosshair was about a player's width (31 units) off their body - get on target first | 0/1 | 11% / 48% | ||
| 13 1:21 | USP-S | 1338 | aim far off: your crosshair was about a player's width (28 units) off their body - get on target first | 0/2 | 15% / 50% | ||
| 13 1:18 | USP-S | 803 | fired while moving (138 u/s), too fast to be accurate - stop first | 1/5 | killed them | 4% / 52% | |
| 13 1:14 | USP-S | 708 | fine - pros would have fired it too | 0/3 | 31% / 40% | ||
| 13 1:12 | USP-S | 713 | fine - pros would have fired it too | 1/2 | cut short (a death, a reload) | 72% / 73% | |
| 14 1:27 | Desert Eagle | 841 | fine - pros would have fired it too | 0/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 26% / 39% | |
| 14 1:22 | Desert Eagle | 183 | fired while moving (157 u/s), too fast to be accurate - stop first | 1/1 | killed them | 61% / 64% | |
| 14 1:18 | Desert Eagle | 531 | fine - pros would have fired it too | 0/1 | 42% / 44% | ||
| 15 1:40 | Desert Eagle | 640 | fine - pros would have fired it too | 1/1 | killed them | 55% / 55% | |
| 15 1:37 | Desert Eagle | 571 | fine - pros would have fired it too | 2/3 | cut short (a death, a reload) | 39% / 65% | |
| 18 1:00 | AK-47 | 725 | fired while moving (114 u/s), too fast to be accurate - stop first | 0/3 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 13% / 54% | |
| 18 0:59 | AK-47 | 720 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 47% / 49% | |
| 19 1:05 | AK-47 | 1088 | fired while moving (112 u/s), too fast to be accurate - stop first | 1/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 12% / 51% | |
| 19 1:05 | AK-47 | 1106 | fine - pros would have fired it too | 0/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 31% / 45% | |
| 19 1:04 | AK-47 | 1123 | fine - pros would have fired it too | 0/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 48% / 48% | |
| 19 1:04 | AK-47 | 1143 | fine - pros would have fired it too | 1/1 | killed them | 29% / 51% | |
| 19 0:52 | AK-47 | 273 | fired while moving (112 u/s), too fast to be accurate - stop first | 4/6 | killed them | 11% / 57% | |
| 20 1:26 | M4A1-S | 337 | fine - pros would have fired it too | 2/4 | killed them | 57% / 57% | |
| 20 1:17 | M4A1-S | 885 | fired while moving (79 u/s), too fast to be accurate - stop first | 1/3 | killed them | 42% / 62% | |
| 21 1:25 | AK-47 | 1064 | fine - pros would have fired it too | 2/2 | killed them | 39% / 58% | |
| 22 1:20 | AK-47 | 556 | fired while moving (128 u/s), too fast to be accurate - stop first | 1/4 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 6% / 50% | |
| 22 1:20 | AK-47 | 596 | aim far off: your crosshair was about half a player's width (21 units) off their body - get on target first | 1/3 | killed them | 26% / 52% | |
| 22 0:47 | AK-47 | 762 | aim far off: your crosshair was about a player's width (28 units) off their body - get on target first | 0/2 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 13% / 46% | |
| 22 0:47 | AK-47 | 766 | fine - pros would have fired it too | 1/2 | 69% / 69% | ||
| 23 1:25 | AWP | 700 | fine - pros would have fired it too | 2/2 | killed them | 82% / 82% |
Fakes
You faked 0 of the 2 defuses you started with a T alive (0 of 2 when you were alone). Pros fake 56%, and 78% alone. You faked 0 of the 3 plants you started. Pros fake 9%; with a CT close and no team-mate close, you faked 0 of 1 and pros 56%. 0 of the 1 enemy fake you were alive for got you killed within 3 s. Pros fall for 7%.
Measured from the match's demo by ProPeeks - CS2 training built on research into how pros play. Your own matches like this: sign in through Steam.
