Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| M4A1-S | 40 | 32% |
| Glock-18 | 16 | 19% |
| P250 | 10 | 50% |
| USP-S | 10 | 10% |
| AK-47 | 9 | 67% |
| AWP | 2 | 100% |
| MAC-10 | 2 | 50% |
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 |
|---|---|---|---|
| 19/57 | 12 0:55 | 2 kills (AWP ×2), in 8.4 s CT | 1.3 |
| 22/57 | 6 1:42 | 1 kill (AK-47) CT | 1.0 |
| 38/57 | 8 bomb 0:40 | 2 kills (M4A1-S ×2), 1 headshot, in 11.9 s CT | -0.0 |
| 41/57 | 1 1:35 | 1 kill (P250) CT | -0.2 |
| 42/57 | 5 1:39 | 1 kill (M4A1-S) CT | -0.3 |
| 48/57 | 10 1:41 | 1 kill (M4A1-S) CT | -0.8 |
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 1:12 | 1v3 before the plant CT · 100 HP · CT Spawn | lost - died in the first fight · saw each other |
| 12 0:20 | 1v1 before the plant CT · 57 HP · Under A | lost - died later · saw each other |
| 13 1:25 | 1v4 before the plant T · 47 HP · Long Doors | lost - died in the first fight · they saw them first |
Flashes
7 flashes: 0 good, 1 weak, 4 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 |
|---|---|---|
| 1 1:37 | misled a peek | barely blinded yamκeff 0.9 s (0.1 s white), Agnostic 0.6 s (0.0 s white) the enemy was barely blinded, and 23 peeked yamκeff 0.3 s after the pop; got hit first |
| 5 0:56 | wasted | no enemy blinded for long |
| 7 1:39 | wasted | no enemy blinded for long; blinded Nedim MALİK 4.5 s holding Bombsite A - safe |
| 8 1:27 | wasted | no enemy blinded for long |
| 12 1:36 | weak | barely blinded yamκeff 1.7 s (0.1 s white); blinded Chester 1.6 s holding Bombsite B - safe |
| 12 0:50 | wasted | barely blinded Popi 0.5 s (0.0 s white) |
| 14 1:32 | misled a peek | barely blinded Agnostic 2.6 s (0.3 s white), lAdikl 0.7 s (0.1 s white) the enemy was barely blinded, and 23 peeked Agnostic 0.2 s after the pop; hit them first |
Throws
30 grenades: 26 thrown safely, 3 where an enemy could see you, 1 where you were hit or killed. Most of the risky ones were from Mid Doors (2 of 3 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 |
|---|---|---|
| 1 1:45 | exposed | an HE at Mid Doors - seen by 1 enemy for 0.4 s, the nearest 1123 units away |
| 1 1:39 | exposed | a flash at Mid Doors - seen by 1 enemy for 0.2 s, the nearest 786 units away |
| 2 1:31 | exposed | an HE at Bombsite A - seen by 3 enemies for 0.2 s, the nearest 999 units away |
| 9 1:36 | punished | hit by 4L3X 1.2 s after throwing a molotov at Extended A, before the gun was ready - seen by 1 enemy for 2.2 s, the nearest 446 units away, thrown in the open |
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 | ||
|---|---|---|---|---|---|
| 14 1:32 | Top Mid | cover not used: 32 units away, they'd have seen only your head | died |
Crossfires
You stood between a team-mate and an enemy they could see in 0 of 14 rounds. 0 of your 1 holds with a team-mate were real crossfires (1 stacked, one behind the other). You traded 3 of the 9 team-mates killed near you, 1 as fast as pros do. You and a team-mate peeked the same enemy together (within 250 ms) 1 of 3 times. 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 1:40 | hold | held with 💲, 490 units and 2° apart as the enemy saw you: stacked - one behind the other, one aim covered you both (the enemy saw you 172 ms after 💲) |
| 1 1:40 | trade | Chester was killed 450 units away: not traded within 5 s (pros: 625 ms) |
| 1 1:38 | trade | 💲 was killed 666 units away: not traded within 5 s (pros: 2,031 ms) |
| 5 1:39 | trade | 💲 was killed 611 units away: you traded in 125 ms (pros: 625 ms) |
| 6 1:12 | trade | Chester was killed 752 units away: not traded within 5 s (pros: 2,031 ms) |
| 7 bomb 0:36 | peek together | peeked the same enemy as Chester, 844 ms before them - early - you went first, alone |
| 8 1:27 | trade | Nedim MALİK was killed 1198 units away: you traded in 4,938 ms (pros: 2,609 ms) |
| 8 1:25 | trade | Chester was killed 732 units away: you traded in 2,125 ms (pros: 2,031 ms) |
| 13 1:42 | peek together | peeked the same enemy as Chester, 797 ms before them - early - you went first, alone |
| 13 1:33 | trade | Chester was killed 446 units away: not traded within 5 s (pros: 1,641 ms) |
| 13 1:32 | trade | 💲 was killed 441 units away: not traded within 5 s (pros: 1,641 ms) |
| 14 1:48 | trade | 💲 was killed 687 units away: not traded within 5 s (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 1:36 | hit by them | Glock-18 | 500 ms | – | 17.7° | ||
| 1 1:36 | killed them | P250 | 656 ms | 1734 ms | 52.0° | ||
| 1 1:26 | killed by them | Glock-18 | 766 ms | 766 ms | 1.6° | ||
| 2 1:29 | hit by them | AK-47 | 109 ms | – | 0.8° | ||
| 2 1:28 | hit by them | PP-Bizon | 906 ms | – | 39.2° | ||
| 2 1:28 | hit by them | P250 | 766 ms | – | 2.3° | ||
| 3 1:42 | hit them | M4A4 | 281 ms | – | 5.7° | ||
| 3 1:42 | killed by them | MAC-10 | 297 ms | 828 ms | 6.8° | ||
| 4 1:34 | hit them | P2000 | 484 ms | – | 20.6° | ||
| 4 1:34 | killed by them | AK-47 | 750 ms | 953 ms | 21.7° | ||
| 5 1:39 | killed them | M4A1-S | 297 ms | 594 ms | 4.8° | ||
| 6 1:42 | killed them | AK-47 | 734 ms | 1047 ms | 9.2° | ||
| 6 1:07 | hit them | AK-47 | 547 ms | – | 1.0° | ||
| 6 1:06 | killed by them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 7 1:27 | hit by them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 7 1:25 | hit them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 7 bomb 0:36 | killed by them | AK-47 | 203 ms | 203 ms | 1.4° | ||
| 8 1:23 | killed them | M4A1-S | 1078 ms | 1984 ms | 4.6° | ||
| 8 1:23 | hit by them | Tec-9 | 1141 ms | – | 15.8° | ||
| 8 bomb 0:29 | hit by them | PP-Bizon | 141 ms | – | 2.0° | ||
| 8 bomb 0:29 | killed them | M4A1-S | 453 ms | 453 ms | 2.2° | ||
| 9 1:35 | killed by them | Tec-9 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 10 1:43 | killed them | M4A1-S | 453 ms | 2203 ms | 1.1° | ||
| 10 1:42 | hit by them | Tec-9 | 984 ms | – | 10.0° | ||
| 10 bomb 0:28 | killed by them | AK-47 | 312 ms | 312 ms | 11.3° | ||
| 11 bomb 0:31 | killed by them | AWP | 312 ms | 312 ms | 2.6° | ||
| 12 0:55 | hit by them | Tec-9 | 281 ms | – | 1.4° | ||
| 12 0:55 | killed them | AWP | 453 ms | 453 ms | 1.2° | ||
| 12 0:47 | hit by them | AK-47 | 641 ms | – | 8.4° | ||
| 12 0:46 | killed them | AWP | 938 ms | 938 ms | 12.6° | ||
| 12 bomb 0:38 | killed by them | AWP | 328 ms | 328 ms | 0.7° | ||
| 13 1:41 | hit them | Glock-18 | 656 ms | – | 2.7° | ||
| 13 1:40 | hit by them | P2000 | 1125 ms | – | 0.7° | ||
| 13 1:31 | hit them | Glock-18 | 344 ms | – | 0.2° | ||
| 13 1:23 | killed by them | USP-S | 688 ms | 1062 ms | 4.4° | ||
| 14 1:31 | hit them | MAC-10 | 516 ms | – | 13.9° | ||
| 14 1:31 | killed by them | M4A4 | 688 ms | 688 ms | 11.4° |
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↑ |
|---|---|---|---|---|---|---|---|
| 1 1:42 | P250 | 1011 | fine - pros would have fired it too | 0/1 | 45% / 45% | ||
| 1 1:41 | P250 | 1008 | aim far off: your crosshair was about 1.5 player widths (55 units) off their body - get on target first | 0/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 2% / 49% | |
| 1 1:40 | P250 | 1009 | fired while moving (208 u/s), too fast to be accurate - stop first | 0/1 | 1% / 50% | ||
| 1 1:36 | P250 | 507 | aim far off: your crosshair was about a player's width (29 units) off their body - get on target first | 5/8 | killed them | 15% / 54% | |
| 2 1:33 | USP-S | 1720 | 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 | 45% / 45% | |
| 2 1:29 | USP-S | 589 | fired while moving (115 u/s), too fast to be accurate - stop first | 0/2 | cut short (a death, a reload) | 28% / 39% | |
| 3 1:43 | M4A1-S | 548 | aim far off: your crosshair was about 1.5 player widths (47 units) off their body - get on target first | 0/6 | 5% / 61% | ||
| 3 1:42 | M4A1-S | 476 | aim far off: your crosshair was about 1.5 player widths (51 units) off their body - get on target first | 1/4 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 4% / 63% | |
| 4 1:41 | USP-S | 860 | fired while moving (184 u/s), too fast to be accurate - stop first | 0/5 | 11% / 45% | ||
| 4 1:34 | USP-S | 634 | fired while moving (195 u/s), too fast to be accurate - stop first | 1/3 | cut short (a death, a reload) | 6% / 50% | |
| 5 1:39 | M4A1-S | 1103 | fine - pros would have fired it too | 3/4 | killed them | 44% / 53% | |
| 6 1:42 | AK-47 | 785 | fine - pros would have fired it too | 4/5 | killed them | 39% / 46% | |
| 6 1:07 | AK-47 | 633 | aim far off: your crosshair was about a player's width (25 units) off their body - get on target first | 2/5 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 19% / 51% | |
| 8 1:24 | M4A1-S | 1029 | fired while moving (99 u/s), too fast to be accurate - stop first | 1/7 | 13% / 56% | ||
| 8 1:23 | M4A1-S | 1016 | aim far off: your crosshair was about half a player's width (20 units) off their body - get on target first | 3/6 | killed them | 26% / 51% | |
| 8 bomb 0:29 | M4A1-S | 961 | fine - pros would have fired it too | 1/6 | killed them | 52% / 57% | |
| 9 1:35 | M4A1-S | 447 | aim far off: your crosshair was about a player's width (28 units) off their body - get on target first | 0/3 | cut short (a death, a reload) | 19% / 58% | |
| 10 1:43 | M4A1-S | 1029 | aim far off: your crosshair was about a player's width (33 units) off their body - get on target first | 2/7 | 16% / 62% | ||
| 10 1:42 | M4A1-S | 1011 | aim far off: your crosshair was about 1.5 player widths (50 units) off their body - get on target first | 1/6 | 3% / 52% | ||
| 10 1:41 | M4A1-S | 1016 | fine - pros would have fired it too | 1/3 | killed them | 44% / 51% | |
| 12 0:55 | AWP | 1066 | fine - pros would have fired it too | 1/1 | killed them | 53% / 66% | |
| 12 0:46 | AWP | 1072 | fine - pros would have fired it too | 1/1 | killed them | 51% / 62% | |
| 13 1:43 | Glock-18 | 858 | fired while moving (233 u/s), too fast to be accurate - stop first | 0/3 | 2% / 52% | ||
| 13 1:41 | Glock-18 | 1438 | fine - pros would have fired it too | 2/4 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 33% / 34% | |
| 13 1:40 | Glock-18 | 1436 | fine - pros would have fired it too | 0/2 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 29% / 33% | |
| 13 1:39 | Glock-18 | 1436 | fine - pros would have fired it too | 1/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 44% / 44% | |
| 13 1:39 | Glock-18 | 1436 | fine - pros would have fired it too | 0/2 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 36% / 36% | |
| 13 1:38 | Glock-18 | 1440 | aim far off: your crosshair was about a player's width (25 units) off their body - get on target first | 0/2 | 10% / 34% | ||
| 13 1:37 | Glock-18 | 1474 | aim far off: your crosshair was about 1.5 player widths (45 units) off their body - get on target first | 0/1 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 2% / 33% | |
| 13 1:36 | Glock-18 | 1476 | aim far off: your crosshair was about a player's width (36 units) off their body - get on target first | 0/1 | 4% / 33% | ||
| 13 1:31 | Glock-18 | 508 | fine - pros would have fired it too | 1/2 | 33% / 41% | ||
| 13 1:23 | Glock-18 | 643 | fired while moving (106 u/s), too fast to be accurate - stop first | 0/2 | cut short (a death, a reload) | 34% / 39% | |
| 14 1:31 | MAC-10 | 703 | fired while moving (240 u/s), too fast to be accurate - stop first | 1/2 | cut short (a death, a reload) | 2% / 50% |
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.
