Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| M4A1-S | 17 | 41% |
| Glock-18 | 14 | 29% |
| USP-S | 11 | 18% |
| AK-47 | 9 | 22% |
| MP9 | 8 | 0% |
| Galil AR | 6 | 33% |
| Desert Eagle | 3 | 33% |
| AWP | 3 | 33% |
| MAC-10 | 3 | 33% |
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 |
|---|---|---|---|
| 16/75 | 5 1:39 | 2 kills (M4A1-S ×2), 1 headshot, in 23 s CT | 2.1 |
| 19/75 | 3 1:30 | 1 kill (M4A1-S), 1 through smoke CT | 1.9 |
| 31/75 | 12 1:21 | 1 kill (AWP), 1 headshot CT | 1.0 |
| 45/75 | 15 1:39 | 1 kill (Galil), 1 headshot T | 0.5 |
| 49/75 | 6 1:34 | 1 kill (M4A1-S) CT | 0.4 |
| 66/75 | 1 1:29 | 1 kill (USP-S), 1 headshot CT | -1.0 |
| 74/75 | 16 1:16 | 1 kill (Glock) T | -2.2 |
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 |
|---|---|---|
| 2 1:15 | 1v5 before the plant CT · 33 HP · CT Spawn | lost - died in the first fight · saw each other |
| 6 0:59 | 1v3 before the plant CT · 100 HP · CT Spawn | lost - died in the first fight · saw each other |
| 15 1:14 | 1v4 before the plant T · 21 HP · Side Alley | lost - died in the first fight · they saw them first |
| 16 1:23 | 1v3 before the plant T · 100 HP · T Ramp | lost - died later, after 1 kill · saw each other |
Flashes
8 flashes: 1 good, 0 weak, 7 wasted, 0 that hurt your team. A team-mate peeked behind 1 of them, 0 at the right moment (the flash popping 0-0.5 s before they showed). 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 |
|---|---|---|
| 5 1:49 | wasted | no enemy blinded for long; blinded themselves 2.3 s on the move through Bombsite A - safe; blinded h0jdukk 3.4 s on the move through Bombsite A - safe |
| 6 1:42 | wasted | no enemy blinded for long; blinded h0jdukk 4.8 s holding Bombsite A - safe |
| 9 1:21 | good | blinded LOKU 5.3 s (2.5 s white), Agnostic 5.2 s (2.4 s white) h0jdukk peeked Agnostic 3.0 s after the pop - too early - the enemy had recovered; hit them first |
| 10 1:49 | wasted | no enemy blinded for long; blinded themselves 1.2 s on the move through Bombsite A - safe |
| 11 1:44 | wasted | no enemy blinded for long |
| 12 1:34 | wasted | no enemy blinded for long |
| 14 1:48 | wasted | no enemy blinded for long; blinded ARV3L3S 1.5 s on the move through Palace Alley - safe |
| 16 1:49 | wasted | barely blinded FalcoN ™ 0.7 s (0.1 s white) |
Throws
19 grenades: 17 thrown safely, 2 where an enemy could see you, 0 where you were hit or killed. 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 |
|---|---|---|
| 11 1:46 | exposed | a flash at Bombsite B - seen by 1 enemy for 0.5 s, the nearest 821 units away; a running throw |
| 16 1:24 | exposed | a smoke at T Ramp - seen by 1 enemy for 0.4 s, the nearest 852 units away |
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 | ||
|---|---|---|---|---|---|
| 1 1:25 | Stairs | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | died | ||
| 12 1:16 | Bombsite A | cover not used: 128 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 16 rounds. 1 of your 1 holds with a team-mate were real crossfires. You traded 1 of the 12 team-mates killed near you, 0 as fast as pros do. You and a team-mate peeked the same enemy together (within 250 ms) 0 of 1 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 1:42 | trade | Şekil Vedat was killed 429 units away: not traded within 5 s (pros: 1,641 ms) |
| 1 1:29 | trade | ARV3L3S was killed 755 units away: not traded within 5 s (pros: 2,031 ms) |
| 2 1:41 | trade | h0jdukk was killed 471 units away: not traded within 5 s (pros: 1,641 ms) |
| 6 1:44 | trade | h0jdukk was killed 451 units away: not traded within 5 s (pros: 1,641 ms) |
| 6 1:37 | trade | R҈O༙D͜͡𝑅𝑰G̶𝙊 was killed 1800 units away: you traded in 3,406 ms (pros: 2,609 ms) |
| 6 0:59 | trade | ARV3L3S was killed 919 units away: not traded within 5 s (pros: 2,031 ms) |
| 7 1:25 | trade | Şekil Vedat was killed 692 units away: not traded within 5 s (pros: 2,031 ms) |
| 9 1:30 | hold | held with ARV3L3S, 1051 units and 15° apart as the enemy saw you: not covering - you had no view of the enemy within 2 s |
| 9 1:17 | trade | h0jdukk was killed 677 units away: not traded within 5 s (pros: 2,031 ms) |
| 9 1:09 | trade | ARV3L3S was killed 793 units away: not traded within 5 s (pros: 2,031 ms) |
| 10 1:27 | trade | R҈O༙D͜͡𝑅𝑰G̶𝙊 was killed 677 units away: not traded within 5 s (pros: 2,031 ms) |
| 10 1:14 | hold | held with Şekil Vedat, 877 units and 52° apart as the enemy saw you: a real crossfire (the enemy saw you 1,297 ms before Şekil Vedat) |
| 15 1:14 | trade | R҈O༙D͜͡𝑅𝑰G̶𝙊 was killed 675 units away: not traded within 5 s (pros: 2,031 ms) |
| 16 1:23 | trade | R҈O༙D͜͡𝑅𝑰G̶𝙊 was killed 195 units away: not traded within 5 s (pros: 625 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 1:29 | killed them | USP-S | 312 ms | 828 ms | 7.6° | ||
| 1 1:24 | killed by them | Glock-18 | 672 ms | 844 ms | 1.9° | ||
| 2 1:47 | hit by them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 2 1:13 | killed by them | MP7 | 438 ms | 609 ms | 10.3° | ||
| 3 1:34 | hit them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 3 1:33 | hit by them | Galil AR | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 3 1:30 | hit them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 3 1:30 | killed them | M4A1-S | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 3 bomb 0:33 | killed by them | MAC-10 | 234 ms | 750 ms | 5.5° | ||
| 4 bomb 0:39 | killed by them | AWP | 250 ms | 250 ms | 1.1° | ||
| 5 1:39 | killed them | M4A1-S | 328 ms | 719 ms | 6.1° | ||
| 5 1:39 | hit by them | AK-47 | 344 ms | – | 3.8° | ||
| 5 1:16 | killed them | M4A1-S | 625 ms | 1219 ms | 4.7° | ||
| 5 1:11 | killed by them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 6 1:34 | killed them | M4A1-S | 62 ms | 156 ms | 1.4° | ||
| 6 bomb 0:27 | killed by them | AK-47 | 234 ms | 234 ms | 1.4° | ||
| 7 1:14 | killed by them | AK-47 | 156 ms | 156 ms | 9.0° | ||
| 8 1:47 | killed by them | AK-47 | 297 ms | 406 ms | 2.2° | ||
| 9 0:59 | hit them | Desert Eagle | 641 ms | – | 46.9° | ||
| 9 0:59 | killed by them | AK-47 | 3094 ms | 3297 ms | 4.4° | ||
| 10 1:14 | killed by them | AK-47 | 281 ms | 281 ms | 0.2° | ||
| 11 1:40 | hit by them | MAC-10 | 250 ms | – | 2.6° | ||
| 11 1:40 | killed by them | MAC-10 | 500 ms | 656 ms | 3.1° | ||
| 12 1:21 | killed them | AWP | 547 ms | 547 ms | 1.9° | ||
| 12 1:16 | killed by them | AWP | 281 ms | 281 ms | 0.5° | ||
| 13 1:45 | hit by them | P2000 | 328 ms | – | 5.1° | ||
| 13 1:44 | hit them | Glock-18 | 672 ms | – | 9.4° | ||
| 13 1:43 | killed by them | USP-S | 250 ms | 250 ms | 5.2° | ||
| 14 1:30 | killed by them | M4A1-S | 406 ms | 609 ms | 1.1° | ||
| 14 1:29 | hit them | MAC-10 | 500 ms | – | 5.7° | ||
| 15 1:40 | killed them | Galil AR | 297 ms | 656 ms | 1.8° | ||
| 15 1:39 | hit by them | M4A4 | 391 ms | – | 1.2° | ||
| 15 1:09 | killed by them | M4A1-S | 422 ms | 422 ms | 26.1° | ||
| 16 1:16 | killed them | Glock-18 | 391 ms | 1062 ms | 2.8° | ||
| 16 1:09 | hit them | AK-47 | 203 ms | – | 3.1° | ||
| 16 1:09 | killed by them | AK-47 | 484 ms | 484 ms | 7.8° |
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 1:37 | USP-S | 791 | 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 | 46% / 48% | |
| 1 1:36 | USP-S | 765 | aim far off: your crosshair was about half a player's width (23 units) off their body - get on target first | 0/2 | 21% / 49% | ||
| 1 1:29 | USP-S | 724 | fine - pros would have fired it too | 2/3 | killed them | 30% / 44% | |
| 1 1:27 | USP-S | 474 | fired while moving (134 u/s), too fast to be accurate - stop first | 0/2 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 39% / 50% | |
| 1 1:27 | USP-S | 491 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 38% / 39% | |
| 1 1:24 | USP-S | 334 | aim far off: your crosshair was about half a player's width (20 units) off their body - get on target first | 0/2 | cut short (a death, a reload) | 19% / 40% | |
| 2 1:13 | Desert Eagle | 177 | aim far off: your crosshair was about a player's width (35 units) off their body - get on target first | 0/1 | cut short (a death, a reload) | 18% / 70% | |
| 3 bomb 0:33 | M4A1-S | 472 | fired while moving (171 u/s), too fast to be accurate - stop first | 0/5 | cut short (a death, a reload) | 1% / 67% | |
| 5 1:17 | M4A1-S | 1032 | too soon: your crosshair was still moving onto them, about 1.5 player widths (49 units) off - pros wait the split second it takes to get on target | 4/11 | killed them | 3% / 49% | |
| 6 1:34 | M4A1-S | 1199 | fine - pros would have fired it too | 2/5 | killed them | 43% / 54% | |
| 7 1:14 | Desert Eagle | 399 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 37% / 48% | |
| 8 1:47 | AWP | 1413 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 78% / 78% | |
| 9 0:59 | Desert Eagle | 538 | aim far off: your crosshair was about a player's width (30 units) off their body - get on target first | 1/1 | cut short (a death, a reload) | 10% / 44% | |
| 10 1:14 | AWP | 861 | aim far off: your crosshair was about half a player's width (22 units) off their body - get on target first | 0/1 | cut short (a death, a reload) | 41% / 75% | |
| 11 1:40 | MP9 | 256 | fired while moving (175 u/s), too fast to be accurate - stop first | 0/8 | cut short (a death, a reload) | 35% / 63% | |
| 12 1:21 | AWP | 935 | fine - pros would have fired it too | 1/1 | killed them | 87% / 87% | |
| 13 1:45 | Glock-18 | 859 | fired while moving (205 u/s), too fast to be accurate - stop first | 1/7 | 1% / 46% | ||
| 13 1:43 | Glock-18 | 985 | aim far off: your crosshair was about a player's width (24 units) off their body - get on target first | 0/1 | cut short (a death, a reload) | 17% / 47% | |
| 14 1:30 | MAC-10 | 850 | fired while moving (172 u/s), too fast to be accurate - stop first | 1/3 | cut short (a death, a reload) | 9% / 46% | |
| 15 1:40 | Galil AR | 682 | fired while moving (111 u/s), too fast to be accurate - stop first | 2/9 | killed them | 8% / 57% | |
| 15 1:09 | Galil AR | 169 | too soon: your crosshair was still moving onto them, about 1.5 player widths (55 units) off - pros wait the split second it takes to get on target | 0/1 | cut short (a death, a reload) | 2% / 57% | |
| 16 1:36 | AK-47 | 1209 | 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 | 38% / 58% | |
| 16 1:35 | AK-47 | 1215 | fired while moving (147 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 | 1% / 45% | |
| 16 1:23 | AK-47 | 860 | aim far off: your crosshair was about a player's width (34 units) off their body - get on target first | 0/7 | 9% / 49% | ||
| 16 1:17 | Glock-18 | 855 | fired while moving (194 u/s), too fast to be accurate - stop first | 3/9 | killed them | 3% / 37% | |
| 16 1:09 | AK-47 | 374 | fired while moving (87 u/s), too fast to be accurate - stop first | 2/3 | cut short (a death, a reload) | 7% / 62% |
Fakes
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.