Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| AK-47 | 40 | 25% |
| USP-S | 6 | 17% |
| Desert Eagle | 5 | 20% |
| M4A1-S | 2 | 100% |
| Glock-18 | 1 | 100% |
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 |
|---|---|---|---|
| 63/88 | 13 1:41 | 1 kill (USP-S), 1 headshot CT | 0.1 |
| 73/88 | 16 1:31 | 1 kill (AK-47), 1 headshot CT | -0.3 |
| 75/88 | 6 0:59 | 1 kill (AK-47), 1 headshot T | -0.4 |
| 79/88 | 10 1:33 | 1 kill (AK-47) T | -0.5 |
Flashes
4 flashes: 2 good, 0 weak, 2 wasted, 0 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 |
|---|---|---|
| 6 1:34 | good | blinded SENTEXZ-_- 4.5 s (1.7 s white) |
| 8 1:36 | good | blinded w urr 4.8 s (2.0 s white); blinded gohonestly. 3.2 s holding T Ramp - safe |
| 15 1:31 | wasted | no enemy blinded for long |
| 17 1:40 | wasted | no enemy blinded for long |
Throws
20 grenades: 18 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 |
|---|---|---|
| 8 1:38 | exposed | a flash at Banana - seen by 1 enemy for 0.1 s, the nearest 769 units away |
| 17 0:45 | exposed | a smoke at T Spawn - seen by 1 enemy for 1.8 s, the nearest 874 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 | ||
|---|---|---|---|---|---|
| 1 1:24 | Bombsite B | cover not used: 96 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 19 rounds. 1 of your 4 holds with a team-mate were real crossfires (2 stacked, one behind the other). You traded 0 of the 11 team-mates killed near you, 0 as fast as pros do. You and a team-mate peeked the same enemy together (within 250 ms) 1 of 2 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 1:45 | line of fire | stood in gohonestly.'s line of fire while they fought, for 438 ms (pros: 188 ms at a time) |
| 1 1:45 | line of fire | stood in gohonestly.'s line of fire while they fought, for 562 ms (pros: 188 ms at a time) |
| 1 1:30 | trade | R1VAL was killed 495 units away: not traded within 5 s (pros: 1,641 ms) |
| 1 1:24 | trade | gohonestly. was killed 162 units away: not traded within 5 s (pros: 625 ms) |
| 4 1:18 | hold | held with gohonestly., 642 units and 47° apart as the enemy saw you: a real crossfire (the enemy saw you 1,875 ms before gohonestly.) |
| 6 1:41 | trade | ֆecretJuice was killed 329 units away: not traded within 5 s (pros: 1,641 ms) |
| 6 1:10 | trade | gohonestly. was killed 824 units away: not traded within 5 s (pros: 2,031 ms) |
| 8 1:37 | trade | gohonestly. was killed 559 units away: not traded within 5 s (pros: 625 ms) |
| 10 1:41 | trade | ֆecretJuice was killed 657 units away: not traded within 5 s (pros: 2,031 ms) |
| 11 1:43 | trade | R1VAL was killed 916 units away: not traded within 5 s (pros: 2,031 ms) |
| 11 1:41 | trade | ֆecretJuice was killed 305 units away: not traded within 5 s (pros: 1,641 ms) |
| 12 1:26 | hold | held with R1VAL, 147 units and 0° apart as the enemy saw you: stacked - one behind the other, one aim covered you both (the enemy saw you 47 ms after R1VAL) |
| 12 bomb 0:25 | trade | ֆecretJuice was killed 783 units away: not traded within 5 s (pros: 2,031 ms) |
| 12 bomb 0:25 | trade | Squx was killed 852 units away: not traded within 5 s (pros: 2,031 ms) |
| 12 bomb 0:15 | hold | held with gohonestly., 129 units and 12° apart as the enemy saw you: too close together - one look saw you both (the enemy saw you 31 ms after gohonestly.) |
| 16 1:29 | hold | held with gohonestly., 468 units and 7° apart as the enemy saw you: stacked - one behind the other, one aim covered you both (the enemy saw you 94 ms after gohonestly.) |
| 17 0:57 | trade | Squx was killed 869 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 1:23 | hit them | Glock-18 | 375 ms | – | 1.5° | ||
| 1 1:22 | killed by them | USP-S | 109 ms | 109 ms | 1.4° | ||
| 2 1:18 | killed by them | M4A1-S | 78 ms | 250 ms | 0.1° | ||
| 3 bomb 0:28 | hit by them | MP9 | 297 ms | – | 2.8° | ||
| 4 1:18 | hit by them | Desert Eagle | 281 ms | – | 2.3° | ||
| 5 1:22 | hit by them | MP9 | 406 ms | – | 3.7° | ||
| 5 1:22 | hit them | AK-47 | 641 ms | – | 1.1° | ||
| 5 1:19 | killed by them | FAMAS | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 6 0:59 | hit by them | M4A4 | 328 ms | – | 0.9° | ||
| 6 0:59 | killed them | AK-47 | 344 ms | 344 ms | 0.3° | ||
| 6 0:53 | killed by them | M4A1-S | 219 ms | 625 ms | 2.1° | ||
| 7 1:41 | killed by them | AK-47 | 297 ms | 1094 ms | 3.5° | ||
| 7 1:40 | hit them | Desert Eagle | 281 ms | – | 2.7° | ||
| 8 1:29 | killed by them | AWP | 328 ms | 328 ms | 0.9° | ||
| 9 1:32 | killed by them | M4A1-S | 172 ms | 469 ms | 7.4° | ||
| 10 1:33 | killed them | AK-47 | 312 ms | 922 ms | 7.6° | ||
| 10 1:32 | killed by them | MP9 | 484 ms | 906 ms | 44.3° | ||
| 11 1:38 | killed by them | SSG 08 | 312 ms | 312 ms | 0.7° | ||
| 12 bomb 0:35 | hit them | AK-47 | 500 ms | – | 2.5° | ||
| 12 bomb 0:34 | hit by them | M4A4 | 953 ms | – | 1.4° | ||
| 12 bomb 0:05 | killed by them | M4A1-S | 469 ms | 656 ms | 0.5° | ||
| 13 1:41 | killed them | USP-S | 188 ms | 188 ms | 0.7° | ||
| 15 0:51 | hit them | M4A4 | 531 ms | – | 4.8° | ||
| 16 1:31 | killed them | AK-47 | 141 ms | 141 ms | 1.0° | ||
| 17 1:03 | hit by them | Galil AR | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 17 1:01 | hit by them | Galil AR | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 18 1:18 | killed by them | Galil AR | 344 ms | 422 ms | 5.0° | ||
| 19 1:24 | killed by them | M4A1-S | 891 ms | 1297 ms | 51.1° |
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↑ |
|---|---|---|---|---|---|---|---|
| 1 1:23 | Glock-18 | 920 | fine - pros would have fired it too | 1/2 | 40% / 48% | ||
| 2 1:19 | Desert Eagle | 1801 | fine - pros would have fired it too | 0/1 | 29% / 30% | ||
| 3 bomb 0:28 | Desert Eagle | 872 | aim far off: your crosshair was about half a player's width (23 units) off their body - get on target first | 0/1 | 14% / 40% | ||
| 5 1:22 | AK-47 | 1321 | aim far off: your crosshair was about a player's width (24 units) off their body - get on target first | 1/2 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 25% / 57% | |
| 5 1:21 | AK-47 | 1349 | 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 | 72% / 72% | |
| 5 1:21 | AK-47 | 1351 | fine - pros would have fired it too | 1/1 | 73% / 73% | ||
| 6 0:59 | AK-47 | 430 | fine - pros would have fired it too | 1/6 | killed them | 34% / 50% | |
| 6 0:53 | AK-47 | 546 | fine - pros would have fired it too | 0/2 | cut short (a death, a reload) | 43% / 48% | |
| 7 1:41 | Desert Eagle | 481 | fine - pros would have fired it too | 1/3 | cut short (a death, a reload) | 35% / 52% | |
| 9 1:32 | AK-47 | 207 | fired while moving (62 u/s), too fast to be accurate - stop first | 0/2 | cut short (a death, a reload) | 1% / 48% | |
| 10 1:33 | AK-47 | 367 | fired while moving (88 u/s), too fast to be accurate - stop first | 4/8 | killed them | 5% / 53% | |
| 11 1:38 | AK-47 | 1225 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 49% / 49% | |
| 12 bomb 0:35 | AK-47 | 750 | fine - pros would have fired it too | 1/6 | 42% / 52% | ||
| 12 bomb 0:15 | AK-47 | 139 | aim far off: your crosshair was about a player's width (24 units) off their body - get on target first | 0/5 | 27% / 60% | ||
| 13 1:42 | USP-S | 1313 | fine - pros would have fired it too | 0/1 | 21% / 34% | ||
| 13 1:41 | USP-S | 1314 | fine - pros would have fired it too | 1/1 | killed them | 60% / 60% | |
| 13 1:35 | USP-S | 891 | fired while moving (234 u/s), too fast to be accurate - stop first | 0/5 | 15% / 51% | ||
| 15 0:51 | M4A1-S | 466 | 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 | 49% / 49% | |
| 15 0:50 | M4A1-S | 475 | 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 | 38% / 48% | |
| 16 1:31 | AK-47 | 905 | fine - pros would have fired it too | 1/5 | killed them | 46% / 59% | |
| 17 0:50 | AK-47 | 806 | aim far off: your crosshair was about 5.5 player widths (175 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 | 1% / 46% | |
| 17 0:50 | AK-47 | 806 | aim far off: your crosshair was about 5 player widths (162 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 | 1% / 46% | |
| 17 0:50 | AK-47 | 806 | aim far off: your crosshair was about 5.5 player widths (177 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 | 1% / 46% | |
| 17 0:49 | AK-47 | 806 | aim far off: your crosshair was about 5.5 player widths (182 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 | 1% / 46% | |
| 17 0:49 | AK-47 | 806 | aim far off: your crosshair was about 5.5 player widths (178 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 | 1% / 46% | |
| 17 0:49 | AK-47 | 806 | aim far off: your crosshair was about 5 player widths (161 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 | 1% / 46% | |
| 17 0:49 | AK-47 | 806 | aim far off: your crosshair was about 5 player widths (158 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 | 1% / 46% | |
| 17 0:48 | AK-47 | 806 | aim far off: your crosshair was about 5 player widths (164 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 | 1% / 46% | |
| 17 0:48 | AK-47 | 817 | aim far off: your crosshair was about 5 player widths (166 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% / 59% | |
| 17 0:48 | AK-47 | 819 | aim far off: your crosshair was about 5 player widths (158 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 | 1% / 55% | |
| 17 0:48 | AK-47 | 823 | aim far off: your crosshair was about 6 player widths (185 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 | 1% / 55% | |
| 17 0:47 | AK-47 | 833 | aim far off: your crosshair was about 5.5 player widths (181 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 | 1% / 54% | |
| 17 0:47 | AK-47 | 853 | aim far off: your crosshair was about 6.5 player widths (201 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 | 1% / 49% | |
| 17 0:47 | AK-47 | 869 | aim far off: your crosshair was about 7 player widths (227 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 | 1% / 50% | |
| 17 0:46 | AK-47 | 872 | aim far off: your crosshair was about 6.5 player widths (207 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 | 1% / 53% |
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.