Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| AK-47 | 40 | 35% |
| M4A4 | 25 | 28% |
| Glock-18 | 25 | 28% |
| USP-S | 12 | 8% |
| MP9 | 9 | 11% |
| M4A1-S | 7 | 29% |
| Desert Eagle | 4 | 50% |
| Galil AR | 1 | 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 |
|---|---|---|---|
| 10/101 | 6 1:07 | 1 kill (Deagle), 1 through smoke, 1 headshot CT | 4.4 |
| 30/101 | 5 1:09 | 1 kill (M4A4), a wallbang CT | 2.0 |
| 39/101 | 15 1:32 | 1 kill (AK-47), 1 headshot T | 0.9 |
| 49/101 | 19 1:23 | 2 kills (AK-47 ×2), 1 headshot, in 2.6 s T | 0.5 |
| 62/101 | 16 1:24 | 1 kill (AK-47) T | -0.0 |
| 86/101 | 11 1:23 | 1 kill (M4A1-S) CT | -0.8 |
| 93/101 | 13 1:20 | 2 kills (Glock ×2), all headshots, in 49.4 s T | -1.5 |
| 95/101 | 4 1:15 | 1 kill (AK-47) CT | -1.8 |
Flashes
3 flashes: 1 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 |
|---|---|---|
| 4 1:27 | good | blinded GameOverSuka 4.1 s (1.4 s white), lukazura 3.8 s (1.1 s white) |
| 12 1:41 | wasted | no enemy blinded for long |
| 15 1:50 | wasted | no enemy blinded for long; blinded Squx 1.3 s holding T Spawn - safe |
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 | ||
|---|---|---|---|---|---|
| 6 1:07 | Headshot | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have; cover not used: 16 units away, they'd have seen only your head | killed them |
Crossfires
You stood between a team-mate and an enemy they could see in 1 of 20 rounds. 4 of your 5 holds with a team-mate were real crossfires. You traded 0 of the 8 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 1:43 | hold | held with nn.nkz, 418 units and 20° apart as the enemy saw you: too close together - one look saw you both (the enemy saw you 234 ms before nn.nkz) |
| 4 1:21 | trade | nn.nkz was killed 887 units away: not traded within 5 s (pros: 2,031 ms) |
| 5 1:07 | trade | DISSWHOISS was killed 313 units away: not traded within 5 s (pros: 1,641 ms) |
| 7 1:35 | line of fire | stood in nn.nkz's line of fire while they fought, for 500 ms (pros: 188 ms at a time) |
| 11 1:26 | hold | held with nn.nkz, 144 units and 12° apart as the enemy saw you: a real crossfire (the enemy saw you 1,469 ms after nn.nkz) |
| 11 1:26 | hold | held with nn.nkz, 136 units and 10° apart as the enemy saw you: a real crossfire (the enemy saw you 1,281 ms after nn.nkz) |
| 11 1:25 | trade | nn.nkz was killed 99 units away: not traded within 5 s (pros: 969 ms) |
| 13 1:45 | trade | Kimball was killed 205 units away: not traded within 5 s (pros: 969 ms) |
| 13 1:09 | trade | DISSWHOISS was killed 520 units away: not traded within 5 s (pros: 2,031 ms) |
| 15 1:45 | trade | Kimball was killed 571 units away: not traded within 5 s (pros: 2,031 ms) |
| 15 1:33 | hold | held with nn.nkz, 729 units and 77° apart as the enemy saw you: a real crossfire (the enemy saw you 234 ms before nn.nkz) |
| 16 1:26 | trade | Squx was killed 401 units away: not traded within 5 s (pros: 1,641 ms) |
| 16 1:22 | hold | held with nn.nkz, 227 units and 14° apart as the enemy saw you: a real crossfire (the enemy saw you 1,062 ms before nn.nkz) |
| 18 1:40 | trade | Kimball was killed 785 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 1:39 | killed by them | Glock-18 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 2 1:21 | hit them | P2000 | 516 ms | – | 3.4° | ||
| 2 1:20 | killed by them | MAC-10 | 734 ms | 1250 ms | 2.7° | ||
| 3 1:08 | hit them | M4A4 | 422 ms | – | 1.5° | ||
| 4 1:16 | killed them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 4 1:16 | hit by them | AK-47 | 406 ms | – | 3.6° | ||
| 4 1:15 | killed by them | AK-47 | 172 ms | 172 ms | 1.2° | ||
| 5 1:10 | killed them | M4A4 | 344 ms | 1672 ms | 3.5° | ||
| 5 1:09 | hit by them | Galil AR | 1016 ms | – | 0.4° | ||
| 5 1:06 | killed by them | AK-47 | 328 ms | 328 ms | 0.6° | ||
| 6 1:09 | hit by them | AK-47 | 516 ms | – | 3.5° | ||
| 6 1:07 | killed them | Desert Eagle | 625 ms | 625 ms | 8.2° | ||
| 6 1:05 | hit them | Desert Eagle | 469 ms | – | 3.9° | ||
| 8 1:36 | killed by them | Tec-9 | 609 ms | 797 ms | 2.9° | ||
| 8 1:35 | hit them | AK-47 | 703 ms | – | 4.7° | ||
| 9 1:20 | hit them | MP9 | 453 ms | – | 3.7° | ||
| 9 1:20 | killed by them | AK-47 | 625 ms | 922 ms | 11.9° | ||
| 10 1:41 | killed by them | AK-47 | 469 ms | 469 ms | 3.0° | ||
| 11 1:24 | killed them | M4A1-S | 547 ms | 1297 ms | 6.3° | ||
| 11 1:22 | killed by them | AK-47 | 281 ms | 281 ms | 9.7° | ||
| 12 1:12 | killed by them | AK-47 | 688 ms | 688 ms | 1.1° | ||
| 13 1:23 | hit by them | P2000 | 625 ms | – | 1.6° | ||
| 13 1:22 | hit them | Glock-18 | 1016 ms | – | 10.2° | ||
| 13 1:21 | killed them | Glock-18 | 2609 ms | 2922 ms | 10.2° | ||
| 13 1:21 | hit by them | P2000 | 2672 ms | – | 1.6° | ||
| 13 0:31 | hit by them | P2000 | 844 ms | – | 47.4° | ||
| 13 0:31 | killed them | Glock-18 | 2906 ms | 2906 ms | 11.8° | ||
| 13 0:25 | hit by them | P2000 | 391 ms | – | 3.3° | ||
| 13 0:25 | hit them | Glock-18 | 625 ms | – | 4.9° | ||
| 13 0:24 | hit them | Glock-18 | 828 ms | – | 5.8° | ||
| 13 0:24 | hit by them | P2000 | 844 ms | – | 6.7° | ||
| 13 0:22 | killed by them | USP-S | 234 ms | 234 ms | 8.6° | ||
| 14 0:48 | killed by them | FAMAS | 203 ms | 781 ms | 1.1° | ||
| 15 1:32 | killed them | AK-47 | 375 ms | 375 ms | 7.2° | ||
| 15 1:19 | hit them | AK-47 | 500 ms | – | 5.1° | ||
| 15 1:19 | killed by them | FAMAS | 578 ms | 1031 ms | 0.9° | ||
| 16 1:25 | killed them | AK-47 | 47 ms | 1031 ms | 0.9° | ||
| 16 1:22 | killed by them | M4A1-S | 266 ms | 266 ms | 0.9° | ||
| 17 1:20 | killed by them | M4A1-S | 375 ms | 578 ms | 0.9° | ||
| 17 1:20 | hit them | AK-47 | 469 ms | – | 12.7° | ||
| 18 1:18 | killed by them | MP9 | 562 ms | 969 ms | 4.9° | ||
| 19 1:24 | killed them | AK-47 | 1125 ms | 1797 ms | 9.4° | ||
| 19 1:23 | hit by them | P250 | 1766 ms | – | 4.8° | ||
| 19 1:21 | killed them | AK-47 | 250 ms | 250 ms | 7.5° | ||
| 20 1:09 | killed by them | M4A1-S | 422 ms | 516 ms | 2.5° |
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 1:43 | USP-S | 969 | aim far off: your crosshair was about a player's width (28 units) off their body - get on target first | 0/1 | 13% / 47% | ||
| 1 1:42 | USP-S | 962 | fine - pros would have fired it too | 0/1 | 24% / 37% | ||
| 1 1:41 | USP-S | 833 | aim far off: your crosshair was about a player's width (31 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% / 52% | |
| 1 1:40 | USP-S | 967 | aim far off: your crosshair was about a player's width (32 units) off their body - get on target first | 0/2 | 6% / 37% | ||
| 1 1:40 | USP-S | 1001 | fired while moving (155 u/s), too fast to be accurate - stop first | 0/1 | 1% / 45% | ||
| 1 1:39 | USP-S | 833 | 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 | 60% / 60% | |
| 2 1:21 | USP-S | 1334 | fired while moving (124 u/s), too fast to be accurate - stop first | 1/4 | cut short (a death, a reload) | 15% / 41% | |
| 3 1:12 | M4A4 | 818 | aim far off: your crosshair was about 3 player widths (99 units) off their body - get on target first | 0/4 | 1% / 47% | ||
| 3 1:11 | M4A4 | 818 | aim far off: your crosshair was about 2 player widths (65 units) off their body - get on target first | 0/3 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 2% / 61% | |
| 3 1:11 | M4A4 | 844 | aim far off: your crosshair was about 3 player widths (94 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 | 1% / 49% | |
| 3 1:08 | M4A4 | 1024 | fine - pros would have fired it too | 1/4 | 48% / 55% | ||
| 3 1:07 | M4A4 | 538 | fine - pros would have fired it too | 0/2 | cut short (a death, a reload) | 34% / 47% | |
| 4 1:18 | AK-47 | 813 | fired while moving (88 u/s), too fast to be accurate - stop first | 0/3 | 25% / 64% | ||
| 4 1:15 | AK-47 | 748 | fine - pros would have fired it too | 1/5 | killed them | 62% / 62% | |
| 5 1:10 | M4A4 | 1016 | fine - pros would have fired it too | 2/3 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 47% / 52% | |
| 5 1:09 | M4A4 | 1020 | fine - pros would have fired it too | 2/5 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 48% / 48% | |
| 5 1:09 | M4A4 | 1020 | fine - pros would have fired it too | 2/2 | killed them | 40% / 51% | |
| 6 1:07 | Desert Eagle | 914 | fired while moving (85 u/s), too fast to be accurate - stop first | 1/1 | killed them | 60% / 69% | |
| 6 1:05 | Desert Eagle | 781 | aim far off: your crosshair was about half a player's width (22 units) off their body - get on target first | 1/1 | cut short (a death, a reload) | 26% / 56% | |
| 8 1:35 | AK-47 | 452 | fine - pros would have fired it too | 1/1 | cut short (a death, a reload) | 57% / 57% | |
| 9 1:21 | MP9 | 498 | aim far off: your crosshair was about 1.5 player widths (43 units) off their body - get on target first | 1/9 | cut short (a death, a reload) | 7% / 62% | |
| 11 1:24 | M4A1-S | 717 | fired while moving (78 u/s), too fast to be accurate - stop first | 1/5 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 16% / 57% | |
| 13 1:42 | Glock-18 | 775 | fine - pros would have fired it too | 0/2 | 65% / 65% | ||
| 13 1:23 | Glock-18 | 715 | fine - pros would have fired it too | 3/12 | killed them | 62% / 62% | |
| 13 0:32 | Glock-18 | 572 | aim far off: your crosshair was about a player's width (26 units) off their body - get on target first | 1/7 | killed them | 17% / 50% | |
| 13 0:25 | Glock-18 | 955 | fired while moving (147 u/s), too fast to be accurate - stop first | 3/8 | 9% / 39% | ||
| 14 0:48 | Desert Eagle | 724 | fired while moving (163 u/s), too fast to be accurate - stop first | 0/2 | cut short (a death, a reload) | 60% / 71% | |
| 15 1:32 | AK-47 | 394 | fine - pros would have fired it too | 1/3 | killed them | 47% / 48% | |
| 15 1:19 | AK-47 | 632 | fine - pros would have fired it too | 2/8 | cut short (a death, a reload) | 26% / 49% | |
| 16 1:25 | AK-47 | 1235 | fine - pros would have fired it too | 2/3 | stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight | 67% / 67% | |
| 16 1:24 | AK-47 | 1232 | aim far off: your crosshair was about half a player's width (21 units) off their body - get on target first | 3/5 | killed them | 23% / 48% | |
| 17 1:20 | AK-47 | 484 | fired while moving (215 u/s), too fast to be accurate - stop first | 1/2 | cut short (a death, a reload) | 24% / 62% | |
| 18 1:18 | Galil AR | 503 | too soon: your crosshair was still moving onto them, about 2 player widths (56 units) off - pros wait the split second it takes to get on target | 0/1 | cut short (a death, a reload) | 2% / 48% | |
| 19 1:25 | AK-47 | 1242 | fired while moving (117 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% | |
| 19 1:24 | AK-47 | 1215 | aim far off: your crosshair was about a player's width (37 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 | 9% / 56% | |
| 19 1:23 | AK-47 | 1215 | aim far off: your crosshair was about a player's width (28 units) off their body - get on target first | 1/4 | killed them | 17% / 54% | |
| 19 1:23 | AK-47 | 559 | fired while moving (98 u/s), too fast to be accurate - stop first | 0/2 | 0% / 52% | ||
| 19 1:21 | AK-47 | 542 | fired while moving (174 u/s), too fast to be accurate - stop first | 1/5 | killed them | 7% / 51% | |
| 20 1:09 | AK-47 | 544 | fine - pros would have fired it too | 0/1 | cut short (a death, a reload) | 37% / 57% |
Throws
7 grenades: 7 thrown safely, 0 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.
None exposed in this match.
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.