Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| Galil AR | 56 | 32% |
| M4A1-S | 33 | 52% |
| UMP-45 | 25 | 32% |
| AK-47 | 19 | 21% |
| USP-S | 17 | 47% |
| MAC-10 | 8 | 50% |
| Glock-18 | 6 | 67% |
| Tec-9 | 3 | 0% |
| FAMAS | 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 |
|---|---|---|---|
| 8/116 | 17 1:03 | 2 kills (M4A1-S ×2), 1 through smoke, in 3 s CT | 4.3 |
| 19/116 | 11 1:35 | 2 kills (MAC-10, M4A1-S), in 3.8 s T | 2.6 |
| 20/116 | 24 1:28 | 3 kills (M4A1-S ×2, USP-S), 2 headshots, in 25.5 s CT | 2.6 |
| 66/116 | 22 1:35 | 1 kill (AK-47), a wallbang, 1 headshot CT | 0.3 |
| 79/116 | 2 1:36 | 2 kills (Galil ×2), in 2.7 s T | -0.1 |
| 80/116 | 20 1:34 | 2 kills (USP-S, Galil), all headshots, in 14.4 s CT | -0.2 |
| 88/116 | 3 1:43 | 3 kills (Galil ×3), 1 headshot, in 17.5 s T | -0.3 |
| 102/116 | 14 1:30 | 1 kill (UMP) CT | -0.9 |
| 109/116 | 1 bomb 0:25 | 1 kill (Glock), 1 headshot T | -1.4 |
Flashes
20 flashes: 2 good, 0 weak, 11 wasted, 7 that hurt your team (4 of those blinded an enemy too). After 1 of them a team-mate died while blinded. 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 |
|---|---|---|
| 2 1:48 | wasted | barely blinded Борис бритва 0.5 s (0.0 s white) |
| 2 1:45 | wasted | no enemy blinded for long |
| 3 1:46 | hurt the team | no enemy blinded for long; blinded themselves 2.0 s on the move through Garage - an enemy could see them |
| 5 1:45 | blinded an enemy, but hurt the team too | blinded Ivankoo 3.9 s (1.2 s white); blinded themselves 3.5 s on the move through Garage - died 0.3 s after the pop |
| 7 1:39 | wasted | no enemy blinded for long; blinded themselves 3.8 s on the move through Sun Room - safe |
| 7 1:38 | wasted | no enemy blinded for long; blinded Outplayed 3.1 s on the move through Sun Room - safe |
| 8 1:44 | wasted | no enemy blinded for long |
| 8 1:34 | blinded an enemy, but hurt the team too | blinded YE 4.8 s (2.0 s white); blinded themselves 1.9 s on the move through Mid - an enemy could see them; blinded ✟ 4.1 s on the move through Mid - safe |
| 9 1:45 | hurt the team | barely blinded Ivankoo 1.0 s (0.1 s white); blinded themselves 3.4 s on the move through Garage - took damage 0.1 s after the pop |
| 11 1:45 | wasted | no enemy blinded for long |
| 11 1:23 | wasted | no enemy blinded for long; blinded themselves 3.2 s on the move through Highway - safe |
| 12 1:45 | good | blinded Ivankoo 3.6 s (0.9 s white); blinded themselves 1.8 s on the move through Garage - safe |
| 12 1:42 | wasted | no enemy blinded for long |
| 16 1:32 | blinded an enemy, but hurt the team too | blinded YE 3.1 s (0.6 s white); blinded themselves 2.1 s on the move through Garage - ran into a fight; blinded braindeadcore 3.1 s holding Mid - safe |
| 17 1:33 | good | blinded Борис бритва 4.6 s (1.8 s white); blinded themselves 3.8 s on the move through Bombsite A - safe |
| 18 1:43 | blinded an enemy, but hurt the team too | blinded Борис бритва 3.4 s (0.8 s white); blinded themselves 4.0 s on the move through Mid - an enemy could see them; blinded braindeadcore 3.8 s on the move through Sandbags - safe |
| 19 1:13 | wasted | no enemy blinded for long |
| 21 1:12 | wasted | no enemy blinded for long; blinded themselves 1.9 s on the move through Bombsite A - safe |
| 22 1:39 | wasted | no enemy blinded for long; blinded themselves 1.6 s on the move through Highway - safe; blinded Squx 1.7 s on the move through Squeaky - safe |
| 24 0:58 | misled a peek | barely blinded YE 1.0 s (0.1 s white) the enemy was barely blinded, and tuma peeked YE 0.4 s after the pop; hit them first |
Throws
60 grenades: 42 thrown safely, 18 where an enemy could see you, 0 where you were hit or killed. Most of the risky ones were from Mid (10 of 24 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 |
|---|---|---|
| 2 1:47 | exposed | a flash at Garage - seen by 1 enemy for 1.0 s, the nearest 1566 units away, thrown in the open; a running throw |
| 3 1:41 | exposed | an HE at Mid - seen by 1 enemy for 0.5 s, the nearest 909 units away |
| 5 1:47 | exposed | a flash at Garage - seen by 2 enemies for 1.6 s, the nearest 1518 units away, thrown in the open; a running throw |
| 8 1:36 | exposed | a flash at Mid - seen by 1 enemy for 0.1 s, the nearest 650 units away; a running throw |
| 9 1:46 | exposed | a flash at Garage - seen by 2 enemies for 1.2 s, the nearest 833 units away; a running throw |
| 11 1:47 | exposed | a flash at Garage - seen by 1 enemy for 0.8 s, the nearest 1310 units away; a running throw |
| 12 1:47 | exposed | a flash at Garage - seen by 1 enemy for 1.0 s, the nearest 1471 units away; a running throw |
| 16 1:45 | exposed | an HE at Mid - seen by 1 enemy for 0.2 s, the nearest 1504 units away; a running throw |
| 16 1:34 | exposed | a flash at Mid - seen by 3 enemies for 0.9 s, the nearest 563 units away |
| 17 1:27 | exposed | a smoke at Toxic - seen by 1 enemy for 0.2 s, the nearest 834 units away |
| 18 1:47 | exposed | a molotov at Mid - seen by 1 enemy for 0.2 s, the nearest 1502 units away |
| 18 1:45 | exposed | a flash at Sandbags - seen by 1 enemy for 0.4 s, the nearest 1129 units away; a running throw |
| 19 1:46 | exposed | an HE at Sandbags - seen by 2 enemies for 1.0 s, the nearest 910 units away; a running throw |
| 19 1:38 | exposed | a smoke at Mid - seen by 1 enemy for 0.2 s, the nearest 482 units away |
| 20 1:46 | exposed | a molotov at Mid - seen by 2 enemies for 0.5 s, the nearest 1216 units away; a jump throw |
| 21 1:46 | exposed | an HE at Mid - seen by 1 enemy for 0.1 s, the nearest 1593 units away; a running throw |
| 21 1:40 | exposed | a smoke at Mid - seen by 2 enemies for 0.9 s, the nearest 1292 units away, thrown in the open; a running throw |
| 24 1:46 | exposed | a molotov at Mid - seen by 1 enemy for 0.1 s, the nearest 1694 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 bomb 0:25 | Checkers | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | killed them | ||
| 2 1:38 | Mid | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | killed them | ||
| 3 1:26 | Truck | peeked too wide: 2 enemies saw you at once - 32 units less far out, only one would have | killed them | ||
| 11 1:36 | Sandbags | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | killed them | ||
| 13 1:37 | Checkers | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | died | ||
| 17 1:01 | Bombsite A | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | died |
Crossfires
You stood between a team-mate and an enemy they could see in 2 of 24 rounds. 1 of your 2 holds with a team-mate were real crossfires. 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 bomb 0:36 | trade | ✟ was killed 828 units away: not traded within 5 s (pros: 2,031 ms) |
| 8 1:44 | hold | held with Outplayed, 449 units and 14° apart as the enemy saw you: too close together - one look saw you both (the enemy saw you 484 ms before Outplayed) |
| 8 1:37 | trade | Outplayed was killed 445 units away: not traded within 5 s (pros: 1,641 ms) |
| 10 1:42 | line of fire | stood in ✟'s line of fire while they fought, for 500 ms (pros: 188 ms at a time) |
| 10 1:42 | in their way | stood between ✟ and an enemy they could see, for 375 ms (pros: 125 ms at a time) |
| 11 1:34 | trade | Outplayed was killed 1969 units away: you traded in 2,625 ms (pros: 625 ms) |
| 11 1:34 | trade | ✟ was killed 2003 units away: you traded in 2,625 ms (pros: 625 ms) |
| 13 1:39 | trade | Outplayed was killed 421 units away: not traded within 5 s (pros: 1,641 ms) |
| 14 1:33 | trade | braindeadcore was killed 290 units away: not traded within 5 s (pros: 1,641 ms) |
| 19 1:35 | trade | Outplayed was killed 643 units away: not traded within 5 s (pros: 2,031 ms) |
| 19 1:23 | trade | Squx was killed 803 units away: not traded within 5 s (pros: 2,031 ms) |
| 19 0:40 | peek together | peeked the same enemy as braindeadcore, 203 ms before them - a double peek |
| 21 1:42 | hold | held with ✟, 995 units and 29° apart as the enemy saw you: not covering - you had no view of the enemy within 2 s |
| 22 1:37 | hold | held with Squx, 773 units and 87° apart as the enemy saw you: a real crossfire (the enemy saw you 1,766 ms after Squx) |
| 22 1:36 | trade | Squx was killed 720 units away: you traded in 1,391 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 bomb 0:25 | killed them | Glock-18 | 359 ms | 359 ms | 5.3° | ||
| 1 bomb 0:18 | killed by them | USP-S | 781 ms | 1875 ms | 9.1° | ||
| 1 bomb 0:17 | hit them | Glock-18 | 906 ms | – | 50.9° | ||
| 2 1:37 | killed them | Galil AR | 562 ms | 2375 ms | 8.0° | ||
| 2 1:36 | hit them | Galil AR | 328 ms | – | 1.5° | ||
| 2 1:36 | hit by them | Desert Eagle | 719 ms | – | 2.6° | ||
| 2 1:33 | killed them | Galil AR | 672 ms | 672 ms | 5.4° | ||
| 3 1:43 | hit by them | Desert Eagle | 406 ms | – | 3.2° | ||
| 3 1:43 | killed them | Galil AR | 453 ms | 812 ms | 1.5° | ||
| 3 1:36 | killed them | Galil AR | 875 ms | 1062 ms | 28.6° | ||
| 3 1:26 | hit by them | Desert Eagle | 375 ms | – | 4.5° | ||
| 3 1:26 | killed them | Galil AR | 547 ms | 812 ms | 7.8° | ||
| 3 1:24 | killed by them | Desert Eagle | 312 ms | 312 ms | 0.7° | ||
| 4 1:44 | killed by them | M4A4 | 234 ms | 500 ms | 2.5° | ||
| 5 1:45 | killed by them | AWP | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 6 1:27 | killed by them | M4A4 | 328 ms | 891 ms | 0.4° | ||
| 7 1:36 | hit by them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 7 1:36 | killed by them | AK-47 | 281 ms | 281 ms | 1.0° | ||
| 8 1:33 | killed by them | AWP | 875 ms | 875 ms | 32.6° | ||
| 9 1:44 | killed by them | M4A1-S | 531 ms | 625 ms | 52.9° | ||
| 10 1:42 | killed by them | M4A4 | 172 ms | 438 ms | 4.8° | ||
| 11 1:36 | killed them | MAC-10 | 500 ms | 953 ms | 2.7° | ||
| 11 1:32 | killed them | M4A1-S | 1578 ms | 2078 ms | 10.6° | ||
| 13 1:36 | killed by them | Glock-18 | 516 ms | 1281 ms | 14.4° | ||
| 14 1:31 | killed them | UMP-45 | 547 ms | 1266 ms | 19.5° | ||
| 14 1:30 | hit by them | MAC-10 | 1109 ms | – | 17.8° | ||
| 14 1:29 | hit them | UMP-45 | 1891 ms | – | 22.1° | ||
| 14 1:29 | killed by them | Desert Eagle | 859 ms | 859 ms | 1.8° | ||
| 15 1:09 | killed by them | AK-47 | 406 ms | 609 ms | 2.3° | ||
| 16 1:25 | killed by them | Desert Eagle | 297 ms | 297 ms | 5.3° | ||
| 17 1:03 | killed them | M4A1-S | 3562 ms | 3656 ms | 0.8° | ||
| 17 1:00 | hit by them | SSG 08 | 328 ms | – | 0.7° | ||
| 17 1:00 | hit them | M4A4 | 484 ms | – | 2.4° | ||
| 17 1:00 | killed them | M4A1-S | 281 ms | 688 ms | 3.4° | ||
| 17 0:58 | hit them | M4A4 | 438 ms | – | 1.5° | ||
| 17 0:56 | hit them | P2000 | 297 ms | – | 3.7° | ||
| 17 0:54 | killed by them | SSG 08 | 828 ms | 828 ms | 7.1° | ||
| 18 bomb 0:39 | killed by them | Galil AR | 266 ms | 344 ms | 1.0° | ||
| 19 0:40 | killed by them | AWP | 500 ms | 500 ms | 15.8° | ||
| 20 1:35 | killed them | USP-S | 2125 ms | 2500 ms | 7.2° | ||
| 20 1:20 | killed them | Galil AR | 469 ms | 922 ms | 1.7° | ||
| 21 1:25 | hit them | AK-47 | 469 ms | – | 1.8° | ||
| 22 1:35 | killed them | AK-47 | 375 ms | 375 ms | 5.6° | ||
| 22 1:34 | hit them | AK-47 | 438 ms | – | 4.6° | ||
| 22 1:33 | killed by them | Tec-9 | 625 ms | 625 ms | 1.9° | ||
| 23 1:44 | killed by them | Galil AR | 609 ms | 1469 ms | 3.5° | ||
| 24 1:28 | killed them | M4A1-S | 281 ms | 281 ms | 5.6° | ||
| 24 1:09 | killed them | M4A1-S | 312 ms | 719 ms | 4.7° | ||
| 24 1:06 | hit by them | P250 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 24 1:05 | killed them | USP-S | 734 ms | 2812 ms | 34.0° | ||
| 24 0:57 | hit them | P2000 | 328 ms | – | 5.7° | ||
| 24 0:57 | killed by them | Tec-9 | 453 ms | 734 ms | 3.2° |
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 bomb 0:25 | Glock-18 | 226 | fine - pros would have fired it too | 1/3 | killed them | 58% / 58% | |
| 1 bomb 0:18 | Glock-18 | 287 | aim far off: your crosshair was about half a player's width (21 units) off their body - get on target first | 3/5 | cut short (a death, a reload) | 18% / 40% | |
| 2 1:38 | Galil AR | 750 | fired while moving (136 u/s), too fast to be accurate - stop first | 1/14 | 1 bullet after pros would have stopped | 5% / 49% | |
| 2 1:36 | Galil AR | 711 | fired while moving (172 u/s), too fast to be accurate - stop first | 5/11 | 28% / 67% | ||
| 2 1:33 | Galil AR | 587 | fine - pros would have fired it too | 1/8 | killed them | 53% / 53% | |
| 3 1:43 | Galil AR | 1108 | aim far off: your crosshair was about half a player's width (22 units) off their body - get on target first | 4/10 | killed them | 28% / 57% | |
| 3 1:36 | Galil AR | 360 | fired while moving (214 u/s), too fast to be accurate - stop first | 2/12 | killed them | 12% / 54% | |
| 3 1:26 | Galil AR | 345 | fine - pros would have fired it too | 3/12 | killed them | 38% / 58% | |
| 6 1:27 | Tec-9 | 695 | fine - pros would have fired it too | 0/3 | cut short (a death, a reload) | 26% / 42% | |
| 11 1:36 | MAC-10 | 195 | fired while moving (240 u/s), too fast to be accurate - stop first | 4/14 | killed them | 20% / 51% | |
| 11 1:33 | M4A1-S | 1241 | aim far off: your crosshair was about a player's width (37 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 | 6% / 45% | |
| 11 1:32 | M4A1-S | 1283 | fine - pros would have fired it too | 4/12 | killed them | 59% / 59% | |
| 13 1:36 | USP-S | 387 | fired while moving (122 u/s), too fast to be accurate - stop first | 0/3 | cut short (a death, a reload) | 7% / 57% | |
| 14 1:31 | UMP-45 | 353 | aim far off: your crosshair was about a player's width (27 units) off their body - get on target first | 8/25 | killed them | 16% / 52% | |
| 16 1:30 | FAMAS | 788 | fine - pros would have fired it too | 0/6 | 31% / 49% | ||
| 16 1:25 | FAMAS | 793 | aim far off: your crosshair was about half a player's width (21 units) off their body - get on target first | 0/1 | cut short (a death, a reload) | 25% / 51% | |
| 17 1:03 | M4A1-S | 595 | fine - pros would have fired it too | 2/6 | killed them | 69% / 69% | |
| 17 1:00 | M4A1-S | 549 | fine - pros would have fired it too | 3/11 | 46% / 48% | ||
| 17 0:58 | M4A1-S | 451 | aim far off: your crosshair was about a player's width (29 units) off their body - get on target first | 1/3 | cut short (a death, a reload) | 15% / 53% | |
| 17 0:56 | USP-S | 388 | 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 | 64% / 64% | |
| 17 0:54 | USP-S | 365 | fine - pros would have fired it too | 0/2 | cut short (a death, a reload) | 40% / 57% | |
| 20 1:35 | USP-S | 522 | fine - pros would have fired it too | 3/7 | killed them | 41% / 41% | |
| 20 1:33 | USP-S | 428 | aim far off: your crosshair was about a player's width (32 units) off their body - get on target first | 0/2 | 8% / 42% | ||
| 20 1:20 | Galil AR | 280 | fired while moving (195 u/s), too fast to be accurate - stop first | 2/12 | killed them | 13% / 50% | |
| 21 1:25 | AK-47 | 1107 | fine - pros would have fired it too | 1/6 | 40% / 54% | ||
| 22 1:35 | AK-47 | 340 | fired while moving (77 u/s), too fast to be accurate - stop first | 1/5 | killed them | 51% / 66% | |
| 22 1:34 | AK-47 | 197 | aim far off: your crosshair was about 4 player widths (133 units) off their body - get on target first | 2/9 | cut short (a death, a reload) | 1% / 55% | |
| 24 1:28 | M4A1-S | 302 | fine - pros would have fired it too | 1/5 | killed them | 58% / 58% | |
| 24 1:09 | M4A1-S | 408 | fine - pros would have fired it too | 3/8 | killed them | 65% / 65% | |
| 24 1:05 | M4A1-S | 434 | aim far off: your crosshair was about half a player's width (22 units) off their body - get on target first | 3/7 | cut short (a death, a reload) | 23% / 50% | |
| 24 1:03 | USP-S | 420 | fine - pros would have fired it too | 2/4 | killed them | 54% / 64% | |
| 24 0:57 | USP-S | 322 | fine - pros would have fired it too | 2/3 | cut short (a death, a reload) | 58% / 58% |
Fakes
You faked 0 of the 1 plant you started. Pros fake 9%. 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.