Guns
| Gun | Bullets at enemies | Hit |
|---|---|---|
| AK-47 | 66 | 24% |
| USP-S | 9 | 22% |
| M4A1-S | 9 | 44% |
| Desert Eagle | 5 | 40% |
| M4A4 | 4 | 0% |
| P250 | 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 |
|---|---|---|---|
| 5/116 | 20 1:35 | 2 kills (Deagle ×2), all headshots, in 8.9 s CT | 6.2 |
| 51/116 | 5 0:51 | 1 kill (AK-47) T | 0.8 |
| 61/116 | 18 bomb 0:32 | 1 kill (M4A1-S) CT | 0.6 |
| 76/116 | 3 1:21 | 1 kill (AK-47), 1 headshot T | -0.1 |
| 87/116 | 21 0:12 | 1 kill (AK-47), 1 headshot CT | -0.3 |
| 89/116 | 16 1:03 | 1 kill (M4A4), a wallbang, 1 headshot CT | -0.4 |
| 98/116 | 2 1:24 | 1 kill (AK-47), 1 headshot T | -0.7 |
| 99/116 | 12 bomb 0:20 | 1 kill (AK-47), 1 headshot T | -0.7 |
| 101/116 | 10 bomb 0:20 | 1 kill (AK-47), 1 headshot T | -0.9 |
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 |
|---|---|---|
| 5 0:57 | 1v3 before the plant T · 100 HP · Toxic | lost - died later, after 1 kill · first fight won, saw each other |
| 6 1:22 | 1v3 before the plant T · 73 HP · A Stairs | lost - died later · they saw them first |
| 18 bomb 0:34 | 1v4 after the plant CT · 100 HP · Mid | lost - died with two or more on them at once, after 1 kill · first fight won, saw each other |
Flashes
13 flashes: 4 good, 1 weak, 7 wasted, 1 that hurt your team (1 of those blinded an enemy too). 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 1:18 | wasted | no enemy blinded for long |
| 6 1:47 | blinded an enemy, but hurt the team too | blinded Ivankoo 3.8 s (1.1 s white), Борис бритва 3.3 s (0.7 s white); blinded tuma 1.8 s on the move through Garage - an enemy could see them |
| 8 1:47 | wasted | no enemy blinded for long |
| 10 1:48 | wasted | no enemy blinded for long |
| 10 1:29 | weak | barely blinded Борис бритва 2.1 s (0.2 s white) |
| 10 bomb 0:21 | good | blinded Борис бритва 4.9 s (2.0 s white) |
| 12 1:48 | wasted | no enemy blinded for long |
| 15 1:36 | wasted | no enemy blinded for long |
| 15 0:44 | wasted | no enemy blinded for long; blinded braindeadcore 3.4 s holding Electrical Box - safe |
| 20 1:40 | good | blinded ERCENS 3.3 s (0.7 s white) |
| 20 1:37 | good | blinded YE 4.8 s (1.9 s white), PapitoBiceps 4.3 s (1.6 s white) |
| 21 0:26 | good | blinded Ivankoo 4.9 s (2.1 s white) |
| 24 0:40 | wasted | no enemy blinded for long |
Throws
42 grenades: 37 thrown safely, 5 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 |
|---|---|---|
| 6 1:49 | exposed | a flash at Garage - seen by 1 enemy for 0.5 s, the nearest 1086 units away; a running throw |
| 10 1:49 | exposed | a flash at T Yard - seen by 2 enemies for 0.8 s, the nearest 1634 units away; a running throw |
| 15 0:46 | exposed | a flash at Truck - seen by 1 enemy for 0.9 s, the nearest 1630 units away; a jump throw |
| 16 1:47 | exposed | a smoke at Heaven - seen by 1 enemy for 0.4 s, the nearest 1317 units away; a running throw |
| 18 bomb 0:30 | exposed | a molotov at Mid - seen by 1 enemy for 0.2 s, the nearest 1366 units away; a running throw |
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 | ||
|---|---|---|---|---|---|
| 10 bomb 0:21 | B Main | peeked too wide: 2 enemies saw you at once - 16 units less far out, only one would have | died | ||
| 18 bomb 0:33 | Mid | peeked too wide: 2 enemies saw you at once - 32 units less far out, only one would have | killed them |
Crossfires
You stood between a team-mate and an enemy they could see in 4 of 24 rounds. 1 of your 6 holds with a team-mate were real crossfires (2 stacked, one behind the other). You traded 1 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 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 |
|---|---|---|
| 2 1:26 | peek together | peeked the same enemy as Squx, 219 ms before them - a double peek |
| 2 1:25 | in their way | stood between Squx and an enemy they could see, for 188 ms (pros: 125 ms at a time) |
| 3 1:24 | trade | tuma was killed 2038 units away: you traded in 3,328 ms (pros: 2,609 ms) |
| 4 1:44 | trade | tuma was killed 332 units away: not traded within 5 s (pros: 1,641 ms) |
| 4 1:37 | trade | braindeadcore was killed 57 units away: not traded within 5 s (pros: 969 ms) |
| 5 1:45 | trade | tuma was killed 387 units away: not traded within 5 s (pros: 1,641 ms) |
| 5 1:35 | hold | held with Squx, 868 units and 30° apart as the enemy saw you: not covering - you had no view of the enemy within 2 s |
| 5 1:34 | trade | Squx was killed 870 units away: not traded within 5 s (pros: 2,031 ms) |
| 6 1:25 | hold | held with braindeadcore, 155 units and 4° apart as the enemy saw you: not covering - you had no view of the enemy within 2 s |
| 6 1:23 | trade | braindeadcore was killed 84 units away: not traded within 5 s (pros: 969 ms) |
| 7 1:36 | trade | tuma was killed 724 units away: not traded within 5 s (pros: 2,031 ms) |
| 7 1:30 | line of fire | stood in ✟'s line of fire while they fought, for 438 ms (pros: 188 ms at a time) |
| 8 1:44 | hold | held with tuma, 449 units and 14° apart as the enemy saw you: too close together - one look saw you both (the enemy saw you 484 ms after tuma) |
| 8 1:44 | hold | held with ✟, 345 units and 5° apart as the enemy saw you: stacked - one behind the other, one aim covered you both (the enemy saw you 1,453 ms before ✟) |
| 9 1:29 | hold | held with Squx, 93 units and 1° apart as the enemy saw you: too close together - one look saw you both (the enemy saw you 47 ms before Squx) |
| 11 1:35 | peek together | peeked the same enemy as ✟, 266 ms after them - late - your team-mate went first, as bait |
| 11 1:35 | in their way | stood between ✟ and an enemy they could see, for 250 ms (pros: 125 ms at a time) |
| 11 1:35 | line of fire | stood in ✟'s line of fire while they fought, for 312 ms (pros: 188 ms at a time) |
| 13 1:40 | trade | ✟ was killed 848 units away: not traded within 5 s (pros: 625 ms) |
| 14 1:39 | line of fire | stood in ✟'s line of fire while they fought, for 375 ms (pros: 188 ms at a time) |
| 14 1:39 | in their way | stood between ✟ and an enemy they could see, for 188 ms (pros: 125 ms at a time) |
| 14 1:39 | hold | held with ✟, 63 units and 9° apart as the enemy saw you: too close together - one look saw you both (the enemy saw you 281 ms after ✟) |
| 14 1:38 | trade | ✟ was killed 109 units away: not traded within 5 s (pros: 625 ms) |
| 20 1:43 | line of fire | stood in ✟'s line of fire while they fought, for 250 ms (pros: 188 ms at a time) |
| 20 1:07 | hold | held with ✟, 167 units and 3° apart as the enemy saw you: stacked - one behind the other, one aim covered you both (the enemy saw you 31 ms after ✟) |
| 22 1:32 | hold | held with braindeadcore, 698 units and 20° apart as the enemy saw you: a real crossfire (the enemy saw you 1,391 ms after braindeadcore) |
| 22 1:31 | trade | braindeadcore was killed 683 units away: not traded within 5 s (pros: 2,031 ms) |
| 23 1:43 | trade | tuma was killed 925 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 bomb 0:33 | killed by them | USP-S | 672 ms | 672 ms | 0.3° | ||
| 2 1:45 | hit them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 2 1:24 | killed them | AK-47 | 938 ms | 938 ms | 47.6° | ||
| 3 1:21 | killed them | AK-47 | 547 ms | 547 ms | 0.9° | ||
| 4 1:38 | hit by them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 4 1:35 | killed by them | M4A1-S | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 5 0:51 | killed them | AK-47 | 766 ms | 1266 ms | 38.2° | ||
| 5 0:51 | hit by them | AK-47 | 1188 ms | – | 9.7° | ||
| 5 0:44 | killed by them | AK-47 | 281 ms | 281 ms | 0.3° | ||
| 6 1:06 | killed by them | AK-47 | 141 ms | 438 ms | 3.2° | ||
| 7 1:29 | killed by them | M4A4 | 266 ms | 266 ms | 1.0° | ||
| 8 1:44 | hit them | AK-47 | 344 ms | – | 4.8° | ||
| 8 1:38 | hit them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 8 1:37 | killed by them | AWP | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 9 1:28 | killed by them | M4A1-S | 1375 ms | 1578 ms | 9.5° | ||
| 10 1:44 | hit them | AK-47 | 406 ms | – | 2.7° | ||
| 10 bomb 0:20 | killed them | AK-47 | 656 ms | 859 ms | 5.3° | ||
| 10 bomb 0:20 | killed by them | P250 | 500 ms | 797 ms | 49.3° | ||
| 11 1:34 | killed by them | M4A1-S | 375 ms | 484 ms | 6.5° | ||
| 12 bomb 0:23 | hit them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 12 bomb 0:21 | killed them | AK-47 | 281 ms | 875 ms | 1.9° | ||
| 13 1:44 | hit them | P2000 | 328 ms | – | 7.9° | ||
| 13 1:44 | hit by them | Glock-18 | 656 ms | – | 20.0° | ||
| 13 1:43 | hit by them | Glock-18 | 1000 ms | – | 13.9° | ||
| 13 1:43 | hit by them | Glock-18 | 359 ms | – | 30.4° | ||
| 13 1:40 | hit them | P2000 | 516 ms | – | 2.9° | ||
| 13 1:40 | killed by them | Glock-18 | 578 ms | 1188 ms | 42.2° | ||
| 14 1:38 | killed by them | MAC-10 | 750 ms | 1047 ms | 3.0° | ||
| 15 1:43 | hit them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 15 1:42 | hit by them | AK-47 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 15 1:41 | hit them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 15 0:57 | hit them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 15 0:34 | killed by them | AWP | 109 ms | 109 ms | 0.4° | ||
| 16 1:41 | hit by them | Desert Eagle | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 16 1:26 | hit by them | Desert Eagle | 359 ms | – | 3.7° | ||
| 16 1:04 | killed them | M4A4 | – | – | – | couldn't see them (a wallbang, a smoke) - not timed | |
| 18 bomb 0:32 | killed them | M4A1-S | 578 ms | 781 ms | 1.4° | ||
| 18 bomb 0:23 | hit them | M4A4 | 438 ms | – | 2.3° | ||
| 18 bomb 0:20 | killed by them | AK-47 | 281 ms | 484 ms | 3.0° | ||
| 19 1:35 | killed by them | AK-47 | 250 ms | 250 ms | 0.6° | ||
| 20 1:35 | killed them | Desert Eagle | 344 ms | 344 ms | 0.7° | ||
| 20 1:26 | killed them | Desert Eagle | 234 ms | 234 ms | 0.6° | ||
| 21 0:12 | killed them | AK-47 | 625 ms | 828 ms | 18.6° | ||
| 22 1:30 | hit them | AK-47 | 531 ms | – | 4.5° | ||
| 22 1:30 | killed by them | AK-47 | 656 ms | 656 ms | 0.7° | ||
| 24 0:35 | killed by them | M4A1-S | 312 ms | 516 ms | 1.2° |
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↑ |
|---|---|---|---|---|---|---|---|
| 2 1:24 | AK-47 | 861 | fired while moving (193 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 | 0% / 48% | |
| 2 1:24 | AK-47 | 851 | fired while moving (215 u/s), too fast to be accurate - stop first | 1/7 | killed them | 9% / 57% | |
| 3 1:21 | AK-47 | 1045 | fine - pros would have fired it too | 1/3 | killed them | 40% / 46% | |
| 5 0:51 | AK-47 | 902 | fired while moving (105 u/s), too fast to be accurate - stop first | 4/10 | killed them | 16% / 55% | |
| 7 1:30 | Desert Eagle | 773 | fine - pros would have fired it too | 0/1 | 54% / 54% | ||
| 9 1:28 | Desert Eagle | 1268 | aim far off: your crosshair was about a player's width (36 units) off their body - get on target first | 0/1 | cut short (a death, a reload) | 11% / 58% | |
| 10 1:46 | AK-47 | 1616 | aim far off: your crosshair was about 2.5 player widths (85 units) off their body - get on target first | 0/9 | 6 bullets after pros would have stopped | 1% / 48% | |
| 10 1:44 | AK-47 | 1609 | aim far off: your crosshair was about a player's width (39 units) off their body - get on target first | 2/9 | 6 bullets after pros would have stopped | 5% / 45% | |
| 10 1:42 | AK-47 | 1612 | fired while moving (101 u/s), too fast to be accurate - stop first | 0/12 | cut short (a death, a reload); 9 bullets after pros would have stopped | 0% / 46% | |
| 10 bomb 0:20 | AK-47 | 914 | fine - pros would have fired it too | 2/8 | killed them | 52% / 52% | |
| 12 bomb 0:23 | AK-47 | 634 | aim far off: your crosshair was about 1.5 player widths (45 units) off their body - get on target first | 1/7 | 6% / 63% | ||
| 12 bomb 0:21 | AK-47 | 388 | fired while moving (201 u/s), too fast to be accurate - stop first | 3/8 | killed them | 0% / 60% | |
| 13 1:44 | USP-S | 649 | aim far off: your crosshair was about half a player's width (22 units) off their body - get on target first | 1/7 | 28% / 56% | ||
| 13 1:41 | USP-S | 488 | fine - pros would have fired it too | 0/3 | 38% / 42% | ||
| 13 1:40 | USP-S | 283 | fine - pros would have fired it too | 1/2 | cut short (a death, a reload) | 48% / 48% | |
| 14 1:39 | P250 | 420 | fired while moving (195 u/s), too fast to be accurate - stop first | 0/3 | 41% / 48% | ||
| 18 bomb 0:32 | M4A1-S | 1888 | fine - pros would have fired it too | 3/5 | killed them; 2 bullets after pros would have stopped | 48% / 48% | |
| 18 bomb 0:25 | M4A1-S | 988 | fired while moving (186 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 | 0% / 59% | |
| 18 bomb 0:23 | M4A1-S | 1613 | fired while moving (115 u/s), too fast to be accurate - stop first | 1/6 | 1 bullet after pros would have stopped | 9% / 46% | |
| 18 bomb 0:20 | M4A1-S | 1027 | aim far off: your crosshair was about a player's width (30 units) off their body - get on target first | 0/1 | cut short (a death, a reload) | 15% / 55% | |
| 20 1:35 | Desert Eagle | 805 | fine - pros would have fired it too | 1/1 | killed them | 47% / 51% | |
| 20 1:26 | Desert Eagle | 1012 | fine - pros would have fired it too | 1/1 | killed them | 63% / 63% | |
| 20 1:11 | Desert Eagle | 1206 | fired while moving (91 u/s), too fast to be accurate - stop first | 0/2 | 3% / 37% | ||
| 21 0:22 | AK-47 | 1038 | fine - pros would have fired it too | 0/4 | 59% / 59% | ||
| 21 0:18 | AK-47 | 953 | aim far off: your crosshair was about 2 player widths (67 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% / 62% | |
| 21 0:18 | AK-47 | 925 | fine - pros would have fired it too | 0/5 | 71% / 71% | ||
| 21 0:12 | AK-47 | 441 | fired while moving (215 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 | 11% / 47% | |
| 21 0:12 | AK-47 | 449 | fine - pros would have fired it too | 3/7 | killed them | 47% / 52% | |
| 22 1:30 | AK-47 | 1437 | fine - pros would have fired it too | 1/4 | cut short (a death, a reload) | 35% / 47% | |
| 24 0:54 | M4A4 | 1381 | 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 | 57% / 57% | |
| 24 0:35 | M4A4 | 233 | fine - pros would have fired it too | 0/2 | cut short (a death, a reload) | 40% / 48% |
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.