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Cache, won 13-11 · Wed 11 Nov, 01:20

Outplayed21,082

The match

Aim

516 msTTD828 msTTK2.9°Crosshair↓17%1st bullet28%Spray22%Head66%Counter-strafe

Scoreboard

58ADR67%KAST

Positioning

Shots

17/31Rushed↓5/16Stopped short↓

With the team

Guns

GunBullets at enemies Hit
AK-476624%
USP-S922%
M4A1-S944%
Desert Eagle540%
M4A440%
P25020%

Moments

Each round with kills, and where it ranks among every player's in the match - the ones most worth watching again first.
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.

#RoundMomentScore
5/11620 1:35 2 kills (Deagle ×2), all headshots, in 8.9 s CT6.2
51/1165 0:51 1 kill (AK-47) T0.8
61/11618 bomb 0:32 1 kill (M4A1-S) CT0.6
76/1163 1:21 1 kill (AK-47), 1 headshot T-0.1
87/11621 0:12 1 kill (AK-47), 1 headshot CT-0.3
89/11616 1:03 1 kill (M4A4), a wallbang, 1 headshot CT-0.4
98/1162 1:24 1 kill (AK-47), 1 headshot T-0.7
99/11612 bomb 0:20 1 kill (AK-47), 1 headshot T-0.7
101/11610 bomb 0:20 1 kill (AK-47), 1 headshot T-0.9

Clutches

Every time a player was the last one alive on their side - a 1v1, 1v2 and so on - and how it went.
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.

RoundClutchHow it went
5 0:57 1v3 before the plant T · 100 HP · Toxiclost - died later, after 1 kill · first fight won, saw each other
6 1:22 1v3 before the plant T · 73 HP · A Stairslost - died later · they saw them first
18 bomb 0:34 1v4 after the plant CT · 100 HP · Midlost - died with two or more on them at once, after 1 kill · first fight won, saw each other

Flashes

Good: it blinded an enemy while their screen was white or nearly white for half a second or more, and hurt no team-mate. Hurt the team: it fully blinded a team-mate (or the thrower) while they were in danger - an enemy could see them, they were hit or killed while blinded, or they ran into a fight - or it barely blinded an enemy and a team-mate (or the thrower) peeked into them ("misled a peek"). Wasted: it barely blinded an enemy, if at all.
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.

RoundFlashWhat it did
5 1:18 wastedno enemy blinded for long
6 1:47 blinded an enemy, but hurt the team tooblinded 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 wastedno enemy blinded for long
10 1:48 wastedno enemy blinded for long
10 1:29 weakbarely blinded Борис бритва 2.1 s (0.2 s white)
10 bomb 0:21 goodblinded Борис бритва 4.9 s (2.0 s white)
12 1:48 wastedno enemy blinded for long
15 1:36 wastedno enemy blinded for long
15 0:44 wastedno enemy blinded for long; blinded braindeadcore 3.4 s holding Electrical Box - safe
20 1:40 goodblinded ERCENS 3.3 s (0.7 s white)
20 1:37 goodblinded YE 4.8 s (1.9 s white), PapitoBiceps 4.3 s (1.6 s white)
21 0:26 goodblinded Ivankoo 4.9 s (2.1 s white)
24 0:40 wastedno enemy blinded for long

Throws

With a grenade out - from drawing it until your gun is back and ready after the throw - you can't shoot back. Exposed: an enemy could see you in that time. Punished: an enemy hit or killed you in it.
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.

RoundThrowWhat happened
6 1:49 exposeda flash at Garage - seen by 1 enemy for 0.5 s, the nearest 1086 units away; a running throw
10 1:49 exposeda flash at T Yard - seen by 2 enemies for 0.8 s, the nearest 1634 units away; a running throw
15 0:46 exposeda flash at Truck - seen by 1 enemy for 0.9 s, the nearest 1630 units away; a jump throw
16 1:47 exposeda smoke at Heaven - seen by 1 enemy for 0.4 s, the nearest 1317 units away; a running throw
18 bomb 0:30 exposeda molotov at Mid - seen by 1 enemy for 0.2 s, the nearest 1366 units away; a running throw

Positioning

In 2 of your 29 duels you showed more of yourself than you needed to (2 peeked too wide - two enemies saw you at once). Pros do that in about 1 duel in 16. You crouched in 4 of your 18 duels (22%); pros crouch in about half (63% with rifles). You crouched as you ran into an enemy's view in 0 of your 15 fast peeks; pros do in 5.5% of theirs, matchmaking players 3.9%. You baited 0 of the 6 AWP shots at you - it fired at only a shoulder, your feet or your gun. Pros bait 3.3%, matchmaking players 1.6%. On the map: you, the enemies that saw you (red), the spot with cover (green), and where a smaller peek would have stopped, one on one (blue).
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.

RoundEnemyWhereWhat
10 bomb 0:21 Борис бритваB Mainpeeked too wide: 2 enemies saw you at once - 16 units less far out, only one would havedied
18 bomb 0:33 PapitoBicepsMidpeeked too wide: 2 enemies saw you at once - 32 units less far out, only one would havekilled them

Crossfires

How you played with your team-mates: out of their way, holding crossfires, trading and peeking together.
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.

RoundWhatHow it went
2 1:26 peek togetherpeeked the same enemy as Squx, 219 ms before them - a double peek
2 1:25 in their waystood between Squx and an enemy they could see, for 188 ms (pros: 125 ms at a time)
3 1:24 tradetuma was killed 2038 units away: you traded in 3,328 ms (pros: 2,609 ms)
4 1:44 tradetuma was killed 332 units away: not traded within 5 s (pros: 1,641 ms)
4 1:37 tradebraindeadcore was killed 57 units away: not traded within 5 s (pros: 969 ms)
5 1:45 tradetuma was killed 387 units away: not traded within 5 s (pros: 1,641 ms)
5 1:35 holdheld 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 tradeSqux was killed 870 units away: not traded within 5 s (pros: 2,031 ms)
6 1:25 holdheld 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 tradebraindeadcore was killed 84 units away: not traded within 5 s (pros: 969 ms)
7 1:36 tradetuma was killed 724 units away: not traded within 5 s (pros: 2,031 ms)
7 1:30 line of firestood in ✟'s line of fire while they fought, for 438 ms (pros: 188 ms at a time)
8 1:44 holdheld 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 holdheld 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 holdheld 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 togetherpeeked the same enemy as ✟, 266 ms after them - late - your team-mate went first, as bait
11 1:35 in their waystood between ✟ and an enemy they could see, for 250 ms (pros: 125 ms at a time)
11 1:35 line of firestood 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 firestood in ✟'s line of fire while they fought, for 375 ms (pros: 188 ms at a time)
14 1:39 in their waystood between ✟ and an enemy they could see, for 188 ms (pros: 125 ms at a time)
14 1:39 holdheld 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 firestood in ✟'s line of fire while they fought, for 250 ms (pros: 188 ms at a time)
20 1:07 holdheld 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 holdheld 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 tradebraindeadcore was killed 683 units away: not traded within 5 s (pros: 2,031 ms)
23 1:43 tradetuma was killed 925 units away: not traded within 5 s (pros: 2,031 ms)

Fights

Every fight with an enemy: the hits between you two, each less than 1.5 s after the last. The times count from the enemy coming into view (or from you coming into theirs, when they hit you).
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.

RoundEnemyGunTTDTTKCrosshair↓
1 bomb 0:33 YEkilled by themUSP-S672 ms672 ms0.3°
2 1:45 PapitoBicepshit themAK-47–––couldn't see them (a wallbang, a smoke) - not timed
2 1:24 ERCENSkilled themAK-47938 ms938 ms47.6°
3 1:21 PapitoBicepskilled themAK-47547 ms547 ms0.9°
4 1:38 PapitoBicepshit by themM4A4–––couldn't see them (a wallbang, a smoke) - not timed
4 1:35 PapitoBicepskilled by themM4A1-S–––couldn't see them (a wallbang, a smoke) - not timed
5 0:51 Ivankookilled themAK-47766 ms1266 ms38.2°
5 0:51 Ivankoohit by themAK-471188 ms–9.7°
5 0:44 PapitoBicepskilled by themAK-47281 ms281 ms0.3°
6 1:06 Борис бритваkilled by themAK-47141 ms438 ms3.2°
7 1:29 ERCENSkilled by themM4A4266 ms266 ms1.0°
8 1:44 Борис бритваhit themAK-47344 ms–4.8°
8 1:38 YEhit themAK-47–––couldn't see them (a wallbang, a smoke) - not timed
8 1:37 YEkilled by themAWP–––couldn't see them (a wallbang, a smoke) - not timed
9 1:28 ERCENSkilled by themM4A1-S1375 ms1578 ms9.5°
10 1:44 Борис бритваhit themAK-47406 ms–2.7°
10 bomb 0:20 Борис бритваkilled themAK-47656 ms859 ms5.3°
10 bomb 0:20 YEkilled by themP250500 ms797 ms49.3°
11 1:34 YEkilled by themM4A1-S375 ms484 ms6.5°
12 bomb 0:23 PapitoBicepshit themAK-47–––couldn't see them (a wallbang, a smoke) - not timed
12 bomb 0:21 PapitoBicepskilled themAK-47281 ms875 ms1.9°
13 1:44 YEhit themP2000328 ms–7.9°
13 1:44 PapitoBicepshit by themGlock-18656 ms–20.0°
13 1:43 YEhit by themGlock-181000 ms–13.9°
13 1:43 ERCENShit by themGlock-18359 ms–30.4°
13 1:40 Борис бритваhit themP2000516 ms–2.9°
13 1:40 Борис бритваkilled by themGlock-18578 ms1188 ms42.2°
14 1:38 YEkilled by themMAC-10750 ms1047 ms3.0°
15 1:43 Ivankoohit themM4A4–––couldn't see them (a wallbang, a smoke) - not timed
15 1:42 ERCENShit by themAK-47–––couldn't see them (a wallbang, a smoke) - not timed
15 1:41 ERCENShit themM4A4–––couldn't see them (a wallbang, a smoke) - not timed
15 0:57 PapitoBicepshit themM4A4–––couldn't see them (a wallbang, a smoke) - not timed
15 0:34 YEkilled by themAWP109 ms109 ms0.4°
16 1:41 ERCENShit by themDesert Eagle–––couldn't see them (a wallbang, a smoke) - not timed
16 1:26 ERCENShit by themDesert Eagle359 ms–3.7°
16 1:04 Ivankookilled themM4A4–––couldn't see them (a wallbang, a smoke) - not timed
18 bomb 0:32 PapitoBicepskilled themM4A1-S578 ms781 ms1.4°
18 bomb 0:23 YEhit themM4A4438 ms–2.3°
18 bomb 0:20 ERCENSkilled by themAK-47281 ms484 ms3.0°
19 1:35 Ivankookilled by themAK-47250 ms250 ms0.6°
20 1:35 ERCENSkilled themDesert Eagle344 ms344 ms0.7°
20 1:26 PapitoBicepskilled themDesert Eagle234 ms234 ms0.6°
21 0:12 Ivankookilled themAK-47625 ms828 ms18.6°
22 1:30 Ivankoohit themAK-47531 ms–4.5°
22 1:30 Ivankookilled by themAK-47656 ms656 ms0.7°
24 0:35 YEkilled by themM4A1-S312 ms516 ms1.2°

Shots

You fired 17 of your 31 first shots too soon: 10 while moving, 7 before your crosshair was on them. Pros fire about 4 in 10 too soon. You stopped 5 of 16 bursts while the enemy was still in view and your next shot was ready; pros stop 1 in 5 like that. 24 spray bullets went on after pros would have stopped. Your first shots had a 28% chance to hit; stopped, with your crosshair on them, 52%. Below, every burst you fired at an enemy you could see; the faded ones are shots pros would have fired the same way.
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.

RoundEnemyGunRangeFirst shotHitsEndedHit chance / stopped↑
2 1:24 ERCENSAK-47861fired while moving (193 u/s), too fast to be accurate - stop first0/2stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight0% / 48%
2 1:24 ERCENSAK-47851fired while moving (215 u/s), too fast to be accurate - stop first1/7killed them9% / 57%
3 1:21 PapitoBicepsAK-471045fine - pros would have fired it too1/3killed them40% / 46%
5 0:51 IvankooAK-47902fired while moving (105 u/s), too fast to be accurate - stop first4/10killed them16% / 55%
7 1:30 ERCENSDesert Eagle773fine - pros would have fired it too0/154% / 54%
9 1:28 ERCENSDesert Eagle1268aim far off: your crosshair was about a player's width (36 units) off their body - get on target first0/1cut short (a death, a reload)11% / 58%
10 1:46 Борис бритваAK-471616aim far off: your crosshair was about 2.5 player widths (85 units) off their body - get on target first0/96 bullets after pros would have stopped1% / 48%
10 1:44 Борис бритваAK-471609aim far off: your crosshair was about a player's width (39 units) off their body - get on target first2/96 bullets after pros would have stopped5% / 45%
10 1:42 Борис бритваAK-471612fired while moving (101 u/s), too fast to be accurate - stop first0/12cut short (a death, a reload); 9 bullets after pros would have stopped0% / 46%
10 bomb 0:20 Борис бритваAK-47914fine - pros would have fired it too2/8killed them52% / 52%
12 bomb 0:23 PapitoBicepsAK-47634aim far off: your crosshair was about 1.5 player widths (45 units) off their body - get on target first1/76% / 63%
12 bomb 0:21 PapitoBicepsAK-47388fired while moving (201 u/s), too fast to be accurate - stop first3/8killed them0% / 60%
13 1:44 YEUSP-S649aim far off: your crosshair was about half a player's width (22 units) off their body - get on target first1/728% / 56%
13 1:41 Борис бритваUSP-S488fine - pros would have fired it too0/338% / 42%
13 1:40 Борис бритваUSP-S283fine - pros would have fired it too1/2cut short (a death, a reload)48% / 48%
14 1:39 PapitoBicepsP250420fired while moving (195 u/s), too fast to be accurate - stop first0/341% / 48%
18 bomb 0:32 PapitoBicepsM4A1-S1888fine - pros would have fired it too3/5killed them; 2 bullets after pros would have stopped48% / 48%
18 bomb 0:25 Борис бритваM4A1-S988fired while moving (186 u/s), too fast to be accurate - stop first0/1stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight0% / 59%
18 bomb 0:23 YEM4A1-S1613fired while moving (115 u/s), too fast to be accurate - stop first1/61 bullet after pros would have stopped9% / 46%
18 bomb 0:20 Борис бритваM4A1-S1027aim far off: your crosshair was about a player's width (30 units) off their body - get on target first0/1cut short (a death, a reload)15% / 55%
20 1:35 ERCENSDesert Eagle805fine - pros would have fired it too1/1killed them47% / 51%
20 1:26 PapitoBicepsDesert Eagle1012fine - pros would have fired it too1/1killed them63% / 63%
20 1:11 YEDesert Eagle1206fired while moving (91 u/s), too fast to be accurate - stop first0/23% / 37%
21 0:22 Борис бритваAK-471038fine - pros would have fired it too0/459% / 59%
21 0:18 Борис бритваAK-47953aim far off: your crosshair was about 2 player widths (67 units) off their body - get on target first0/1stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight2% / 62%
21 0:18 Борис бритваAK-47925fine - pros would have fired it too0/571% / 71%
21 0:12 IvankooAK-47441fired while moving (215 u/s), too fast to be accurate - stop first0/2stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight11% / 47%
21 0:12 IvankooAK-47449fine - pros would have fired it too3/7killed them47% / 52%
22 1:30 IvankooAK-471437fine - pros would have fired it too1/4cut short (a death, a reload)35% / 47%
24 0:54 PapitoBicepsM4A41381fine - pros would have fired it too0/2stopped too soon - they were still in view when your next shot was ready: keep firing or get out of sight57% / 57%
24 0:35 YEM4A4233fine - pros would have fired it too0/2cut short (a death, a reload)40% / 48%

Fakes

A fake is a defuse or a plant you start so the other side hears it, then let go of.
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.