9scarecrowws led 2 of 4 aim measures
Lobby best on 2 of the 4 measures with enough samples to compare · Both sides · 10 players
9scarecrowws team_KIFIR4K
- Crosshair placement
- 1.2°
- Next: Toczy 1.9°
- Time to damage
- 97ms
- Next: Soczi_ 140ms
Lobby best
Aim board
Every player on each measure · Both sides
Crosshair placement
median angle to the opponent at first sight
9scarecrowws has the lobby best, 1.2°. 10 of 10 players recorded.
10°0°
2.6°
33 samples
Lobby best · 9scarecrowws 1.2°
Time to damage
mean from first sight to first damage
9scarecrowws has the lobby best, 97ms. 10 of 10 players recorded.
500ms0ms
215ms
24 samples
Lobby best · 9scarecrowws 97ms
Head accuracy
damaging hits on the head
TASARAS4 has the lobby best, 25.0%. 10 of 10 players recorded.
0%100%
21.3%
17 / 80 hits
Lobby best · TASARAS4 25.0%
Counter-strafing
shots fired at accurate speed
Toczy has the lobby best, 84.8%. 10 of 10 players recorded.
0%100%
77.4%
41 / 53 shots
Lobby best · Toczy 84.8%
team_KIFIR4K team_Soczi_ KIFIR4K Too few samples to compare Lobby best
KIFIR4K
team_KIFIR4K · Both sides
Aim readings
Accuracy · all shots that hit
27.5%
Damage · dealt in this scope
2,854
What to work on
Each measure ranks you against the players in this lobby with enough samples on it.
Strongest
Crosshair placement
2.6° Ranked 3 of 10 compared
33 samples · Best: 9scarecrowws 1.2°
Next step
Time to damage
215ms Ranked 5 of 10 compared
24 samples · Best: 9scarecrowws 97ms
Pre-aim the spots enemies appear from and clear one angle at a time. Less crosshair travel means faster first damage.
Older charts may exaggerate target offsets at steep aim angles. Re-parse the demo to correct them.
- Most sampled area
- Within 1° · Within 1° Samples: 8 / 33
- Horizontal spread
- Left 21% · Centre 39% · Right 39%
- Vertical spread
- High 36% · Centre 45% · Low 18%
See exact counts (17)
- Within 1° · Within 1° Samples: 8
- 1–3° Right · Within 1° Samples: 4
- 1–3° Right · 1–3° High Samples: 3
- 3–5° Right · 1–3° High Samples: 3
- 3–5° Right · Within 1° Samples: 2
- 3–5° Left · 1–3° High Samples: 2
- Within 1° · 1–3° High Samples: 1
- 1–3° Left · Within 1° Samples: 1
- Within 1° · 1–3° Low Samples: 1
- 1–3° Left · 1–3° High Samples: 1
- 1–3° Left · 1–3° Low Samples: 1
- Within 1° · 3–5° High Samples: 1
- Within 1° · 3–5° Low Samples: 1
- 1–3° Left · 3–5° Low Samples: 1
- 3–5° Right · 3–5° High Samples: 1
- Within 1° · 5–7° Low Samples: 1
- 1–3° Left · 5–7° Low Samples: 1
How it's measured
For shots with an in-view opponent, we choose the one nearest your crosshair. If it came into view in the 1.5 seconds before the shot, we measure its angle then. Each sighting counts once. Smaller angles mean less correction.
Did they stop before shooting?
KIFIR4K fired 77.4% of eligible shots at accurate speed and braked cleanly on 61.1% of moving approaches.
KIFIR4K · Both sides
- Counter-strafing
- 77.4%
- 41 good of 53 eligible
- Braking success
- 61.1%
- 11 clean of 18 eligible
Counter-strafing counts stationary shots too. Braking tests moving approaches 125 ms before firing.
Directional braking
Clean approaches out of eligible ones, by movement direction before the shot
- Forward 50% 1/2
- Left 67% 4/6
- Back 0% 0/3 Review first
- Right 86% 6/7
Review first · Back
Shot movement profile
94 eligible shots- Standing
- 49%
- Slow movement
- 36%
- Running
- 15%
Median shot inaccuracy 0.0141 · 284 samples
How braking is measured
Eligible: grounded, non-fully-crouched rifle shots at a visible opponent moving at ≥34% of scoped or unscoped maximum speed 125 ms before firing, with both approach ticks grounded. Clean: below that limit at the grounded trigger.
Where did the damage land?
49.2% of the damage KIFIR4K dealt hit the head, against 38.5% of the damage they took.
KIFIR4K · Both sides
KIFIR4K · Both sides · Damage · All rounds
- Dealt
- 2854 HP
- Received
- 1980 HP
Head 49.2%
Head 38.5%
Shading is relative to each direction’s largest region. Use the totals and exact records to compare.
All body regions
| Region | Dealt · HP | Received · HP |
|---|---|---|
| Head | 140549.2% | 76338.5% |
| Neck | 00.0% | 00.0% |
| Chest | 99835.0% | 44122.3% |
| Stomach | 2267.9% | 36618.5% |
| Left arm | 00.0% | 603.0% |
| Right arm | 1776.2% | 1256.3% |
| Left leg | 100.4% | 522.6% |
| Right leg | 260.9% | 753.8% |
| Generic | 120.4% | 984.9% |
Which weapons dealt the damage?
KIFIR4K dealt the most damage with the AK-47, 1,304 across 9 rounds.
KIFIR4K · Both sides
AK-47
Damage
1,304
Kills
11
Accuracy
24.1%
Damage / hit
39.5
Recorded weapon mechanics
- Median first damage
- 219ms
- 13 samples
- Crosshair placement
- 3.1°
- 13 samples · lower is better
- Accurate-speed shots
- 81.5%
- 27 eligible
- Spotted accuracy
- 30.6%
- 15 / 49 visible-target shots
- Average kill distance
- 15.4m
- 11 weapon kills
- Rounds used
- 9
- 137 shots
Duels with the AK-47
Damage dealt with this weapon, against what each opponent dealt back with the same weapon.
| Opponent | Damage dealt | Damage received | Hits dealt / received | Rounds dealt / received |
|---|---|---|---|---|
| Quieckel | Hits dealt / received11 / 4 | Rounds dealt / received4 / 1 | ||
| Imback_hypex | Hits dealt / received7 / 4 | Rounds dealt / received4 / 2 | ||
| Toczy | Hits dealt / received3 / 5 | Rounds dealt / received1 / 3 | ||
| TASARAS4 | Hits dealt / received5 / 0 | Rounds dealt / received4 / 0 | ||
| Soczi_ | Hits dealt / received7 / 5 | Rounds dealt / received4 / 4 |
Did the sprays hit?
KIFIR4K · Both sides
Spray trajectories · AK-47
See how well each spray held against the weapon's own recoil. Shots that stay close to shot 1 mean steady control.
Legacy rifle spray hit rate · Both sides
25.5%
36 hits / 141 shots fired · 19 sprays
Older parses counted every shot in a rifle spray if an opponent was visible at any time during it. This historical rate is not directly comparable with the current method.
Recoil compensation gap · AK-47
—
This parse predates paired recoil compensation analysis.
Collection support: High 20 sprays · 123 shot samples Share of plotted shots that hit opponents 26.8% (30 / 112 shots fired)
- Your shots
- Recoil with no pull
Median of your sprays at each shot, measured from shot 1 · equal degree scale on both axes
Spread and inaccuracy are not reconstructed, so this is not an impact map.
Open the complete shot ledgerExact offsets, sample counts and hit rates for every supported position.
Scroll for all offsets and samples. The selected shot is marked.
| Shot | Horizontal | Vertical | Sprays | Hit rate |
|---|---|---|---|---|
| 1 | 0.0° | 0.0° | 20 | 25.0% |
| 2 | 0.6° left | 0.2° down | 20 | 40.0% |
| 3 | 0.4° left | 0.3° up | 20 | 25.0% |
| 4 | 0.2° right | 0.9° up | 14 | 21.4% |
| 5 | 0.4° right | 0.8° up | 11 | 36.4% |
| 6 | 0.1° left | 1.6° up | 7 | 28.6% |
| 7 | 1.7° left | 1.9° up | 7 | 28.6% |
| 8 | 2.5° left | 2.2° up | 7 | 0.0% |
| 9 | 3.5° left | 3.4° up | 6 | 16.7% |
Inspect individual sprays Open one recorded attempt with its exact between-shot eye path and shot outcomes. Spray attempt Close individual sprays
KIFIR4K · AK-47 · Individual eye path · full-match rounds
All aim metrics
Exact values for every player, with weapon breakdowns and reloads.
How it's measured
- The board compares players with enough evidence: five samples for placement and time to damage, ten shots or hits behind a rate, and three sprays with twelve shots for spray accuracy. A lobby best needs two compared players and no tie. It is not a skill rating.
- The speed bands are fixed. Standing is under 10 units/s, slow movement is 10 to under 85 units/s, and running is 85 units/s or more. Slow movement alone does not show that the player braked.
- Regions show totals grouped by body area. They are not exact bullet coordinates, screen locations, or replay paths.
- Each value follows that player’s own side filter. On CT or T, dealt and received can come from different rounds. They are not reconstructed encounters.
- Kills, shots, accuracy, and headshot-kill percentage are weapon totals. They are never assigned to an individual opponent.
- These match aggregates do not identify why a shot succeeded.
- What to work on ranks each measure among players with enough samples on it. Tied values share a rank. Its practice ideas are common suggestions, not a diagnosis.
- How the sprays held compares two distances from shot 1. One is how far each spray ended up. The other is how far the weapon’s recoil, measured from the same sprays, would have taken it. The comparison averages shots 2–5, 6–10 and 11 onward. A spray that cancelled 80% or more of the recoil reads as held steady, and under 50% reads as drifted. The direction comes from the median path. Tracking a moving enemy also moves shots.
- This is recorded angle telemetry, not reconstructed bullet impacts.











