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team_KIFIR4K vs team_Soczi_

Mirage

FACEIT · Europe 5v5 Queue · EU

Started
Aug 24, 2026 · 03:14 PMUTC
Duration
40m
Rounds
24 Rounds

FACEIT
team_KIFIR4K Winner
1311
team_Soczi_

Map veto

  1. Ancient
  2. Anubis
  3. Cache
  4. Dust2
  5. Inferno
  6. Nuke
  7. Vertigo
  8. Mirage Picked
Mirage picked · 7 banned
  1. Ancient
  2. Anubis
  3. Cache
  4. Dust2
  5. Inferno
  6. Nuke
  7. Vertigo
  8. Mirage Picked

⁨team_Soczi_⁩ won 15 of 24 opening duels and still lost 11–13

Mirage · Both sides

⁨team_KIFIR4K⁩ turned 8 of 9 first kills into round wins · ⁨team_Soczi_⁩ 10 of 15

First kills

team_KIFIR4K

9

won 8 of those rounds

team_Soczi_

15

won 10 of those rounds

First kill, round won First kill, round lost ⁨team_KIFIR4K⁩ above the rail, ⁨team_Soczi_⁩ below

Round 15

Fastest first kill of the match

Soczi_ killed KIFIR4K with AK-47 (Headshot)

7.6 s into the round Top of Mid Snipers Nest

team_Soczi_ won the round

Opening duels

No single player had the most first kills.

Both teams · both sides

team_KIFIR4K

9 first kills in 24 opening appearances

team_Soczi_

15 first kills in 24 opening appearances

Imback_hypex

team_Soczi_ · Both sides

Starts with the most first kills

First kills
4
First deaths
3

7 opening appearances · 57% success · +1 first kills minus first deaths

Most killed in opening duels
Dan4uk228 2 opening duels

Team round wins afterwards

After their first kill

75%

won 3 of 4 rounds

After their first death

0%

won 0 of 3 rounds

Trade support

Trade kills
3
Deaths traded back
0
First deaths not traded back
Unavailable
They traded back most
Soczi_ 2 trades

What to work on

Ranked against the other players in this match.

  1. Strongest

    First kills · first kill of the round

    4 Tied best · 10 compared

  2. Work on

    Deaths traded back

    0% Ranked 10 of 10 compared

    0 of 14 deaths · Best: TASARAS4 25%

    Play within a teammate’s line of sight, so they can swing the moment you die. A death your team trades back still leaves the fight even.

Follow this player’s matchups

Imback_hypex’s opening duels

  1. R3Watch round 3 in 2D

    Imback_hypex killed KIFIR4K with FAMAS

    Bombsite A Round lost
  2. R4Watch round 4 in 2D

    Imback_hypex killed Linszu with Five-SeveN (Headshot)

    Palace Alley Round won
  3. R10Watch round 10 in 2D

    Imback_hypex killed Dan4uk228 with MP9 (Headshot)

    T Ramp Round won
  4. R13Watch round 13 in 2D

    KIFIR4K killed Imback_hypex with USP-S

    Middle Round lost
  5. R16Watch round 16 in 2D

    Dan4uk228 killed Imback_hypex with MP9

    T Ramp Round lost
  6. R22Watch round 22 in 2D

    Imback_hypex killed Dan4uk228 with AK-47 (Headshot)

    Top of Mid Round won
  7. R23Watch round 23 in 2D

    Linszu killed Imback_hypex with M4A4 (Headshot)

    T Ramp Round lost
Imback_hypex · player weapon totals

All opponents on this player’s selected side. Firing rounds count the player once per round with this weapon, not once per opponent.

Imback_hypex · team_Soczi_ · Both sides
WeaponKillsHit eventsDamage (HP)Player firing rounds
AK-4714471,33413
MP93112051
Desert Eagle131001
FAMAS181621
Five-SeveN111001
M4A1-S141023
USP-S11671
Glock-1803301
HE Grenade051160
Molotov03120
Tec-90002
All opening and trade records 10

Opening appearances are first kills plus first deaths. Opening success is first kills divided by appearances. Select a named player for their round outcomes.

Both sides · Player totals and subsequent team round-win rates
PlayerFirst killsFirst deathsOpening successWins after first killWins after first deathTrade killsDeaths traded backFirst deaths not traded back
20100%100%0% lostNo sample120
030%No sample33%67% lost02Unavailable
2625%50%50% lost50%50% lost21Unavailable
2340%100%0% lost0%100% lost41Unavailable
3350%100%0% lost33%67% lost01Unavailable
20100%100%0% lostNo sample420
4357%75%25% lost0%100% lost30Unavailable
30100%33%67% lostNo sample150
4267%75%25% lost0%100% lost21Unavailable
2433%50%50% lost25%75% lost13Unavailable
team_KIFIR4K · Team totals91538%UnavailableUnavailable77Unavailable
team_Soczi_ · Team totals15963%UnavailableUnavailable1111Unavailable
team_KIFIR4K · Mean player win rate after first kill
70%
team_Soczi_ · Mean player win rate after first kill
67%

This legacy mean weights every player equally, including players with no first kills. It is not the team’s conversion rate.

Rivalries

Man advantage

How it's measured
Opening tape
Each round’s first kill sits in the lane of the team that made it. A filled chip means that team went on to win the round. An outlined chip means it lost. Round results come from the recorded player-count states, such as 5v4. A dashed chip means the result is missing. On CT or T, only first kills made from that side stay lit. The facts under the tape count the lit first kills. Time is seconds after the round went live. The place is where the first player died.
Opening duels
A first kill is the first recorded opponent kill of a round. It does not identify who fired first. Opening success divides first kills by first kills plus first deaths. Player rates keep the supplied sample and precision. A round won after the opening is an outcome. It does not prove the opening caused the result.
Who saw first
Who saw first reads the game’s approximate spotted mask, the radar spotting the demo records, at about a quarter-second sample (denser near shots). It is not awareness: a fast peek or a kill through smoke can end before either player is marked, which reads as neither. The fact under the tape counts openings where exactly one player was spotted first and needs five of them. Out of view means the killer stood outside the victim’s 90° horizontal view, 45° either side of where they faced, just before the kill. Grenade, fire and bomb kills are left out.
Trades
A trade kill answers a teammate’s death within four seconds in the same round. Deaths traded back belong to the player who died. Neither count divides by trade opportunities, so neither measures trade efficiency or missed opportunities. First deaths not traded back counts the opening deaths that no teammate answered within those four seconds. Matches analysed before we recorded this show it as unavailable.
What to work on
This ranks the players in this match on opening duel success, the share of deaths traded back and trade kills. Opening duel success needs three or more opening duels. The traded share needs five or more deaths. It divides by the player’s deaths, not by trade opportunities. First kills depend on role, so they can only be a strength. Tied values share a rank. The practice ideas are common suggestions, not a diagnosis.
Rivalries
The paired score counts recorded kills in both directions. Kills plus deaths do not count distinct rounds or every encounter. Damage and hits can happen without a kill. Unavailable means the measurement is missing. Zero means a measured zero. The rivalry shown first has the largest combined kill count. Ties break by player identity, so the order stays the same. The busiest pair has the most kills either way. The most one-sided pair has the largest margin, which must be at least three. The closest pair is level, with at least four kills. A kill matrix cell’s tint leans to whoever leads. The tint gets stronger when the pair is busy and one-sided.
Side filters
Teams keep their match identities. CT and T show each player’s own selected side, in whichever half they played it. A rivalry kill record follows the first player’s side, and the opponent played the other side. Damage and weapon records follow each player’s selected side separately.
Man advantage
Rounds won from a player up or a player down count each round once, whatever came next. That covers any round that reached 5v4, 5v3, 4v3, 5v2, 4v2 or 3v2, or the reverse. A round can pass through several player-count states. Category totals count scenario records. Exact-scenario tables show the rounds recorded for each scenario. These groups overlap, so their sum is not a count of unique match rounds. These scenarios leave out one-against-many and many-against-one states. The even group includes 1v1. Being a player down does not by itself mean a clutch attempt. Each team’s rate uses its own rounds in that scenario. The two teams may have reached it in different rounds.