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)
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.
Strongest
First kills · first kill of the round
4 Tied best · 10 compared
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.
Imback_hypex’s opening duels
- R3Watch round 3 in 2D
Imback_hypex killed KIFIR4K with FAMAS
- R4Watch round 4 in 2D
Imback_hypex killed Linszu with Five-SeveN (Headshot)
- R10Watch round 10 in 2D
Imback_hypex killed Dan4uk228 with MP9 (Headshot)
- R13Watch round 13 in 2D
KIFIR4K killed Imback_hypex with USP-S
- R16Watch round 16 in 2D
Dan4uk228 killed Imback_hypex with MP9
- R22Watch round 22 in 2D
Imback_hypex killed Dan4uk228 with AK-47 (Headshot)
- R23Watch round 23 in 2D
Linszu killed Imback_hypex with M4A4 (Headshot)
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.
| Weapon | Kills | Hit events | Damage (HP) | Player firing rounds |
|---|---|---|---|---|
| AK-47 | 14 | 47 | 1,334 | 13 |
| MP9 | 3 | 11 | 205 | 1 |
| Desert Eagle | 1 | 3 | 100 | 1 |
| FAMAS | 1 | 8 | 162 | 1 |
| Five-SeveN | 1 | 1 | 100 | 1 |
| M4A1-S | 1 | 4 | 102 | 3 |
| USP-S | 1 | 1 | 67 | 1 |
| Glock-18 | 0 | 3 | 30 | 1 |
| HE Grenade | 0 | 5 | 116 | 0 |
| Molotov | 0 | 3 | 12 | 0 |
| Tec-9 | 0 | 0 | 0 | 2 |
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.
| Player | First kills | First deaths | Opening success | Wins after first kill | Wins after first death | Trade kills | Deaths traded back | First deaths not traded back |
|---|---|---|---|---|---|---|---|---|
| 2 | 0 | 100% | 100%0% lost | No sample | 1 | 2 | 0 | |
| 0 | 3 | 0% | No sample | 33%67% lost | 0 | 2 | Unavailable | |
| 2 | 6 | 25% | 50%50% lost | 50%50% lost | 2 | 1 | Unavailable | |
| 2 | 3 | 40% | 100%0% lost | 0%100% lost | 4 | 1 | Unavailable | |
| 3 | 3 | 50% | 100%0% lost | 33%67% lost | 0 | 1 | Unavailable | |
| 2 | 0 | 100% | 100%0% lost | No sample | 4 | 2 | 0 | |
| 4 | 3 | 57% | 75%25% lost | 0%100% lost | 3 | 0 | Unavailable | |
| 3 | 0 | 100% | 33%67% lost | No sample | 1 | 5 | 0 | |
| 4 | 2 | 67% | 75%25% lost | 0%100% lost | 2 | 1 | Unavailable | |
| 2 | 4 | 33% | 50%50% lost | 25%75% lost | 1 | 3 | Unavailable | |
| team_KIFIR4K · Team totals | 9 | 15 | 38% | Unavailable | Unavailable | 7 | 7 | Unavailable |
| team_Soczi_ · Team totals | 15 | 9 | 63% | Unavailable | Unavailable | 11 | 11 | Unavailable |
- 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.








