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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

KIFIR4K

team_KIFIR4K · Both sides

First kills
2
First deaths
6

8 opening appearances · 25% success · -4 first kills minus first deaths

Most died to in opening duels
Toczy 3 opening duels

Team round wins afterwards

After their first kill

50%

won 1 of 2 rounds

After their first death

50%

won 3 of 6 rounds

Trade support

Trade kills
2
Deaths traded back
1
First deaths not traded back
Unavailable

What to work on

Ranked against the other players in this match.

  1. Strongest

    Trade kills · killed the enemy who just killed a teammate

    2 Ranked 4 of 10 compared

  2. Work on

    Opening duels won

    25% Ranked 7 of 8 compared

    2 won · 6 lost · Best: TASARAS4 100%

    Take first contact with help. Peek with a flash, from an off-angle or beside a teammate. Do not re-peek an angle that just won a fight.

    See their opening duels
  3. Work on

    Deaths traded back

    5% Ranked 8 of 10 compared

    1 of 19 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

KIFIR4K’s opening duels

  1. R3Watch round 3 in 2D

    Imback_hypex killed KIFIR4K with FAMAS

    Bombsite A Round won
  2. R6Watch round 6 in 2D

    KIFIR4K killed Quieckel with AK-47

    Palace Interior Round lost
  3. R7Watch round 7 in 2D

    Toczy killed KIFIR4K with M4A1-S

    Apartments Round lost
  4. R13Watch round 13 in 2D

    KIFIR4K killed Imback_hypex with USP-S

    Middle Round won
  5. R15Watch round 15 in 2D

    Soczi_ killed KIFIR4K with AK-47 (Headshot)

    Snipers Nest Round lost
  6. R17Watch round 17 in 2D

    Toczy killed KIFIR4K with AK-47 (Headshot)

    Catwalk Round won
  7. R19Watch round 19 in 2D

    Toczy killed KIFIR4K with AK-47 (Headshot)

    Snipers Nest Round lost
  8. R21Watch round 21 in 2D

    Quieckel killed KIFIR4K with Glock-18 (Headshot)

    Truck Round won
KIFIR4K · 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.

KIFIR4K · team_KIFIR4K · Both sides
WeaponKillsHit eventsDamage (HP)Player firing rounds
AK-4711331,3049
M4A1-S7308185
Desert Eagle395025
USP-S362182
AWP0001
Glock-180001
HE Grenade01110
Smoke Grenade0110
Tec-90001
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.