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team_sheluvsgoth vs team_Kiotoshi

EU
Europe 5v5 Queue
Jul 28, 2026 · 04:02 PM
29m
Mirage
18 Rounds

team_sheluvsgoth

13 5

team_Kiotoshi

ancient image

Banned

Ancient

anubis image

Banned

Anubis

IMG

Banned

Cache

dust2 image

Banned

Dust2

inferno image

Banned

Inferno

nuke image

Banned

Nuke

mirage image

Picked

Mirage

Aim story

team_sheluvsgoth was faster to first damage, 193ms to 285ms.

team_sheluvsgoth Won
1,019 shots
team_Kiotoshi
854 shots
Accuracy
team_sheluvsgoth: 19.8% team_Kiotoshi: 19.0%
Headshot accuracy
team_sheluvsgoth: 22.3% team_Kiotoshi: 21.2%
Crosshair placement
team_sheluvsgoth: 1.6° team_Kiotoshi: 2.1°
Time to damage
team_sheluvsgoth: 193ms team_Kiotoshi: 285ms
Spray accuracy
team_sheluvsgoth: 28.5% team_Kiotoshi: 24.3%

Aim

Player Lab

Lobby roster

Pick a player

Hover to preview a player. Select one to pin their profile while you compare the ranking.

Active player

sheluvsgoth

team_sheluvsgoth

1955.078.0%108.6984.0

Body impact

Where the bullets landed

1955

Damage dealt by body part1955 total. Stronger shading marks a larger share.Head: 63.4%Right Arm: 2.9%Chest: 19.5%Stomach: 7.8%Right Leg: 1.3%Left Leg: 0.0%Left Arm: 1.4%
Head
1240 63%
Chest
381 20%
Stomach
152 8%
Grenades
73 4%
Right Arm
56 3%
Left Arm
27 1%
Right Leg
26 1%

Crosshair placement

Where opponents first appeared when they became visible. A tighter centre cluster means less correction was needed to get on target.

1.5°

median error

14 samples

First-sight map

±15°

Fewer More
Crosshair placement. 1.5 degrees median error. 14 samples.A brighter tile means more opponents first appeared there. The outlined tile was the busiest.12°LeftRightHighLow1 samples; 2° Right, 2° High1 samples; 4° Right, 2° High1 samples; 4° Left, Centre1 samples; 2° Left, Centre6 samples; Centre, Centre1 samples; 2° Right, Centre1 samples; 2° Left, 2° Low1 samples; 4° Right, 2° Low1 samples; 4° Right, 4° Low

A brighter tile means more opponents first appeared there. The outlined tile was the busiest.

Busiest 2° area
Horizontal
Centre
Vertical
Centre

6 samples

Horizontal spread
Left
21%
Centre
43%
Right
36%
Vertical spread
High
14%
Centre
64%
Low
21%

Speed at trigger

How settled the player was when the shot left the barrel.

0.012

inaccuracy

Standing
37%
Braking
46%
Running
17%

First contact

Whether the first targeted shot converted the opening chance.

8%

Shots hit
1
Shots missed
11

Did the movement stop in time?

Only shots that began with real movement enter this test. A clean brake gets below the weapon’s accurate-speed limit before the trigger.

Clean brakes 82% 9 clean / 11 eligible
Clean brakes 9/ 11
  1. −125 ms Moving At or above the accurate-speed limit
  2. Brake Brake Slow below the limit
  3. 0 ms Trigger Fire from accurate speed

Direction breakdown

Choose a direction to map its result back to the footwork.
Clean brakes Overall 82% 9 / 11

Four direction bars compare the share of eligible moving approaches that became accurate before the trigger. Exact successful-brake and sample counts are shown for every direction.

How this is measured

The sample starts 125 ms before the shot and only counts grounded rifle attempts that were moving above the weapon-relative threshold.

Among non-fully-crouched rifle shots fired at a visible opponent, this is the share moving at or above 34% of the rifle's scoped or unscoped maximum speed 125ms before firing that slowed below it by the trigger. The trigger and both approach ticks must be grounded. Team value pools successful brakes and samples.

Aim readout

The useful context around the visuals

Time to damage
180ms
First visibility to damage
Reaction time
102ms
First visibility to targeted shot
Accuracy
20.7%
Hits across all shots
Spotted accuracy
31.6%
Shots with a visible opponent
Spray accuracy
31.4%
Eligible rifle spray shots
Accurate-speed shots
Under the speed threshold at trigger

Lobby comparison

TTD × crosshair placement

The strongest corner is top right: less crosshair error and less time to first damage. Larger portraits dealt more damage.

0° · 0ms = perfect corner

TTD × crosshair placement

The strongest corner is top right: less crosshair error and less time to first damage. Larger portraits dealt more damage.

Crosshair = lobby average

sheluvsgoth

Players

sheluvsgoth · Locked in

Crosshair placement ≤ avg · TTD ≤ avg

Crosshair placement
1.5°
TTD
180ms
Damage
1,955

Aim duel map

The strongest corner is top right: less crosshair error and less time to first damage. Larger portraits dealt more damage.

team_sheluvsgoth team_Kiotoshi
Time to damage
Crosshair placement
300ms
200ms
100ms
0ms
avg

Players

Pick a style to isolate its players.

sheluvsgoth
trapstarzz
WAY8
-Tvender
OZGESHEEE
WayGOD
Kiotoshi
meell-
cheromasy1
Tridentz7

Takeaways

  1. sheluvsgoth led the lobby with 1,955 damage. Was that volume created by better fights, longer survival, or both?

  2. trapstarzz posted the tightest crosshair placement at 1.2°. Which positioning habit kept trapstarzz closest to the target?

Weapons Lab

Inspect one weapon at a time, then follow exactly who took the damage and who returned it with the same weapon.

Player

Player

Choose a player to inspect

9/10

Weapon

Weapon

Select a weapon to inspect

7 weapons recorded

sheluvsgoth · Individual weapon

AK-47

11 rounds used

Damage
1544
Kills
14
Shots hit
32/129
Accuracy
24.8%
Crosshair
1.5°
Time to damage
172ms
Spotted accuracy
47.6%
Shot-ready
78.9%

Player vs player

Dealt is this player’s output. Taken is damage returned by that opponent with the same weapon.

OpponentDamage D / THits D / TRounds D / T
meell-
479 / 0
10 / 06 / 0
Kiotoshi
355 / 0
8 / 04 / 0
Tridentz7
300 / 71
8 / 43 / 2
cheromasy1
298 / 46
3 / 13 / 1
WayGOD
112 / 0
3 / 02 / 0

Kills and shots are exact at weapon-total level above. The demo records damage, hits and rounds at opponent level.

Recorded recoil behaviour

Spray trajectories

Follow the recoil path, then inspect each recorded shot to find the moment it changed.

High 18 sprays · 88 shots Hit rate for plotted shots 29.5%

What this path says

Recoil position 9: sheluvsgoth’s median crosshair was 5.9° right · 3.9° down relative to the first shot.

Eye-angle offsets from shot 1 · fitted 1:1 degree scale

Median path; soft contours show one standard deviation per axis.

Values beyond the ±12° frame are clipped at the boundary.

Open the complete shot ledger Exact offsets, sample counts and hit rates for every position.
  • 1
    Horizontal (← +)
    0.0°
    Vertical (↓ +)
    0.0°
    Samples
    18
    Hit rate
    27.8%
  • 2
    Horizontal (← +)
    -0.5°
    Vertical (↓ +)
    0.8°
    Samples
    18
    Hit rate
    33.3%
  • 3
    Horizontal (← +)
    -0.8°
    Vertical (↓ +)
    1.5°
    Samples
    18
    Hit rate
    27.8%
  • 4
    Horizontal (← +)
    -0.5°
    Vertical (↓ +)
    3.0°
    Samples
    14
    Hit rate
    35.7%
  • 5
    Horizontal (← +)
    -0.2°
    Vertical (↓ +)
    5.0°
    Samples
    8
    Hit rate
    37.5%
  • 6
    Horizontal (← +)
    -0.1°
    Vertical (↓ +)
    7.6°
    Samples
    6
    Hit rate
    33.3%
  • 7
    Horizontal (← +)
    -6.1°
    Vertical (↓ +)
    8.7°
    Samples
    3
    Hit rate
    0.0%
  • 8
    Horizontal (← +)
    -8.7°
    Vertical (↓ +)
    9.8°
    Samples
    2
    Hit rate
    0.0%
  • 9
    Horizontal (← +)
    -5.9°
    Vertical (↓ +)
    3.9°
    Samples
    1
    Hit rate
    0.0%

This is recorded angle telemetry, not reconstructed bullet impacts.

Aim, Damage & Reloads

Aim Table

Every aim metric for all ten players with team totals. Expand a row for per-weapon depth.