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team_Gerkule_s vs team_kkt09

EU
Europe 5v5 Queue
Jul 28, 2026 · 06:49 PM
42m
Anubis
24 Rounds

team_Gerkule_s

13 11

team_kkt09

ancient image

Banned

Ancient

IMG

Banned

Cache

dust2 image

Banned

Dust2

inferno image

Banned

Inferno

mirage image

Banned

Mirage

nuke image

Banned

Nuke

anubis image

Picked

Anubis

Aim story

team_kkt09 held tighter crosshair placement, 2.4° to 3.1°.

team_Gerkule_s Won
1,314 shots
team_kkt09
1,389 shots
Accuracy
team_Gerkule_s: 18.9% team_kkt09: 20.0%
Headshot accuracy
team_Gerkule_s: 18.9% team_kkt09: 17.2%
Crosshair placement
team_Gerkule_s: 3.1° team_kkt09: 2.4°
Time to damage
team_Gerkule_s: 216ms team_kkt09: 202ms
Spray accuracy
team_Gerkule_s: 27.1% team_kkt09: 29.1%

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

Gerkule_s

team_Gerkule_s

2506.0104.41608.0

Body impact

Where the bullets landed

2506

Damage dealt by body part2506 total. Stronger shading marks a larger share.Head: 42.8%Right Arm: 5.1%Chest: 28.9%Stomach: 17.6%Right Leg: 2.4%Left Leg: 0.4%Left Arm: 2.0%
Head
1072 43%
Chest
723 29%
Stomach
442 18%
Right Arm
129 5%
Right Leg
59 2%
Left Arm
49 2%
Neck
22 1%
Left Leg
9 0%
Grenades
1 0%

Crosshair placement

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

3.5°

median error

24 samples

First-sight map

±15°

Fewer More
Crosshair placement. 3.5 degrees median error. 24 samples.A brighter tile means more opponents first appeared there. The outlined tile was the busiest.12°LeftRightHighLow1 samples; 4° Left, 4° High1 samples; 4° Right, 4° High1 samples; 4° Left, 2° High1 samples; 2° Left, 2° High2 samples; 2° Right, 2° High3 samples; 4° Right, 2° High5 samples; 4° Left, Centre1 samples; 2° Left, Centre4 samples; Centre, Centre1 samples; 2° Right, Centre3 samples; 4° Right, Centre1 samples; 4° Right, 2° Low

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

Busiest 2° area
Horizontal
4° Left
Vertical
Centre

5 samples

Horizontal spread
Left
38%
Centre
17%
Right
46%
Vertical spread
High
38%
Centre
58%
Low
4%

Speed at trigger

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

0.013

inaccuracy

Standing
13%
Braking
43%
Running
45%

First contact

Whether the first targeted shot converted the opening chance.

33%

Shots hit
6
Shots missed
12

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 33% 2 clean / 6 eligible
Clean brakes 2/ 6
  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 33% 2 / 6

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
177ms
First visibility to damage
Reaction time
102ms
First visibility to targeted shot
Accuracy
16.5%
Hits across all shots
Spotted accuracy
37.5%
Shots with a visible opponent
Spray accuracy
31.5%
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

Gerkule_s

Players

Gerkule_s · Flick reliant

Crosshair placement > avg · TTD ≤ avg

Crosshair placement
3.5°
TTD
177ms
Damage
2,506

Aim duel map

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

team_Gerkule_s team_kkt09
Time to damage
Crosshair placement
300ms
200ms
100ms
0ms
avg

Players

Pick a style to isolate its players.

dekuu444
kkt09
winzzero
DMNkuoki
Gerkule_s
todoo444
Khamzaaa
bmh666
inko18
b1skela-

Takeaways

  1. Gerkule_s led the lobby with 2,506 damage. Was that volume created by better fights, longer survival, or both?

  2. kkt09 posted the tightest crosshair placement at 1.7°. Which positioning habit kept kkt09 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

1/10

Weapon

Weapon

Select a weapon to inspect

10 weapons recorded

Gerkule_s · Individual weapon

AK-47

8 rounds used

Damage
819
Kills
8
Shots hit
22/216
Accuracy
10.2%
Crosshair
2.2°
Time to damage
188ms
Spotted accuracy
40.0%
Shot-ready
44.4%

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
winzzero
291 / 100
6 / 13 / 1
DMNkuoki
127 / 252
3 / 72 / 4
bmh666
222 / 195
7 / 63 / 3
inko18
63 / 211
2 / 72 / 3
kkt09
116 / 0
4 / 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 31 sprays · 179 shots Hit rate for plotted shots 11.7%

What this path says

Recoil position 15: Gerkule_s’s median crosshair was 2.5° left · 10.6° 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
    31
    Hit rate
    9.7%
  • 2
    Horizontal (← +)
    0.1°
    Vertical (↓ +)
    0.3°
    Samples
    31
    Hit rate
    12.9%
  • 3
    Horizontal (← +)
    0.0°
    Vertical (↓ +)
    1.2°
    Samples
    31
    Hit rate
    6.5%
  • 4
    Horizontal (← +)
    0.0°
    Vertical (↓ +)
    3.1°
    Samples
    24
    Hit rate
    25.0%
  • 5
    Horizontal (← +)
    0.1°
    Vertical (↓ +)
    4.4°
    Samples
    20
    Hit rate
    5.0%
  • 6
    Horizontal (← +)
    0.6°
    Vertical (↓ +)
    5.5°
    Samples
    10
    Hit rate
    20.0%
  • 7
    Horizontal (← +)
    -0.3°
    Vertical (↓ +)
    6.7°
    Samples
    8
    Hit rate
    25.0%
  • 8
    Horizontal (← +)
    -0.9°
    Vertical (↓ +)
    7.2°
    Samples
    6
    Hit rate
    0.0%
  • 9
    Horizontal (← +)
    2.4°
    Vertical (↓ +)
    8.0°
    Samples
    4
    Hit rate
    0.0%
  • 10
    Horizontal (← +)
    2.8°
    Vertical (↓ +)
    8.6°
    Samples
    4
    Hit rate
    0.0%
  • 11
    Horizontal (← +)
    3.1°
    Vertical (↓ +)
    7.9°
    Samples
    4
    Hit rate
    0.0%
  • 12
    Horizontal (← +)
    23.3°
    Vertical (↓ +)
    8.7°
    Samples
    2
    Hit rate
    0.0%
  • 13
    Horizontal (← +)
    22.8°
    Vertical (↓ +)
    8.9°
    Samples
    2
    Hit rate
    50.0%
  • 14
    Horizontal (← +)
    2.5°
    Vertical (↓ +)
    10.6°
    Samples
    1
    Hit rate
    0.0%
  • 15
    Horizontal (← +)
    2.5°
    Vertical (↓ +)
    10.6°
    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.