MP7 spray pattern
Pull down-left for bullets 1–11, then right and left.
30 bullets in 2.3 sec. The first pull is 5 mm · 3 mm on your mousepad at 800 DPI and sensitivity 1.25.
- MP7
- Not checked against demos
How to control it
Your mouse
Distances are how far your mouse moves on the pad.
Generated from CS2's weapon data. Not yet checked against demos.
Practice the spray
Your mouse moves the aim at your CS2 sensitivity. Hold the left button to spray, release to stop, and press Esc to leave.
Hold the left button to spray
- Where to aim
- Next bullet if you stop moving
- Estimated reach of CS2's random spread
Practice needs a mouse.
Every bullet
| Bullet | Time | Lands right | Lands up | Mouse right | Mouse down | Checked |
|---|---|---|---|---|---|---|
| 1 | 0 ms | 0.00° | 0.00° | 0 mm | 0 mm | No |
| 2 | 80 ms | −0.00° | +0.02° | +0 mm | +0.03 mm | No |
| 3 | 160 ms | +0.01° | +0.09° | −0.01 mm | +0.11 mm | No |
| 4 | 240 ms | +0.20° | +0.56° | −0.23 mm | +0.64 mm | No |
| 5 | 320 ms | +0.56° | +1.22° | −0.65 mm | +1 mm | No |
| 6 | 400 ms | +1.05° | +1.95° | −1 mm | +2 mm | No |
| 7 | 480 ms | +1.03° | +2.86° | −1 mm | +3 mm | No |
| 8 | 560 ms | +1.47° | +3.52° | −2 mm | +4 mm | No |
| 9 | 640 ms | +1.63° | +4.15° | −2 mm | +5 mm | No |
| 10 | 720 ms | +2.16° | +4.43° | −2 mm | +5 mm | No |
| 11 | 800 ms | +2.57° | +4.67° | −3 mm | +5 mm | No |
| 12 | 880 ms | +2.22° | +5.07° | −3 mm | +6 mm | No |
| 13 | 960 ms | +1.21° | +5.31° | −1 mm | +6 mm | No |
| 14 | 1,040 ms | +0.16° | +5.41° | −0.18 mm | +6 mm | No |
| 15 | 1,120 ms | −0.73° | +5.42° | +0.85 mm | +6 mm | No |
| 16 | 1,200 ms | −0.90° | +5.57° | +1 mm | +6 mm | No |
| 17 | 1,280 ms | −0.62° | +5.76° | +0.71 mm | +7 mm | No |
| 18 | 1,360 ms | −0.39° | +5.92° | +0.45 mm | +7 mm | No |
| 19 | 1,440 ms | −0.14° | +6.07° | +0.16 mm | +7 mm | No |
| 20 | 1,520 ms | −0.25° | +6.18° | +0.28 mm | +7 mm | No |
| 21 | 1,600 ms | −0.14° | +6.28° | +0.16 mm | +7 mm | No |
| 22 | 1,680 ms | +0.63° | +6.13° | −0.73 mm | +7 mm | No |
| 23 | 1,760 ms | +1.70° | +5.67° | −2 mm | +7 mm | No |
| 24 | 1,840 ms | +2.04° | +5.60° | −2 mm | +6 mm | No |
| 25 | 1,920 ms | +2.53° | +5.44° | −3 mm | +6 mm | No |
| 26 | 2,000 ms | +2.55° | +5.50° | −3 mm | +6 mm | No |
| 27 | 2,080 ms | +2.62° | +5.53° | −3 mm | +6 mm | No |
| 28 | 2,160 ms | +2.61° | +5.60° | −3 mm | +6 mm | No |
| 29 | 2,240 ms | +2.78° | +5.55° | −3 mm | +6 mm | No |
| 30 | 2,320 ms | +2.77° | +5.60° | −3 mm | +6 mm | No |
How it's measured
Each pattern is generated from CS2's weapons file: every gun has a recoil seed, a kick angle and a kick strength, and CS2 builds the same table of kicks from them every time. Each kick pushes your aim, which then recovers until the next shot, and the bullet leaves at twice the aim push.
CS2's recoil code is not public, so the rules for building the table and the recovery speed are fitted to real demos. For each bullet of a spray, a demo records where the bullet went and where the player was aiming; the gap is the recoil. A weapon counts as checked when the demos hold at least 100 of its sprays and, on every bullet with at least 20 of them, their average lands within 0.6 degrees of the pattern. Bullets past that are drawn hollow. The demos do not record the M4A1-S silencer, so its check pools both, which in practice means silenced.
Mouse distances assume CS2's 0.022 degrees per mouse count, so they hold at any resolution and field of view. Every bullet also has a small random spread that this pattern leaves out.
Spray Patterns
How CS2 recoil works and how these patterns are made.
Where do these spray patterns come from?
Each pattern is generated from CS2's own weapon file, which gives every gun a recoil seed, kick angle and kick strength. JumpThrow checks the result against real demos: for each bullet of a spray, the demo records where the bullet went and where the player was aiming, and the gap between them is the recoil.
Where do these spray patterns come from?
Each pattern is generated from CS2's own weapon file, which gives every gun a recoil seed, kick angle and kick strength. JumpThrow checks the result against real demos: for each bullet of a spray, the demo records where the bullet went and where the player was aiming, and the gap between them is the recoil.
What does checked against demos mean?
For the AK-47, M4A4, silenced M4A1-S and MAC-10, our demos hold at least 100 sprays, and on every bullet with at least 20 of them, their average lands within 0.6 degrees of the generated pattern. Other weapons are generated the same way but do not yet have enough sprays in our demos to check, and the page says so.
Is the CS2 spray pattern random?
The recoil pattern is fixed: every spray with a gun follows the same path. Each bullet also has a small random spread on top, which grows when you move or jump, so learning the pattern removes most of the miss but not all of it.
How far do I move my mouse to control the AK-47?
It depends on your DPI and sensitivity. Type yours on the AK-47 page and every step shows its distance on the mousepad. At 800 DPI and sensitivity 1.25 the first eight bullets need about 1 cm of pull down.
Why does the M4A1-S have a silencer-off pattern?
CS2 gives the M4A1-S a second recoil setting for when the silencer is off, and the AUG and SG 553 one for when they are scoped. Switch between them on the weapon page.
Why do the patterns stop at 30 bullets?
Our demo check covers the first 30 bullets of a spray, and long sprays past that are rare. The M249, Negev, P90 and PP-Bizon show their first 30.