Explainers
The parts of Counter-Strike that aren't aim. One concept at a time, with what good and bad look like.
How these work
3 publishedEach explainer is a concept, what it costs you when you get it wrong, and what to do instead. These are general Counter-Strike ideas — they are not claims about your play.
Where we can measure a concept in your own demos, the explainer says so and links to the rounds where it happened. Where we cannot, it says that too, and why. Those are different kinds of statement and we keep them apart on purpose.
Trading & pair play2Dying is unavoidable; dying for nothing is not.Crossfires & site setups1Where you stand decides the fight before it starts.Peeking & duelsnone yetHow you take an angle, and when not to.Utility — smokesnone yetWalls you can put anywhere, for eighteen seconds.Utility — flashesnone yetBuying a second of someone else's vision.Utility — molotovs & HEnone yetDenying ground, and charging rent for it.Entry & site executionnone yetGetting five people into one place in the right order.Post-plantnone yetThe bomb is down. Now the clock is your weapon.Retakesnone yetWinning a site you have already lost.Rotations & informationnone yetKnowing when to leave, and what counts as knowing.Economy & buysnone yetThe rounds you decide before they start.Movement & mechanicsnone yetThe parts a demo measures most precisely.Clutch situationsnone yetAlone, and playing the situation rather than the enemies.Awareness & round decisionsnone yetReading the round instead of reacting to it.Map-specific patternsnone yetThe same concepts, on the maps you actually play.