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How the analysis works

Every finding is worked out in code, checked against pro matches, and links the rounds it comes from. No AI writes the review; the one AI feature is the match chat.

1. Your demo, round by round

The demo is read tick by tick: where every player stood, every kill, grenade, flash and bit of damage, the bomb, and each team's money. That is all the analysis has to work with, and all of it can be checked in the 2D replay.

2. Findings, worked out in code

Code, not the AI, decides what's worth saying. A finding is a pattern that happened more than once in the match, with the rounds it happened in and, where the demo shows one, its cause: a death nobody could trade, a flash that blinded no one, a 1-vs-2 played where pros save.

Each one is compared with pro play in the same spot or situation, from 342 parsed pro matches. A number is only called good or bad after that comparison, so you aren't told something every team does.

A number is only called "well above", "only", "better than usual" or "worse than usual" when chance alone would rarely put it there. We tested this: for a team that played exactly like pros, about 1 match page in 20 still gets such a line. Before we added the test it was 3 in 4. The same rule applies to your stats against your own recent matches (each player card as a whole), to trends on Progress, and to the Compare page. A team's favourite bomb site is named only when a team choosing 50/50 would rarely be that one-sided: 6 of 6 plants, 8 of 9, 10 of 12. A team's position and grenade habits are only listed on maps with enough pro matches to compare them with; on a newer map the page says so instead. A death spot only counts as a pattern after 3 deaths there, and only if pros don't die there just as often. No other opening is suggested on an eco: the ecos that won more were the ones with more money.

Roles and defaults come from where each player stands 20 seconds into each round (pistol rounds left out). A player is the AWPer when they hold the AWP in at least 3 of every 10 of their rounds (and at least 3 rounds), more than anyone else on the team. On CT they're an anchor when they're at the same site in at least 3 of 4 rounds. On T they're the lurk when they're alone in at least a third of their rounds, and the entry when they take at least a third of the team's opening duels. Below those lines they're shown as flex or support, not guessed. "Rounds by situation" puts each team's record next to what pros win in the same situation, and marks a row only when a pro team would land that far out by chance less than 1% of the time.

When your team plays the same map again, last match's team tips are counted again the same way, and shown only when there are enough rounds to tell whether they changed. If your full-buy T plants went mostly to one site in your earlier matches on the map (up to three) and again in this one, the page says so: anyone scouting you can see it too. We don't compare round wins or opening duels between matches: over one match those move by chance more than by anything you changed.

"You got 7 opening kills, all on CT, and 6 of them came with the AWP. Four were at Bombsite A, in rounds 18, 26, 27 and 36." (woxic, Aurora · Mirage)

How each death is read

Every death gets one of these, checked in this order (the first that fits); the others that also fit are kept as notes. Distances are game units.

A kind of death is only called a habit at 8 or more of them over at least 2 of your matches, one of them in this match, and only when pros on the same maps die that way far less often (less than a 1% chance it's luck). Without line of sight, the rules that guess at movement stay at 60% confidence.

Shooting on the move: the share of your rifle shots fired faster than 100 units a second, in a match with 150 or more. It's only named past what 98 pro matches in 100 reach, so a player who moves like pros gets it about 1-2% of the time.

How you move: dropping off high ground (more than 100 units) with an enemy within 1000 units, leaving a spot you'd held 3 s as CT before any contact or the plant, and a teammate within 800 units shot while you didn't move up, shoot or get shot in 3 s. Each is counted per round and named only past what 199 pro matches in 200 reach, at 4 times or more; the card names the one furthest past.

Not built yet: seeing a reload with bullets still in the magazine. The demo only shows an empty one, so only that counts as "couldn't shoot back".

3. Comparing with pros, and checking you've changed

4. What the AI does

No AI writes the review: everything above is worked out in code. The one AI feature is the match chat, Ask the coach (paid plans).

5. Where it stops

Last reviewed 22 October 2026. Questions? hello@retakehq.com