Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Sept 2026, 20:51
AndAction2020
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Headrush | 234 | 74 | 77 | 0 | 293 | - | 0.96 | 49% | 25% | 0:08 |
| Team Total | 234 | 74 | 77 | 0 | 293 | - | 0.96 | 49% | 25% | 0:08 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Physicx | 6 | 3 | 4 kills | ||||
| Headrush | 10 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Physicx | 3 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-AndAction2020 between Red and Blue Team, ending 6-10 in favour of Blue Team.
The opening breakthrough came at 1:30 when Physicx scored for Blue Team. Blue Team created more scoring chances, converting 10 of the 16 captures. Momentum changed hands 2 times as the scoreline developed. 16 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 9:31, with Headrush finishing for Red Team on a solo run. That score set the closing shape of the match at 6-10.
Headrush made the biggest clutch contribution, recording 2 close-save returns.
Headrush supplied the sharpest shooting numbers, finishing with 25% accuracy and 74 kills.
Clutch desk: Headrush produced 2 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 318 |
| 77 |
| 74 |
| 0 |
| 375 |
| - |
| 1.04 |
| 51% |
| 21% |
| 0:08 |
| Team Total | 318 | 77 | 74 | 0 | 375 | - | 1.04 | 51% | 21% | 0:09 |
Click the coloured player buttons to show or hide lines. Each line finishes on the same Equinox MVP score shown in the CTF MVP table.
Dots are timed MVP-impact events from this match. Captures still keep their deeper run details in the existing capture graph.
| 7 kills |
| Headrush | 1 | 5 kills |
Final Equinox gain: Match Score plus flag-run, objective, defensive baseline, shared team, and personal penalty adjustments.
| Rank | Player | Role | Grabs | Caps | Assists | Solos | Flag Kills | Def FK/BNS | Flag Run | Pickups | Covers | Mid Returns | Cherries | Returns | CLUTCH | MVP Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Physicx | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 318 |
| - | Headrush | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 234 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Physicx | Godlike | Attacker | You had a huge game and played well above your usual level at 1.55x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. The volume of fights was there, but 21% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| Headrush | Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.24x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| Headrush | 25000 | 0 | 0Hz | 16 | 17 | 19 | 0 | Minor variation | |
| Physicx | 25000 | 480 | 144Hz | 25 | 28 | 29 | 0 | Minor variation |