Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Aug 2025, 23:48
Control League Edition
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| ownage | 263 | 114 | 70 | 2 | 272 | - | 1.63 | 61% | 43% | 0:09 |
| JugzZz | 199 | 77 | 89 | 0 | 226 | - | 0.87 | 46% | 35% | 0:07 |
| (FT)jmoney | 140 | 54 | 96 | 0 | 213 | - |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| newut | 15 | 4 | 3 kills | ||||
| JugzZz | 11 | 3 | 3 kills | ||||
| Yotaka | 21 | 1 | 5 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-Control-2025 between Red and Blue Team, ending 6-1 in favour of Red Team.
The opening breakthrough came at 1:21 when JugzZz scored for Red Team. Red Team created more scoring chances, converting 6 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 8:25, with Yotaka finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-1.
ownage stood out as the main objective influence with 12 grabs, 2 captures, 12 returns, and an MVP score of 685. ownage made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 50 grabs, 26 pickups, 7 captures, 1 solos, 5 assists, 67 flag kills, 46 covers, 0 seals, 41 returns, 37 mid returns, 4 clutch returns, and 0 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 43% accuracy and 114 kills.
Banter read: ownage had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: ownage produced 2 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 0.56 |
| 36% |
| 25% |
| 0:06 |
| Team Total | 602 | 245 | 255 | 2 | 711 | - | 0.96 | 49% | 35% | 0:23 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Yotaka | 182 | 93 | 80 | 0 | 285 | - | 1.16 | 54% | 33% | 0:08 |
| newutFB | 167 | 91 | 74 | 0 | 247 | - | 1.23 | 55% | 37% | 0:08 |
| localhero | 112 | 71 | 91 | 0 | 217 | - | 0.78 | 44% | 33% | 0:07 |
| Team Total | 461 | 255 | 245 | 0 | 749 | - | 1.04 | 51% | 34% | 0:24 |
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.
| 19 |
| 7 |
| 2 |
| 4 kills |
| localhero | 10 | 2 | 3 kills |
| (FT)jmoney | 7 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| newut | 2 | 6 kills | ||||
| JugzZz | 2 | 6 kills | ||||
| Yotaka | 2 | 5 kills | ||||
| ownage | 3 | 5 kills | ||||
| localhero | 2 | 5 kills | ||||
| (FT)jmoney | 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | ownage | Attacker | 12 | 2 | 3 | 0 | 16 | 0/- | 250 | 5 | 13 | 10 | 0 | 12 | 2 | 685 |
| - | JugzZz | Attacker | 4 | 3 | 1 | 1 | 11 | 0/- | 192 | 6 | 10 | 6 | 0 | 7 | 1 | 498 |
| - | (FT)jmoney | Attacker | 7 | 1 | 1 | 0 | 8 | 0/- | 158 | 5 | 8 | 6 | 0 | 6 | 0 | 405 |
| - | Yotaka | Attacker | 9 | 1 | 0 | 0 | 14 | 0/- | 69 | 2 | 5 | 7 | 0 | 7 | 0 | 354 |
| - | newut | Attacker | 14 | 0 | 0 | 0 | 12 | 0/- | 0 | 4 | 5 | 7 | 0 | 8 | 1 | 313 |
| - | localhero | Attacker | 4 | 0 | 0 | 0 | 6 | 0/- | 31 | 4 | 5 | 1 | 0 | 1 | 0 | 170 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| ownage | 30000 | - | - | 108 | 115 | 122 | 0 | Bumpy connection | |
| (FT)jmoney | 30000 | - | - | 101 | 102 | 102 | 0 | Good connection | |
| JugzZz | 25000 | 9999 | 360Hz | 95 | 97 | 99 | 0 | Good connection | |
| Yotaka | 30000 | - | - | 31 | 33 | 36 | 0 | Bumpy connection | |
| newut | 30000 | 0 | 240Hz | 92 | 95 | 97 | 0 | Good connection | |
| localhero | 30000 | - | - | 20 | 21 | 21 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| ownage | Godlike | Attacker | You played a really good game here and your 1.74x rating shows it. Your attacking play was strong, especially because you turned 12 grabs into 2 caps. You fought efficiently: 114-70 with a 1.63 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| JugzZz | Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.50x. You ran the flag well and gave your team end product: 3 caps and 1 solo from 4 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| Yotaka | Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.11x. You ran the flag well and gave your team end product: 1 cap from 9 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| newut | Stable | Attacker | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. As an attacker, you kept pressure on the enemy base with 14 grabs; your next jump is converting more of those starts into completed runs. 55% efficiency shows the fight selection was generally good. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
| (FT)jmoney | Stable | Attacker | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. Your attacking runs had purpose, with 7 grabs leading to 1 cap. I think survival was your main issue: 54-96 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| localhero | Feeding | Attacker | You had a rough game at 0.73x, so I think your goal should be to simplify and rebuild from safer plays. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 71-91 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |