👁 Hey there!
We are having a bit of a special day today. This will be the first analysis where I chose the demo that we are going to breakdown. Usually it is you who decide what we want to focus on as we vote either on my Twitter or Twitch livestream. Reason is very simple as I felt a little bit of discomfort holding B site on dust2 lately with my team, so I decided to hunker down and try to check out playstyles of other successful players on this part of the map. I did a bit of demowatching offstream, on my own, but for Perfecto I decided to go live as he posed impressive 2.00 rating as CT in this game vs. BIG at Blast Premier Spring Final 2021. On top of that, 100% KAST and over 116 ADR.
As usual, I will write down some important notes that this video taught me, or I liked in particular. There is oftentimes not enough time to plug these thoughts into the video (and I like to keep videos clean, straight-to-the-point) so this will be my platform to share more details. Hope you like it.
Just for the record, this review and analysis was all done Live on stream, which is super fun since I get to interact with you and I get to explain in real time if something is unclear. Feel free to shoot a follow to my Twitch channel so you do not miss upcoming streams and you will have a chance to watch full, unedited version as we go.
It is always important to note down what you learn. Even if you did not learn anything (makes sense? 😅) Sometimes you will stumble across a demo where you watched a lot of obvious reactions, plays, setups...
But just by watching them, you will naturally remember them better for the future references. You will remember how certain players play in case you face them or you will seamlessly come up with a setup for you and your teammate when situation is a little bit chaotic and you need to adapt on the fly.
After every analysis demo, lets try to write down 7-10 points as a key takeaways from the review.
- Perfecto is really good at understanding fundamentals of anchoring. He uses a principle where he sacrifices a good weapon for the sake of utility which he divides into counter-rush utility and counter-execute utlity.
- Counter-rush utility will be usually thrown by instinct at the early timings of the round. Basically losing B site to a B rush is oftentimes free round to T's as they have probably good amount of utility to hold on to that site given that it is one of the hardest retakes in the game from CT perspective.
- Playing B site while having low utility is much easier in any close-range angles. You have to rely on your aim to get multikills if you have no nades to work with and playing back of the site or platform will usually result in eating a lot of flashes. This goes hand in hand with a fact that sometimes you are stuck with SMG so it definitely makes sense to have as short-range duel as possible.
- Playing close to tunnel also gives opportunity for your rotator to help you better as they have position to use when they drop down from window or push door. This principle is used on pro level on all maps, basically you give a space to your teammate by playing maybe less optimal spot, but in reality teammate's presence is much more important than gambling on getting multikills whenever they hit your site. In this case, he gives b1t with scout freedom to roam around B site and middle to look for picks and tags while always being in position to stop B execute or contact-play that could punish b1t.
- Listen to the comms of your A players. If they are calling long-take and hear at least 5 or more flashbangs being thrown by T's it's pretty safe to say you are not facing B rush and you can save your utility for later stage of the round such as retake. Basically your long players communication should intuitively break your habit of throwing your counter-rush nades that we mentioned before. This will result in much more comfortable late-round scenarios where you have extra smoke to play with or molly to use.
- On Dust2 you should be able to adapt more than any other map in competitive map pool. The thing is -- you are very much needed on Long takes as CT if you have the best spawn to do so. Therefore you should always be on the same page with ALL of your teammates about what long takes you want to use in certain game and against certain team. Be prepared you will be the first spawn to take long and you will have to stay there throughout the whole round. Make sure you are comfortable in that area of the map as much as on B site that you usually anchor.
- This particular long take NaVi ran was revolving around smoking door as 1st spawn while worse spawns were flashing the corner to advance into pit. After that you can make a protocol to molotov Blue if Terrorists had shown any presence towards long to make sure no one beat Perfecto's long door smoke.
- Perfecto likes to play AUG and M4 on Dust2 as CT. Personally I do not play a lot of AUG but whenever I know that we are going to be practicing Dust2 or play a game where Dust2 is possibility I make sure to warm-up my AUG aswell. It is probably best map to be using the AUG especially when anchoring. Other good spots to use AUG for are Ramp (Nuke), B site (Vertigo) or A site (Ancient) where you have a lot of pixel-perfect headshot duels in long-range enviroment.
- Perfecto uses Incendiary and HE combo to stop the B rush. He then uses his smoke in case Terrorists were not spotted elsewhere, so he has to use all his utlity set early in order to make sure b1t will be in time for rotation and they play in a setup together. b1t is usually one with first contact from further away and Perfecto plays close with his utility being already thrown. They especially play this way if b1t double AWPs.
There are many more details you can use in your own games, feel free to watch the analysis yourself but for more detailed explanations, I will be happy to welcome you on my stream when doing review live.