Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Apr 2026, 23:40
CTF-Combo_King
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| PeRcH72FB | 157 | 56 | 69 | 0 | 200 | 20.3 cm | 0.81 | 45% | 28% | 0:09 |
| Team Total | 157 | 56 | 69 | 0 | 200 | 20.3 cm | 0.81 | 45% | 28% | 0:10 |
| 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 |
|---|---|---|---|---|---|---|---|
| pho` | 10 | 1 | 3 kills | ||||
| PeRcH72 | 7 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 2 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-Combo_King between Red and Blue Team, ending 4-5 in favour of Blue Team.
The opening breakthrough came at 1:06 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 9 captures. Momentum changed hands 2 times as the scoreline developed. 9 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 8:32, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 4-5.
PeRcH72 made the biggest clutch contribution, recording 1 close-save return.
pho` supplied the sharpest shooting numbers, finishing with 40% accuracy and 69 kills.
Clutch desk: PeRcH72 produced 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| pho` |
| 169 |
| 69 |
| 56 |
| 0 |
| 172 |
| 20.3 cm |
| 1.23 |
| 55% |
| 40% |
| 0:11 |
| Team Total | 169 | 69 | 56 | 0 | 172 | 20.3 cm | 1.23 | 55% | 40% | 0:12 |
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.
| 6 kills |
| PeRcH72 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | pho` | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 169 |
| - | PeRcH72 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 157 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| PeRcH72 | 25000 | 300 | 175Hz | 17 | 17 | 18 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 20 | 21 | 24 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| PeRcH72 | Stable | Attacker | I think you had a steady game at 0.99x; one or two stronger moments would lift it nicely. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. 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. |
| pho` | Struggling | Attacker | You dipped below your usual level at 0.89x, but I think there are clear areas you can tighten next match. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |