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How to analysis a vod

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#1
H3ENnZ

Title. Struggling trying to rewatch old vct logs and analysis them. Need tips

#2
amovie
-6
Frags
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studying 2023 EG’s fracture is like doing cocaine

#3
Cheasle2
5
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if you're trying to improve in ranked i'd recommend watching your own vods back (or watching individual players) But watching VCT can help sometimes with ranked and will 100% help in 5 stacks or premier.

the important things to look at when vod reviewing are:

  1. trades and kills

    • when a team gets a kill, how easy was the kill?
    • how much utility was used?
    • was the kill a result of a mistake from a player (ie: peeking into multiple players for no reason) or a good play from the killers (ie: clearing a corner with a flash and peeking off it).
    • also look at trades. After a trade happens, think which team is actually benefiting. In most rounds, a 1 for 1 trade favors the attack (since defense will be spread more thinly, angles cant be held, and the attacking side can more consistently group together). if a defence player trades 1 for 1, but gets information on 4 more players, with 25 seconds left, that will benefit the the defence. If an attacking team trades 1 for 1, but gets into a post plant 4v4, thats a worth trade for the attackers.
    • look to replicate these kills/trades in your games, which positions often find value kills? which positions are hard to trade? which setups do pros use to guarantee at least a trade? what utility finds free kills?
  2. rotations
    the goal of any attack round is to hit the site with the least defenders. this is why fakes, lurks and defaults are so important in pro play. when watching a pro vod, look at the defence's rotations and think - why did they do this rotate? why didn't they rotate?

    • this can be things like; breaking sentinel utility, placing a good smoke, lurkers getting a kill/making noise (think doors on lotus) or ultimates. Good igl's will read a team's fakes based on what utility they use and how the rest of the map sounds.
    • look at how pro teams position their players at the start of a round, the middle of a round, and towards the end of a round, and try to replicate this in ranked. If they start with 3 A, 1 mid and 1 B, why? if they start with nobody on C, why? if they move 3 players into mid during the mid round, why?

hopefully this helps

#4
Cheasle2
1
Frags
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also looking at ults is really important.
pretty much every round in pro revolves around which ults either team has.
this is probably the most important take away for ranked, since tracking ults will easily help you climb (if you're below immo)

#7
H3ENnZ
0
Frags
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Thank you so much!

#5
Ultia
3
Frags
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Use Valoplant

Note buys, ultimates, and loss bonus (swing round or no).

Record initial positions for defaults and sentinel/viper setup.

Break round into phases: Opening defaults, Midround adjustments, and Postplant positions.

Look for patterns in how a team prefers to setup and the shortcomings of their comp.

#6
Nachtel
3
Frags
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Focus more on the map than the actual gameplay.

Before the match starts write down an answer to this one simple question. It can be vague, and you can have no actual idea; it's good to start with a hypothesis regardless. The question is:

*What do you think each team is trying to achieve with the comp that they have on this specific map?

Once you've written that down, look at every round on a case-by-case basis and, before the start of every round, write down an answer to these questions for both teams:

  1. How much money do both teams have? Is it an eco round? an anti-eco round? a bonus round? do both teams have enough money to buy next round?

  2. What ults are available and what ults are very close to being available (like 1 ult orb off)?

  3. Where is each agent on each team positioned? Where are turrets, viper wall, etc placed? Where is the spike? What do you think is the goal of their setup right before the round starts?

Once the round starts:

  1. What did each agent actually do vs what you expected them to do? If it was different than what you predicted, think of why that was the case.

  2. Did the other team do something to stop their gameplan? What did the other team do to stop it and why did it work? If so, how did each team adapt to their initial gameplan not working? Did any part of their setup serve as a backup plan in-case the original plan failed? Was any player acting as insurance so to speak? If so, incorporate that into your notes on their pre-round setup.

To make things easier to think about, think of each round as having 4 distinct stages:

  1. Pre-round: where teams place their setups, decide whether to buy, and what guns to buy. Where teams take gambles on where to stack depending on a certain read that they might have or to spread out in any particular way.

  2. Start of round: the initial execute of pre-round plans and strategies.

  3. Mid-round: After all set plays have been made, teams have to improvise depending on what factors were different than expected.

  4. Post-plant: Once bomb is planted, teams like to fast-flood (which means everyone on the team pushes out with util almost immediately after the bomb is planted), or do a slow retake (where they wait for everyone to get in position to then execute the site and defuse). For the attackers, they will either play on-site to challenge the retake, or play off and play for spam, or usually a mixture of both leaning moreso toward one or the other.

#8
H3ENnZ
0
Frags
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Thanks a lot I appreciate it

#9
Nachtel
1
Frags
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There are a couple of prominent theories on how the game is supposed to be played, but the most common one that teams abide by when making any kind of macro decision is what I'll just refer to as Map Control Theory. If you gain a good understanding of what it is, it'll give you a lot better insight as to what teams are trying to do in any given moment, since it'll be incorporated and sometimes ingrained into their thought processes.

It basically goes like this:

Whenever you have a person holding an angle and they have perfect information that there is nobody past that angle, then that entire part of the map past that angle is clear of enemy players. For example, take Lotus A main, if you have an awp posted up watching main and nobody peeks, then you have a 100% guarantee that they're not rubble, they're not pushing up tree, they're not site.

It's obvious I know, but the fundamentals of map control theory basically use this to say that whoever has the most map control has the upper hand in the round.

Say, for whatever reason, you push up A main on lotus and lurk up into their spawn without seeing a single person, and another player on your team lurks up through B without seeing anyone either. That means that they 100% must all be stacked on C main and/or mound.

This information means 3 things:

1 Your entire team does not have to worry about a rotate, because if they rotate they will walk into the two lurkers in their spawn.

  1. Your entire team does not have to worry about a lurker, because you have perfect info that they cannot be anywhere except for C.

  2. If they were to try to reclear spawn, they would have to peek several different angles wwith absolutely no information of where you might be, and whether you're hiding in a rat corner or playing an off-angle holding your crosshair at head-level, you know where they're going to come from and you have a timing, and so you have a severe advantage in whatever gunfight you take.

With this information, the rest of your team can insta rotate with their knives out through the fastest route possible to C to stack it since they know they can't be A or B, and that they'll get picked off by the lurkers if they try to rotate back.

The other team has a huge disadvantage in this scenario because, according to map control theory, they gave up map control on A main and B main. While your team took map control on A main and B main.

The goal of 90% of pro teams at the start of every round is to figure out how to acquire more map control than their opponents, and utilize any advantage in map control to their advantage. Again using lotus as an example, sometimes teams on attack will have 2 lurkers, one of which starts the round on B and the other who starts the round on C, while the rest of their team is slowly pushing up A.

If the other team for whatever reason throws out 3 unique pieces of utility (like say a raze nade, a deadlock wall, and a gekko flash) to delay on C once they hear or see the lurker, then the Lurker can tell their team that raze, deadlock, and gekko are on C. If the lurker B then sees and wins a gunfight against a reyna on B, and hears a fade eye coming from heaven, then the rest of the team now has perfect info that there's nobody on A, and have therefore been given the entirety of A site as map control, which they can rush as fast as possible to get a free plant. But it doesn't just stop there, if the lurker b stays there and waits while the rest of his team pushes up A, then he can guarantee that the other lurker who was on C can safely rotate through spawn to go reinforce their team, and since he has B main control, he can pick off any players from the enemy team that try to rotate through B, leaving the other team with only spawn to rotate through if they want to be safe.

#10
zappp
0
Frags
+

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