Peaking, as well as holding angles, is literally the most basic thing in CS:GO. It decides who gets the entry and who is able to hold on as a city. A lot of things are easy enough to be understood quite early on after you start playing in CS, like only pressing A or D to reach maximum peak potential and not wasting part of your maximum movement speed on going forward or backwards, as well as not holding too close to the corner where you are aiming since people are going to run past your crosshair anyway. However that is not enough to know since there is more, actually much more. In CS:GO people still have trouble understanding angling and why it is better to stand further away from a corner or edge of an object then to stand closer. Let me explain to you why that is by starting off with the models and where our eyes actually are. We all know that games aren’t a 100 realistic recreation of real life, especially in CS:GO that is necessary to create a competitive environment.
Seemingly random movements of the models, different movement speeds for different players, all of that would lead to a lot more random situations in the game. These are one of the many reasons why your POV comes from between and slightly above the eyes and not through the eyes. It is also worth mentioning that the POV line starts a few units in front of the model, not on the model itself.
Keep this information in mind since you will understand the basic principle of advanced speaking quickly that way. Notice where the model is holding the gun, as in which arm is more behind and which arm is holding it more sideways. In an attempt to make the CS:GO models not look awfully unnatural, Valve made the models hold right-handed stance and not have them hold the gun perfectly in the middle of the model. Something that just gets more and more unnatural the bigger the guns are.
This means that the back is slanted and that when looking at the center of the model the point where we see through, the models have, from their point of view more hitbox to the left compared to the right. So what does this mean to you as a player? This means that when moving to the right your model will be less exposed before your camera can see a potential enemy compared to moving to the left. This means that peeking to the right or holding to the right is an innate advantage of every single CS:GO model.
This sounds a little made up, however there are real competitive uses for this knowledge, knowledge that even some pro players seems on missing on. I still see casters and players get mad or surprised when person A only sees just a bit more than an elbow, while person B already killed person A, which is just a natural consequence of such models. So what can you do with the information I have just told you? Well there are many things that go into why and how exactly you should peek and hold, like the strengths and weaknesses of the enemy, their playstyle and what information you have as well as what patterns you give away about you. However, in general it is always better to peek to the right and hold to the left as in, if you have to go around something go to the right if you have to look through two things or hold an alleyway holding to the left obscures more of your model compared to holding from the right. You can see it for yourself as I am comparing holding angles to the left and holding to the right as well as speaking differently.
Can you tell who’s harder to hit? It might take a while to get used to and you’ll have to stop and think for a second at least a few times during your next games when you try to establish speaking and holding the right way. To take some work off of you I will show a few applicable positions that are commonly held wrong to start you off right. On dust2 as a CT on A site, holding towards long is better by holding behind the right box instead of the left which will give the enemy coming from long a big advantage.
On dust2 as a T, jiggle peeking long house from outside long is better from the left instead of the right. On train as a CT on Ivy, holding or jiggle peeking is better from the left instead of the right. On mirage as a CT, holding or jiggling is better from the right instead of the left or triple box. On inferno as a T, peeking Apps is better by coming from Anti-Boiler instead of using the Lightroom to peek from the other side. The information I presented in this video is probably the least known aspect of peeking in CS:GO. Part peeking with your right side first together with the nature of an online game and you will regularly kill people before they feel like they could reacted, further taking them out of the game mentally. However keep in mind that getting into a position to peek or hold an angle this way may not be worth it, depending on the situation of the round like the knowledge team has about you after a few rounds or when you have to cross the sight of an enemy player. And as always, if you liked this video leave a like, if not a dislike.
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