CS2 & Valorant aim & sensitivity guides
Short, practical guides on the things AimFinder measures: flick mechanics, sensitivity math in both games, and what match demos and replays can prove. No recycled settings lists — just the mechanics, with data behind them.
Why you overshoot flicks in CS2 (and how to fix it)
Flying past heads and correcting backwards? What flick overshoot looks like in data, why it usually means your CS2 sensitivity is too high, and how to fix it.
Why you undershoot flicks in CS2 (and when it is fine)
Stopping short of targets and dragging the last few degrees? Why small undershoot is normal, when it means your sensitivity is too low, and how to fix it.
How to download a CS2 demo (matchmaking, Premier, Faceit)
Step-by-step: download your CS2 match demos from the Watch tab or Faceit, find the .dem files on disk, and what to do with them once you have them.
eDPI vs cm/360 in CS2: which one should you use?
eDPI compares CS2 players at different DPI; cm/360 is the physical distance your hand moves. Formulas, a conversion table, and when to use each one.
What CS2 demo analysis can (and cannot) measure
A .dem file records view angles, not your mouse. What aim metrics can honestly be extracted from a CS2 demo, what cannot, and how many kills you need.
CS2 spray patterns explained: recoil, spread and RPM
What a spray pattern actually is, why every AK spray climbs the same way, recoil vs random spread, fire rate in RPM, and how the recoil index resets.
How to learn spray control in CS2 (technique and practice)
The pull-down technique, when to tap, burst or spray, spray transfers, and a practice plan that builds recoil compensation into muscle memory.
Valorant sensitivity: eDPI ranges, cm/360 and converting from CS2
What a good Valorant sensitivity looks like in eDPI and cm/360, what pros use, the exact CS2 → Valorant conversion (× 0.3143), and how to measure your own value instead of guessing.
Analyzing a Valorant replay (.vrf): what it can and cannot measure
Where Valorant stores .vrf replay files, what is inside them, which aim metrics can honestly be extracted (flick size, overshoot, correction time, placement) and what cannot.
Why you overshoot flicks in Valorant (and how to fix it)
Swinging past heads and correcting backwards? What flick overshoot looks like in a Valorant replay, why it usually means your sensitivity is too high, what else causes it, and how to fix it.
Why you undershoot flicks in Valorant (and when it is fine)
Stopping short of targets and dragging the last few degrees? Why a small undershoot is normal, when it means your Valorant sensitivity is too low, and how to fix it without resetting your muscle memory.
How to get a Valorant replay file (.vrf) for analysis
Valorant records your matches automatically: where the .vrf replay files are on disk, which modes are recorded, how to keep them, and what to do with a replay once you have it.
eDPI vs cm/360 in Valorant: which one should you use?
eDPI compares Valorant players at different DPI; cm/360 is the physical distance your hand moves. The Valorant formulas, a conversion table, why eDPI never compares across games, and when to use each.
Valorant movement and tracking: stopping, jiggle peeks and moving targets
How Valorant movement changes aim compared with CS2: near-instant stops, shooting-while-moving penalties, jiggle peeks, what tracking really means here, and a drill plan with Valorant movement physics.
Put the reading into practice
Guides diagnose; the tools measure. Upload a match to the demo analyzer, run the 10-minute sensitivity test, convert numbers with the eDPI and cm/360 calculators, or read how the measurement works.