Counter-strafing, peeks, sound, spacing and fallback paths.
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Movement accuracy changes as your momentum changes, so stopping intentionally before a key shot is essential.
A wide peek rapidly exposes a new angle and may alter how an enemy must track you.
Showing only part of the player model can bait a shot or gather information without fully committing.
A short left-right exposure is used to check a corner and bait utility or information.
Crouching alters model height and slows movement; it can surprise aim placement but limits escape options.
Controlled jumps can sometimes reveal or bait information from a position with limited commitment.
Walking reduces footstep information at the expense of movement speed, shaping lurk and retake timings.
Ladders and vertical transitions influence movement, noise and the positions from which opponents can aim.
Players need spacing close enough to trade yet far enough not to be caught by one spray or grenade.
A position is strong only if it provides a way to escape after an initial exchange.
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