← Back to fpsaim
Flick vs Tracking Aim Training
Last updated 25 June 2026. The short version: flick and tracking are two different motor skills, your game rewards one more than the other, and the players who plateau are the ones who only ever train their comfort skill. Here's how to figure out your split and stop wasting reps.
What flick and tracking actually are
People treat "aim" as one skill. It isn't. Flicking and tracking are two distinct movement types that your brain controls in completely different ways, and that distinction is the whole reason this guide exists.
A flick is a ballistic, open-loop movement. Your brain sees the target, pre-computes the entire motion, and fires it as one explosive burst — you don't correct mid-flick, you commit and the hand executes. That's a CS2 one-tap, a Valorant deagle headshot, the snap onto a wide-peeker. It's fast, decisive, and over in ~150 ms. You either land it or you don't; there's no steering.
Tracking is the opposite: a closed-loop, continuously corrected movement. The target is moving, you're feeding bullets into it over time, and your hand is constantly making tiny corrections against the visual feedback of where the crosshair sits relative to the strafing enemy. That's holding a beam on an Apex player jiggle-peeking, or staying glued to a Tracer. It's smooth, sustained, and feedback-driven.
Why this matters: because the two use different neural control loops, getting good at one does not make you good at the other. You can have an elite flick and tracking that falls apart on a strafing target. Grinding flicks will never fix that. You have to train the specific pattern.
Which games reward which
Every shooter sits somewhere on a spectrum between "one decisive shot" and "land many bullets on a moving target." Where it sits decides what you should train.
| Game | Flick weight | Tracking weight | Why |
| CS2 / CS:GO | High | Low–Med | One-taps and bursts decide duels; spray transfer needs some tracking. |
| Valorant | High | Low | Tap/burst headshots; movement inaccuracy punishes spraying. Flick & precision dominate. |
| Apex Legends | Med | High | High TTK + constant strafing/movement = sustained tracking wins fights. |
| Overwatch 2 | Mixed | High (most heroes) | Hitscan snipers flick; Soldier/Tracer/projectile heroes track. Depends on your pool. |
| Fortnite | Med | Med | Build fights mix snap shots with tracking moving, building opponents. |
| The Finals / PUBG | Med | Med–High | Longer TTK and movement reward tracking, but first-shot flick still matters. |
Your training split, by game
Don't split 50/50 by default — weight toward what your game rewards, but always keep a minimum dose of the other so the gap can't open up.
- Valorant / CS2: ~60% flick & precision, ~25% tracking (for sprays and close range), ~15% target switching. Validate flicks in the Valorant trainer or CS2 trainer.
- Apex Legends: ~60% tracking, ~25% flick (crisp first shot), ~15% switching. Use the Apex trainer for smooth strafe tracking.
- Overwatch 2: split by your hero pool — hitscan-snipers lean flick, Soldier/Tracer lean tracking. The Overwatch 2 trainer lets you target the right sub-skill.
How to train flick
The single biggest flick mistake is grinding for speed and banking misses. A flick that misses is a worse rep than no rep — you're teaching your brain the wrong motion. Train flicks like this:
- Accuracy first, always. Aim for ~80–90% hits. If you're below that, you're flicking too fast; slow down until you're landing, then rebuild speed.
- Static single targets to start. One target appears, you snap to it, it disappears, next one spawns elsewhere. Pure ballistic reps. Try the reaction test and aim trainer Precision mode.
- Vary the distance. Short micro-flicks and big cross-screen flicks use slightly different motions; train both.
- Use arm aim for the big ones. Wrist-only flicking caps out and gets inconsistent past a certain angle. Anchor with the arm for long flicks.
How to train tracking
Most people "track" by repeatedly re-flicking onto a moving target — snap, drift off, snap back. That's not tracking, that's a sequence of bad flicks, and it's why their Apex beams fall apart. Real tracking is smooth and continuous. To train it:
- Slow strafe tracking first. One target moving slowly side to side. Stay glued; do not let the crosshair drift then chase. Smoothness over speed.
- Ride the motion, don't chase it. Predict the strafe and move with it, keeping the crosshair on the centre of mass continuously, not catching up to it.
- Ramp speed only when smooth. Once slow tracking is clean, increase target speed and add direction changes. The direction change is where tracking is won or lost.
- Lower-ish sens helps. Micro-corrections are easier with more cm/360. If your tracking is jittery, check your cm/360 — very high sens makes smooth tracking nearly impossible.
Target switching: where flick and tracking meet
The skill that ties both together is target switching — killing one target and snapping to the next. It's a flick that often lands on a moving target you then briefly track. It's also where most multi-kill rounds are actually lost. Spend the last chunk of every session on it and test it directly with the target switch speed test. If your first shot is great but your second is late, this is your bottleneck, not flick or tracking alone.
▶ Train flick, tracking & switching in the browser trainer
The mistakes that waste your practice
- Only training your comfort skill. Flick mains who never track lose every Apex beam fight; trackers who never flick lose the CS one-tap. Train your weakness, not your strength.
- Chasing speed over accuracy. Sloppy fast reps bank bad motor patterns. Accuracy gates speed, every time.
- "Tracking" by re-flicking. If you snap-and-chase a moving target, you're not building the closed-loop control tracking needs. Force yourself to stay glued.
- Sens too high for tracking. Jittery tracking is usually a sensitivity problem, not a skill problem. Test a lower sens.
- No transfer to game. Trainer reps warm the motion; you still have to consciously apply it in deathmatch and ranked. Finish sessions in-game.
Bottom line: figure out your game's flick/tracking weighting, train the heavier one more but never drop the lighter one to zero, gate everything behind accuracy, and finish with target switching. That's the whole framework — the rest is just putting in clean reps.
FAQ
- What's the difference between flick and tracking aim?
- Flick is a fast single snap to commit one decisive shot (CS one-tap, Valorant headshot). Tracking is keeping the crosshair glued to a moving target over time (Apex beams, Overwatch tracking). Flick is one explosive correction; tracking is continuous control.
- Should I train flick or tracking first?
- Weight toward what your main game rewards, but never drop the other to zero. Tac-shooter players lean flick; Apex/OW2 players lean tracking. The plateau comes from only training your comfort skill.
- Does flick training transfer to tracking?
- Not directly — they're different motor patterns (ballistic open-loop vs corrected closed-loop). General mouse control improves a little, but you must train each specifically.
- Which sensitivity suits flicking vs tracking?
- Lower sens (higher cm/360) generally helps both because micro-corrections are easier. Very high sens makes tracking jittery. Most all-round aimers sit moderate-to-low and use arm aim.
- How long should a session be?
- 20–30 focused minutes split between the patterns, quality over volume. Sloppy hour-long grinds bank bad habits.
Sources
Related on FPSAim