Oh you posted it here too... well to copy my post on the QL forum 24 hours ago -
Hitbox (or cylinder as we actually have) not actually perfectly conforming to the arbitrary outline of a player model, SHOCK.
Not to mention backwards reconciliation, with no mention of the latency of the shooter or the target...
Or the fact that the video speeds massively up before the actual critical point so you can't actually see if there was even a pixel of green just as he hit the peak of his jump as he fires, and the crosshair would be in the way of that anyway.