luckadjusted
CFB Week 4 · 2026

Week 1 2026 · September 5, 2026

Kent State at South Carolina, Week 1 2026: who deserved to win?

South Carolina beat Kent State 57–0, and the replays back it up: with the way both teams actually played, South Carolina wins 10 of 10.

Before kickoff South Carolina was a 99% favorite.

Final

Kent State Golden Flashes 0
South Carolina Gamecocks 57

September 5, 2026 · Williams-Brice Stadium · Closing line: South Carolina −35.5

Luck index 0 South Carolina about even · 0 Kent State

Each team’s own plays from this game, resampled into new drives 4,000 times: with the way both teams actually played, how often does this performance win? How the replay works

Ten replays. Kent State wins 0, South Carolina wins 10.

  1. 1 KENT 23 SC 35
  2. 2 KENT 13 SC 35
  3. 3 KENT 17 SC 44
  4. 4 KENT 7 SC 38
  5. 5 KENT 7 SC 42
  6. 6 KENT 17 SC 55
  7. 7 KENT 3 SC 45
  8. 8 KENT 3 SC 49
  9. 9 KENT 0 SC 49
  10. 10 KENT 0 SC 56

Three other ways to ask

Each answers a different question, so none of them replaces the replay above.

The closing betting line, turned into a probability. What everyone knew before the game.

The line plus what this game showed, weighted by how much one game can tell. It stays close to the line because one game says little.

Every kick, fumble bounce, conversion and judgment call redrawn; everything else fixed. The narrowest view of luck.

How 4,000 replays ended

Kent State wins 0% of them, South Carolina 100%. The line is what actually happened: South Carolina by 57.

Show as a table
Final margin in the replaysShare of replays
Kent State by 17+0.0%
Kent State by 9–160.0%
Kent State by 1–80.1%
Level after regulation0.1%
South Carolina by 1–80.8%
South Carolina by 9–161.6%
South Carolina by 17+97.5%

Where the luck was

What the luck was worth

Every lucky and unlucky play, weighted by the moment it happened: its swing in win probability, added up by kind. A missed kick in a decided game counts for nothing; the same kick at the end of a tie game can be most of a win.

No play in this game swung win probability by luck.

Swings add up across a game, so in one that went back and forth they can pass 100%. On the scoreboard the same luck was worth +11.0 points to South Carolina: the final margin was South Carolina by 57, without the luck South Carolina by 46. Luck shares are the fitted ones (how much of each kind is luck).

Penalties: Kent State 5 for 35 yards, South Carolina 3 for 25 yards

Every accepted flag, in order, and what it did to the helped team’s chance of winning at that moment, including any play it wiped out (points on the scoreboard in grey). A flag in a decided game is worth nothing; one at the turn of a close game can be worth most of a win. Judgment calls count toward luck, pre-snap fouls mostly don’t. How calls are valued

WhenFlagWin probability for
Q1 9:55 False Start on South Carolina, 5 yards · pre-snap 0% KENT +0.4 pts
Q1 8:37 Roughing the Passer on South Carolina, 15 yards 0% KENT +1.1 pts
Q2 13:39 Pass Interference on Kent State, 15 yards 0% SC +0.8 pts
Q2 10:14 False Start on Kent State, 5 yards · pre-snap 0% SC +0.9 pts
Q2 6:45 Illegal Substitution on Kent State, 5 yards · pre-snap 0% SC +0.6 pts
Q2 1:44 False Start on South Carolina, 5 yards · pre-snap 0% KENT +0.8 pts
Q2 0:54 False Start on Kent State, 5 yards · pre-snap 0% SC +0.3 pts
Q4 1:16 False Start on Kent State, 5 yards · pre-snap 0% SC +0.2 pts

When it happened

South Carolina’s chance of winning

Numbers mark the biggest luck moments, listed below.

Our in-game win probability: the score, the value of the possession and the time left, starting from the betting line. Overtime has no clock and is drawn at a fixed width. Shaded above the middle while South Carolina was ahead in it, below while Kent State was.
#WhenWhat happenedWin probability forNext drive
1 Q1 13:55 Kent State converted 3rd & 13rd & 4th downs · 72% expected +0% KENT KENT: Punt
2 Q1 12:12 Kent State was stopped on 3rd & 33rd & 4th downs · 49% expected +0% SC KENT: Punt
3 Q1 10:23 South Carolina converted 3rd & 53rd & 4th downs · 48% expected +0% SC SC: Punt
4 Q1 9:16 South Carolina was stopped on 3rd & 143rd & 4th downs · 26% expected +0% KENT SC: Punt
5 Q1 8:37 Roughing the Passer on South Carolina, 15 yardsJudgment calls +0% KENT KENT: Punt
6 Q1 2:37 Kent State converted 3rd & 33rd & 4th downs · 49% expected +0% KENT KENT: Punt
7 Q1 0:51 Kent State was stopped on 3rd & 93rd & 4th downs · 25% expected +0% SC KENT: Punt
8 Q2 12:41 South Carolina converted 3rd & 63rd & 4th downs · 44% expectedSouth Carolina’s two-point try was good3rd & 4th downs · 46% expected +0% SC SC: Touchdown

Adjust the assumptions

Disagree with how much of a fumble bounce or a pass interference call is luck? Change it and the coin-flip replay reruns in your browser.

Only coin-flips re-rolled

Kent State 0% · South Carolina 100%

Final margin
South Carolina by 57
Luck in points
11.0 for South Carolina
Luck-adjusted margin
South Carolina by 46.0
Replay with same day's form
Kent State 0% · South Carolina 100% unchanged: why
How much of each is luck?

0% treats it as skill, 100% as pure luck. The tick is our fit.

What counts

None by default: our tests measured no carryover after a lucky break. Slide it up to count a break for more than its own swing. Why

Flip a play

Force the other outcome, in this game and in every replay: a made kick becomes a miss, a stop becomes a conversion, a flag goes the other way.

About these numbers

Play-by-play and expected points from CollegeFootballData.com via cfbfastR; win probability from our own model of the score, the possession and the betting line; kicks valued against each kicker’s own record. College play-by-play has no charting of drops or interception-worthy throws and no injury reports, so those kinds of luck aren’t counted here.

Methodology and validation · All Week 1 2026 games · Kent State · South Carolina

More from Week 1 2026

Every week 1 game, 2026