CSGO in 2023 was still a period when desync-based anti-aim was in use. The general idea was to manipulate the networked view and animation state so that there was a discrepancy between the player’s actual orientation and the orientation presented to other clients. It was often described as the “real” and “fake” angles. A resolver would then attempt to determine the opponent’s actual hitbox position, not animation, since the whole point of anti-aim is to separate the hitbox from the animation by manipulating the network view and animation states.
Therefore, whether a particular anti-aim option is preferable depends on what you are trying to achieve and, more importantly, on how that specific cheat implements the anti-aim function (devs can be very bad, it was a time without AI, so devs would paste a lot without thinking, today we call it vibe coding). For example, if a “fake up” pitch configuration occasionally exposes or flicks the real angle upward as part of its anti-aim logic, a good resolver could potentially recognize that pattern, and then this “fake up” will be seen as “real up” a.k.a. a free kill. Thus, “fake down” might therefore appear to be a more reasonable option, but then nothing will be exposed to the enemy, so there will be a smaller chance of the enemy dumping our fake angle. In summary, gosh around and find out.