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Grenade Lineups in CS2: How to Learn Smokes and Flashes

Lineups are pre-learned spots and motions from which a grenade always lands in the same place. They turn a random throw into a tool: a smoke blocks vision, a flash blinds the enemy, a molotov burns him off a position. This guide covers why lineups matter, how to practice them properly with a practice config and a jumpthrow bind, and how typical lineups work on popular maps. Commands and values are the same for everyone; only the explanations are translated.

Why lineups matter

A grenade thrown at random hurts your team more often than it helps. A learned lineup gives a predictable result: the smoke lands exactly where it is needed, the flash blinds the enemy rather than a teammate, and the molotov blocks the exact entry you want.

Lineups save your team's time and resources and create a numbers advantage: a single player with a smoke and a flash can shut down a whole direction, freeing the rest to enter the site.

Start with a basic kit of 3-5 key lineups for one side of a map instead of trying to learn everything at once.

  • Smoke - blocks vision and lines of fire, splitting the map into safe corridors.
  • Flash - temporarily blinds the enemy before an entry or peek.
  • Molotov / Incendiary - deals damage and blocks passages and positions, burning out dug-in enemies.
  • HE grenade - finishes enemies behind smoke or on low HP and breaks the opponent's lineups.
  • Decoy - mimics gunfire and draws attention away.

Setting up a practice map

Lineups are easiest to learn in a single-player game with developer cheats enabled. This lets you see the grenade's trajectory, instantly repeat it, teleport around the map, and try throws endlessly without buying.

Launch the desired map locally (via the console with map de_mirage and similar) and apply the practice config below. Save it as practice.cfg in the game's cfg folder and call it with exec practice.

sv_rethrow_last_grenade instantly repeats the last throw from the same spot - the fastest way to polish a lineup. cl_grenadepreview 1 shows the expected trajectory even before you throw.

  1. 1Open the developer console in the game settings (Game - Enable Developer Console - Yes).
  2. 2Launch the desired map locally: type map de_mirage in the console (or de_dust2, de_inferno).
  3. 3Run exec practice or manually enter the commands from the config below.
  4. 4Use sv_grenade_trajectory_enable 1 to see the grenade's flight path, and noclip to move around the map.
  5. 5Practice the lineup until you have memorized the anchor spot, the aim reference, and the throw type by heart.
// practice.cfg - config for practicing lineups
sv_cheats 1
sv_infinite_ammo 1
ammo_grenade_limit_total 5
mp_warmup_end
mp_freezetime 0
mp_roundtime 60
mp_roundtime_defuse 60
mp_buytime 9999
mp_buy_anywhere 1
mp_maxmoney 60000
mp_startmoney 60000
mp_restartgame 1
bot_kick
// visualization and practice helpers
sv_grenade_trajectory_enable 1
sv_grenade_trajectory_time 10
sv_grenade_trajectory_dash 0
cl_grenadepreview 1
sv_showimpacts 1
sv_infinite_ammo 1
// quick binds
bind "kp_ins" "sv_rethrow_last_grenade"
bind "kp_del" "noclip"
bind "f" "give weapon_flashbang"

Setting up a jumpthrow bind

Many long-range smokes require a jump throw: the grenade has to be released exactly at the peak of the jump. Doing this consistently by hand is nearly impossible, so a jumpthrow bind is used - a bind that jumps and releases the grenade at the same time.

In CS2 the built-in mechanic is enough for many players, but the classic alias-based bind still works and gives a perfectly repeatable throw. Hold left mouse for the grenade and press the bound key - the character jumps and throws on its own.

If a lineup needs a jump plus forward movement (a running jumpthrow), run forward and then press the bind - the bind itself only handles the jump and release.

  1. 1Add the lines above to autoexec.cfg or run them in the console.
  2. 2Stand at the lineup's anchor spot and aim at the reference.
  3. 3Hold left mouse (for a normal throw) - the grenade is ready in hand.
  4. 4Press the bound key (alt in the example) - the character jumps and releases the grenade at the right point.
  5. 5For lineups without a jump, simply throw with a normal click without the bind.
// jumpthrow bind via alias - put in autoexec.cfg or the practice config
alias "+jumpthrow" "+jump; -attack; -attack2"
alias "-jumpthrow" "-jump"
bind "alt" "+jumpthrow"

How to learn a lineup correctly

Every lineup has three parts: the anchor spot (where to stand), the aim reference (which object or pixel to aim at), and the throw type (normal, jump, with a step, or crouched). Memorize all three and you can repeat the throw in any match.

Learn one lineup per session and bring it to automatic before moving on. It helps to anchor to stable references on walls and textures rather than to temporary objects.

Write down your lineups or take screenshots of the spot and reference so you can quickly refresh them before a match.

  1. 1Stand on the anchor spot - usually a corner, the edge of a box, or a specific line on a texture.
  2. 2Aim precisely at the reference (a wall ledge, a roof corner, a pixel on the skybox).
  3. 3Choose the throw type: left click (long), right click (short soft), both at once (medium), with a jump (jumpthrow).
  4. 4Throw and check the result by the sv_grenade_trajectory path.
  5. 5Repeat with sv_rethrow_last_grenade 5-10 times until the throw is consistent.
  6. 6Lock the lineup in during deathmatch or a retake against live players.

Typical smokes and flashes on Mirage

Mirage is one of the most popular maps, and a basic grenade kit here is mandatory at any level. On the CT side the key smokes block entries to both sites; on the T side they open a safe entry.

The descriptions below are conceptual: take precise pixel references from videos and built-in lineup maps, since they depend on the current version of the map.

Mid control is critical on Mirage: a window smoke plus a flash often decides the round before you even enter the site.

  • A smoke on the attacking side for A - blocks vision from CT and the spawn side when entering A through Palace and Tetris.
  • Jungle and Stairs smokes - cut off rotations and lines of fire while controlling mid and the A entry.
  • Flash through Window - blinds defenders at Connector and mid during a mid push.
  • B smoke (through Apartments) - covers Market and the CT approach, giving a safe entry to B.
  • Molotov on B Apartments and Default - burns out the plant spot and slows the retake.

Typical smokes and flashes on Dust2

Dust2 is a classic map with long straight sightlines, where smokes and flashes decide the fights for Long A, Mid, and the push to B. The basic lineup kit here is simple but very effective.

As on Mirage, take specific references from current guides for the present version of the map; below is the logic of how they are used.

On Dust2 a CT-cross smoke is almost mandatory on any A entry - without it players are easily picked off from CT spawn.

  • Long A smoke (Long Corner / Blue) - blocks the corner and the cross, letting you take Long safely.
  • CT Cross and A-site smokes - cut the rotation and lines of fire when entering A.
  • Flash over Long and through Catwalk - blinds players holding Long and the A entry.
  • Mid smoke (Xbox / Mid Doors) - blocks the AWPer's vision and mid control.
  • Molotov on B Tunnels and the B plant - slows the entry and burns defenders out of the corner.

Typical smokes and flashes on Inferno

Inferno is a map of tight passages where grenades matter especially: without smokes and molotovs, entering the sites turns into suicide. Lineups for Banana (the route to B) and the entries through Apartments and Arch to A are highly valued here.

Below is the usage concept; take pixel lineups from videos and trainer maps, since Inferno often receives geometry tweaks.

On Inferno a molotov is often more important than a smoke: it blocks the narrow passages and breaks an early Banana push.

  • Banana smoke (CT smoke) - blocks the top of Banana and helps take control before entering B.
  • Molotov on Banana - burns out rushing enemies and slows the opponent's early control.
  • CT and Coffins smokes on the B entry - cut the rotation and lines of fire from CT.
  • Library and Arch smokes on the A entry - block defenders' vision and crossfires on the site.
  • Flash through Apartments and Arch - blinds players holding the A site entry.

Where to learn lineups

Besides practicing on your own in a practice config, there are ready sources of lineups that save time and give proven references. Combine them with your own training via the jumpthrow bind and sv_rethrow_last_grenade.

The best strategy is to learn a compact set of current lineups for your favorite maps and repeat them regularly in warmup, rather than hoarding hundreds of lineups that get forgotten.

After map updates always re-check your lineups: geometry tweaks can shift a smoke or break a lineup.

  • Workshop maps with built-in lineups (for example, the Yprac series for Mirage, Dust2, Inferno) - they show the spot, reference, and trajectory right in the game.
  • YouTube video guides for the current version of the map - handy for understanding the usage context.
  • Lineup database sites and apps - they filter by map, grenade type, and side.
  • Your own practice config - the final drilling and locking in of muscle memory.

Frequently asked questions

What is a lineup in CS2?+

A lineup is a pre-learned combination of an anchor spot, an aim reference, and a throw type from which a grenade always lands in the same place. Thanks to this, a smoke, flash, or molotov reliably hits where you need it in any match.

How do I enable the grenade trajectory for practice?+

In a local game run sv_cheats 1, then sv_grenade_trajectory_enable 1 (you can add sv_grenade_trajectory_time 10). The grenade's flight path will be visible after a throw. The command cl_grenadepreview 1 shows the expected trajectory even before you throw.

How do I make a jumpthrow bind in CS2?+

Add to autoexec.cfg: alias +jumpthrow +jump;-attack;-attack2 and alias -jumpthrow -jump, then bind alt +jumpthrow. Hold left mouse for the grenade and press the bound key - the character jumps and releases the grenade at the peak.

How can I quickly repeat the same throw during practice?+

Use the command sv_rethrow_last_grenade (handy to bind to a key). It instantly repeats the last throw from the same spot with the same parameters, letting you drill a lineup dozens of times in a minute.

How many lineups does a beginner need to know?+

A basic kit of 3-5 key lineups for each favorite map and side is enough: the main entry smokes, one or two flashes, and a molotov on the plant. It is better to bring these to automatic than to know a hundred lineups superficially.

Where do I get current lineups for Mirage, Dust2, and Inferno?+

Use Workshop maps with built-in lineups (for example, the Yprac series), video guides for the current version of the map, and lineup databases filtered by map and grenade type. After map updates, always re-check your throws.