Ultimate Dust 2 Smoke Guide - New Smokes!
Tue 12th May 2020 - 7:42pm
CS:GO is one of the oldest popular esports, and as such, Dust 2, the most iconic map in all of gaming, has existed in one form or another for longer than at least a few of the players of CS:GO. It is hard to come up with anything new on a map that has weathered the storm of time as Dust 2 has. However, recent changes to B and in general the attempt to find something new outside of B has helped to inject this smoke guide with new and fresh smokes and approaches that will help everyone - be it a pugger or a team - in improving their utility on Dust 2.
You'll find classic, proven smoke line-ups, as well as new in this guide, a guide that will also tell you when you'll likely find success with said line-up and how difficult the smoke is. On top of that, you'll also find a pro and con list about every line-up, further helping you understand what the line-up exactly is about.
T-Spawn to X-Box
Difficulty: Easy (with jumpbind/double-key jumpbind)
Dos and Don'ts: Especially useful in the earlier sections of a round, this smoke can also be used later in the round, although I wouldn't advise using this smoke when you're below forty seconds, as you still need to cover the entire way from Top Mid to Short to A, eating a good portion of the time you still have to plant.
- One of the most crucial smokes in all of Dust 2
- Good for fakes or making the CTs nervous about Short
- Great for A split
- Good for taking attention away from Long when you're not planning on going Short anyway
- Good for defaults
- People like to counterplay this smoke with mollies and HEs, making it dangerous to always go Short early round
- X-Box smoke often signals the CTs that they have a good chance of pushing Tunnels, so keep an eye on that
T-Spawn to Long Corner
Difficulty: Easy (with jumpbind/double-key jumpbind)
Dos and Don'ts: Similar to the X-Box smoke, this smoke shows its fullest potential in the early round when the CTs can't be in Pit without crossing paths with your Long entry, you can still limit the angles you need to cover when going out Long in the later sections of the round. A useful smoke to bait out utility since most CTs like to contest long and try to counterplay with their own grenades.
- Easy, loose line-up
- Fast and safe
- Allows you to take mapcontrol quickly or slowly
- Allows you to rush A more easily
- Great for fakes
- Enormous bait-out-utility potential
- With a bad spawn, the smoke lands only when all of your entries are dead already
- A smoke won't stop bullets, so a CT with a good line-up will spray your entries down nonetheless
T-Spawn to Long Cut-Off
Difficulty: Easy (with jumpbind/double-key jumpbind)
Dos and Don'ts: Good early-mid round combination, will increase your chances of successfully taking A-Long tremendously, adding a bit of a curveball to when you're unsuccessful at stopping the Pit cross in your Long rush.
- Pretty fast
- Stops almost any aggression from Long to Double-Doors
- Isolates the (potential) Pit player
- CTs will be tempted to try their luck and flash through the smoke
- You can get sprayed down
Long to CT (Deep)
Dos and Don'ts: A standard smoke to have your Short players cross into CT either to kill the players inside CT or to creep up past Elevator and create a three angled approach to A-site, also useful for crossing with a flash. Fairly good smoke for a lurk to fake A, too.
- Not too dangerous
- Easy and relatively fast line-up for fast-paced rounds
- Good for faking (if you have a lurk in place at A)
- If you use this as a cross smoke, you can get spotted pretty easily
- CTs know about the Short drop and like to catch the Ts when they're still in the air
- With bad timing, you can get peeked from Long, especially if you're faking as the lurk
Long to Cross
Dos and Don'ts: Useful for your standard A-site execute, either with or without Short presence.
- Not too hard
- Can be useful in a fast A go
- Pretty safe, unless you're facing aggressive CTs
- You'll need to jump on the right side of the Smoke since covering the entire cross takes two smokes
- CTs love to flash through that
Mid-to-B (in CT)
Difficulty: Very Easy
Dos and Don'ts: After taking a minimum of Mid control, spamming Mid doors and checking the front part of Short, you can take out your knife to cross behind the X-Box or ask for a Flash to cross and safely line this one up, making an entire B-site split possible with literally one smoke, especially useful in the middle and late parts of a round.
- Incredibly easy
- Opens up many different ways to play out the round afterwards since it's a good fake
- A crucial smoke for splitting B
- Good for just pressuring Mid, too
- Tends to be more useful when the CTs are at least a man down, since they can't afford to keep a player in Mid and one in CT at the same time, not allowing them to split your attention too much
- Even if he's flashed, the AWPer can still hit a lucky shot on you crossing
- Since this smoke is visible early and bounces a few times, CTs are likely to arrive and help their teammates out
Mid-to-A (in Front of B)
Dos and Don'ts: Safe once you've taken the necessary Mid control, you'll be able to cross Mid to A through CT, surprising most teams with your curveball. This also opens up the possibility of a fake and actually going through the smoke to B, keeping your options open and allowing you to react according to the way the round goes.
- Good for the middle section of a round
- No need for any support utility to get in position unless the CTs are aggressive Short
- Will tell some CTs to instantly push Tunnels, so try to include that in your calculations
- You'll still be visible for a player in Window and on top of the boxes in front of B-Door
Tunnel to B-Door
Difficulty: Easy-Medium (you need to be precise)
Dos and Don'ts: Once you're in position, there is really nothing stopping you from blocking off B-Door before you even exit Tunnel, giving you a severe advantage against the one or two CTs stuck on B without backup, especially if someone mollies Window.
- Once you crossed, you're safe
- Good for baiting out utility from the B players, especially if you also throw a flash, probably wasting more CT utility than your $600
- Cuts off the classic sniper angle from Mid to B, allowing you to cross more safely
- Can make the difference between planting fast or not
- Gives the CTs a tell of what you're up to
- If you throw this one too early with the intention of taking B, a molly isn't unlikely to stop you dead in your tracks
Tunnel to Car
Dos and Don'ts: This one will help you get out of Tunnel, you just have to keep in mind to check the left part of the car and not forget that someone may be hiding inside or behind the smoke, waiting for it to fade while your attention is elsewhere
- You can molly behind it
- Can be quickly set-up when a mid-round call asks for a B go
- Probably hasn't seen too much action yet, allowing you to confuse and surprise the enemies
- Depending on the spread of the smoke, you create a one-way for the CTs behind the car
- CTs can just hide inside of the smoke
Tunnel to Snipers Nest
Dos and Don'ts: Perfect for all kinds of B rounds, this one is especially useful against teams putting great emphasize on double AWPs, making it likely that an AWP is placed in Snipers Nest. Don't throw this one too early unless you know that the AWP rushes into that position since that tends to be a mid-late round position.
- Safe line-up
- Great curveball without even showing yourself
- Good for fakes in low number situations like 3v3
- Takes away a strong position for an AWP
- Probably won't bait out utility unless you've already shown what you can do with this smoke before
- The CT can jump up on the boxes to his left and has a one-way, depending on the spread of the smoke
Onsite A Smoke
Dos and Don'ts: When you don't stand too far up Short as I did in the first few seconds of the video, you'll be safe when you're throwing this smoke, eliminating the headshot position Slope, making it easier for you to enter A Site, especially with Long presence.
- Easy to throw
- Safe, unless you walk out in the open accidentally
- Limits the number of possible angles the CTs can use to stop you from entering A
- Good in the late parts of the round, where there isn't a smoke or molly left to keep you out of A
- Easy to misjudge how far up you're into Short
- A CT may be closer to Short than you think, making you a free kill either way
Difficulty: Very easy
Dos and Don'ts: This loose line-up allows you to cross B without giving away too much information, not making it impossible to kill you, but impossible to count the number of bodies crossing to B, so it's only useful in the earliest sections of a Round
- Very easy
- Great for keeping B ambiguous, allowing you to constantly mix it up if you throw it every round
- You can still get sniped through the door, making it even more infuriating
- It'll happen more than once that you'll get blocked when throwing this smoke (please communicate with your teammates)
Mid to Tunnel
Dos and Don'ts: Throwing this smoke will allow for your B anchor to hold on to his precious utility until it's getting late or dangerous, allowing you to keep the numbers on B low without compromising on the effectiveness of the hold.
- Easy and fast line-up, once called
- You're relatively safe if you check Mid a bit deeper beforehand
- Allows B to hold onto its utility longer
- Can fake that you have a higher number of players on B than there actually are
- If the Ts enter CT-Mid in the exact moment you turn away, you're a free kill (and tilted)
B to Tunnel Re-smoke Deep
Difficulty: Easy (with a smoke crosshair)
Dos and Don'ts: This may seem weird at first and I can imagine you're thinking "why not just yeet the smoke into Tunnels and instead throw such a complicated line-up?", but this smoke specifically always allows you to molly into Tunnels if the Ts use a line-up to smoke in front of Tunnels, stopping their B-take unexpectedly for them. If they just flash and don't use any smoke, you'll be able to peek into them all bunched up in tunnels for a solid two meters, not allowing them to rush left and right yet.
- Fast set-up time once you're behind Bigbox
- You're safe when throwing this smoke
- Good for luring the Ts into executing and stopping them with an incendiary grenade or an HE grenade combination
- Gives away your position if a T is already peeking B
- The travel time is way too long to smoke B off once the Ts initiate their execute
- If you have a bad spawn and the Ts a good one, an AWP may wait for you to jump to Bigbox
B to Tunnel Entrance
Difficulty: Medium-Hard (with a jumpbind/double-key jumpbind)
Dos and Don'ts: Useful in the mid-late rounds, when you're trying to gain intel about the enemy team, but also viable as an early-round smoke for fast-paced B aggression, limiting the number of angles you need to worry about. If you get a read on the enemies that they're only playing one outside of Tunnel in the default, this smoke will force them to adjust or you'll just take the T outside of Tunnel out of play.
- Safe throwing position
- Great off-beat smoke that utilizes the newly opened skyboxes above Tunnel
- Good for aggression
- Especially useful if they Ts like to sit farther back
- There are still plenty of angles in Tunnel to worry about
- If you aren't fast enough, the T in front of Tunnel may enter through the smoke before you're even in Tunnel
Car to Double-Door
Dos and Don'ts: With this loose line-up, you're able to re-smoke or smoke off Double-Doors without putting yourself in danger, blocking off the only direct entrance to Long for the Ts.
- Great for retaking A-Long and Pit in the mid-late round
- Especially good if you're the one smoking and afterwards flashing above Long and you have a CT ready at the corner
- You can get peeked by Short if you don't have Mid control
- If the Ts are already out and gaining ground instead of holding, you may get caught out pretty easily after throwing this smoke
Elevator to Short Cut-Off
Difficulty: Easy (with a jumpbind/double-key jumpbind)
Dos and Don'ts: Great for early and mid-rounds, you're giving your Short players an extra bit of utility to keep the T aggression at Short at bay, further eating away time from them once the smoke finally fades, since they have no info about what is or isn't behind said smoke.
- Easy and safe to throw
- Great supportive smoke
- Allows for the Short players to hold onto their utility longer
- If you don't need the utility on Long, they're not better spent anywhere on the map than Short, especially if you have a lot of trouble with Mid control
- Depending on the timing, the Ts may rush through without much trouble
- A nadestack may catch your Short player off-guard behind the smoke
- The same goes for molotovs
Try to Be Unpredictable
It is not enough to learn a few smokes and to use them forever in the same situations all of the time. There are always niche situations where smokes that are mostly useless in certain situations, can become useful in a similar one later on. This is just one of the reasons why your nade variety should be big since you want to be prepared for every case possible. On a similar note, try to not to be predictable. Don't throw the same three smokes at the same timings in the same plays, since this will allow the enemies to counterplay you easily or to bleed you dry before they even use a single bit of utility. Switch it up to be as unpredictable as possible!