A Site Entry Pop Flash from A Main
Pop flash onto A site on Ancient from A main. Blinds any CT holding the site so your team can push through the chokepoint safely.
easy T-Side run-throw right click a-siteentrypop-flash
Steps
- From A main, push forward through the corridor until you are near the exit that opens onto A site. Position yourself against the right wall, a few steps back from the opening.
- Equip your flashbang and hold right click (underhand throw). Do not release yet.
- Start running forward toward the A site exit at full speed, keeping to the right wall.
- As you are about to clear the corridor exit and step into the open A site area, release right click to toss the flash forward.
- The flash pops at head level just outside the corridor, blinding any CT holding the A site from the pillar, donut, or the back of the site. You emerge right behind the flash with full vision.
Tips
- A main on Ancient is one of the longest corridors in CS2, making the exit onto A site extremely dangerous. This pop flash gives CTs zero time to react as you step out, turning a deadly chokepoint into a winnable fight.
- The underhand throw while running causes the flash to detonate almost instantly. CTs cannot turn away in time, which is the key advantage of a pop flash over a regular thrown flash.
- Your teammates behind you in A main will not be flashed because the flash pops ahead of you in the open.
- After the flash, immediately check the closest angles first - the corners near the corridor exit. Then clear donut and the pillar area.
- Pair this with the A main smoke for maximum effectiveness. The smoke blocks the deep angle while the flash blinds anyone playing close to the exit.
- This is especially strong on eco/force rounds where your team rushes A main together. Armor + flashbang is often enough to win the opening fight.
When to Use
Use this flash when your team is pushing through A main onto the site:
- A site entries - pop flash out of A main to blind the site defenders as you push through
- Full A executes with smoke and flash support to take the site cleanly
- Eco rounds where your team rushes A and needs to close the distance safely
- Anti-AWP plays - the pop flash counters any CT AWPing the A main exit by giving them no time to scope
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