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Xbox Smoke from T Spawn

The most essential Dust 2 smoke: land the Xbox smoke from T Spawn to block the CT AWP and enable safe catwalk and mid pushes.

easy T-Side jump-throw left click midxboxexecuteessential

Steps

  1. From T Spawn, walk to the right side and back yourself into the corner where the wall meets the angled surface. Your back should be firmly wedged into the corner.
  2. Look up at the rooftops. Find the antenna/pole that sticks up above the building directly ahead of you.
  3. Place your crosshair just below the very tip of the antenna - roughly one crosshair-width below the top. You want to be on the antenna itself, not the sky beside it.
  4. Use your jump throw bind (hold left click, then press your jump throw key). A bind is critical here - manual jump throws are inconsistent.
  5. The smoke arcs over the buildings and blooms perfectly on top of the Xbox box in mid, creating a tall smoke wall that completely blocks CT vision through mid doors.

Tips

  • This is THE most essential smoke on Dust 2, period. You should throw it at the start of nearly every T-side round. Without it, the CT AWPer has a free pick on anyone crossing mid.
  • The smoke blocks the mid doors gap from the CT side, meaning CTs cannot see from CT mid into T spawn/lower tunnels. Your team can safely cross from T spawn toward lower tunnels or push up catwalk.
  • If the smoke lands too far to the left (on the ground instead of on Xbox), your crosshair was off the antenna. If it lands too far right, you were not backed into the corner tightly enough.
  • In CS2’s sub-tick system, this lineup works consistently without tick-rate concerns. Practice it a few times offline and it will become second nature.
  • The smoke takes about 3 seconds to bloom after throwing. Account for this timing - throw it immediately at round start so it is in place before CTs set up their AWP.
  • Jump throw bind for CS2: bind your preferred key to +jump; -attack; -attack2; -jump in your autoexec or use the in-game keybind menu.

When to Use

Throw this smoke at the start of virtually every T-side round. It is fundamental to:

  • Catwalk/short pushes - without the Xbox smoke, the CT AWPer picks off anyone climbing cat
  • Mid-to-B splits where players go through mid and into B tunnels from behind
  • Default rounds where you need a player to safely lurk mid or gather information
  • Crossing from T spawn to lower tunnels - the Xbox smoke makes this crossing completely safe
  • Early round map control - even if you do not push mid, the smoke denies the CT AWP a free pick and forces them to reposition

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