What the Metadata Terms on CS2UTIL Lineup Pages Mean
Updated
On a CS2UTIL lineup detail page, the metadata tells you how to execute the throw: Jump Throw says whether you must jump as you release, Air Time is the seconds from preparation to release, Mouse Button is which button to press (left, right, or a combination), and Movement Type describes the movement the throw requires. Read these four fields together before you practice a lineup — they define the input, not just the result.
The four core fields
| Term | What it tells you | How to use it |
|---|---|---|
| Jump Throw | Whether you need to jump while throwing. "Yes" means jump throw. | Bind a jump-throw key so the jump and release happen together; a mistimed jump throw usually lands short or long. |
| Air Time | The time (in seconds) from preparation to release. | Longer times mean you wait or time the release against a specific moment. Shorter times mean a quick, near-instant release. |
| Mouse Button | Which mouse button to use — typically left, right, or a combination. | Match the button exactly. A left-click vs. right-click throw changes the arc and where the nade lands. |
| Movement Type | The movement needed for the throw. | Set up your movement before releasing; the throw assumes that motion. |
Why these fields matter together
A lineup is only repeatable if you reproduce the same inputs. Two players can stand on the same spot, aim at the same pixel, and still get different results if one jump-throws and the other doesn't, or if one releases after a longer air time. The metadata exists to remove that ambiguity — it converts a video into a set of instructions you can copy.
For example, a smoke labeled with a jump throw and a short air time is a fast, mechanical throw: you jump and release almost immediately. A molotov with a longer air time and a specific movement type is the opposite — you move in a set direction and delay the release to hit a precise spot. Treating them the same way is the most common reason a lineup "doesn't work."
Reading a lineup page step by step
- Select the map from the map collection to narrow down to the utility for that map.
- Select a nade from the 2D map — each nade has multiple throw positions, so pick the one that matches your situation.
- Zoom and position using the control buttons in the top-right corner or the mouse wheel; on mobile, pinch or drag with two fingers.
- Click a nade position on the map to open the detailed throw instructions and video.
- Check the metadata — jump throw, air time, mouse button, movement type — before you practice.
- Use the filter page to quickly find lineups for a specific area or team.
Common spots and popular nades as examples
CS2UTIL groups lineups by map and by common spots, which is useful for seeing how metadata plays out in practice. Examples from the site include:
- Fast Window Smoke — a quick-execute smoke where timing is tight.
- Mid A Short Pop-Flash — a flash meant to be thrown fast to catch A-Short.
- Banana Nades Combo — a set of utility to prevent a T-side rush on B.
- Outside Cross Smoke — utility to cross safely to Secret.
- Under Balcony Molotov (Dust2), B-doors fast smoke, B Lane Molotov, and From Short Lower tunnels retake flash.
Notice how the names themselves signal the metadata: "fast" smokes pair with short air times, "pop" flashes with quick releases, and "retake" flashes with a specific movement into position.
Practical tips
- Bind jump throw. If a lineup says jump throw "Yes," a dedicated bind removes the timing error.
- Practice air time separately. If a throw keeps landing wrong, the air time is usually the culprit — count it out until it's consistent.
- Match the mouse button exactly. Don't substitute left for right click; the arc differs.
- Reproduce the movement. If the movement type calls for a strafe or a step, do it before releasing, not after.
- Use the video alongside the metadata. The video shows the result; the metadata tells you the inputs that produce it.