Website review
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What is CS2UTIL?
CS2UTIL is a browser-based reference site for Counter-Strike 2 utility lineups. Its focus is grenade throws — smokes, flashbangs, molotovs and HE grenades — organised by map so you can look up a specific execute or retake tool instead of scrubbing through video guides.
The site covers standard competitive maps: Dust2, Mirage, Inferno, Nuke, Ancient, Anubis, Train, Cache, Overpass and Vertigo. Utility is browsable by map and by named spot (for example a fast window smoke on Mirage or a Banana combo on Inferno), and there is a filter page for narrowing results to a particular area or side.
Alongside the nade guides, CS2UTIL hosts two reference sections aimed at players who follow the pro scene:
- Pro players — profiles and settings for names such as donk, ZywOo, NiKo, Twistzz, ropz and s1mple.
- Pro crosshairs — copyable crosshair share codes from those players, which you paste into the game's console or settings.
How the lineup pages work
Each nade entry is presented on a 2D map view with multiple throw positions. You select a map, select a nade, then click a position dot to open the throw instructions. The map can be zoomed with the on-screen controls or mouse wheel, and dragged or pinched on mobile. Detail pages carry metadata such as whether a jump throw is required, air time, which mouse button to use, and movement type — the practical details that decide whether a lineup is repeatable under pressure in a real round.
Who it suits
It is most useful to players who already know the maps and want to add specific utility: an entry fragger learning pop-flashes for A-short, an AWPer who needs a reliable outside-cross smoke, or an IGL building a default execute. The pro crosshair section appeals to players who want to test a proven configuration without hunting through streams.
A practical next step
If you are new to lineups, pick one map you play most and learn a single smoke and a single flash from the same area — for example a Mirage window smoke plus a mid pop-flash — then run them in a deathmatch or private server until the throw is automatic. CS2UTIL's per-nade metadata makes it easy to note whether each throw needs a jump or a specific timing before you commit it to memory. For broader CS2 news and match coverage, HLTV is the standard reference.
How do I find a smoke lineup for a specific map like Mirage or Dust2?
Open the map page for the map you're playing, then click a grenade position on the 2D map to see the throw instructions and video. On CS2UTIL, each map (Dust2, Mirage, Inferno, Nuke, Ancient, Anubis, Train, Cache and others) has its own section, and each smoke has multiple throw positions rather than a single fixed spot.
A practical way to use it
- Pick the map from the map list.
- Choose the nade type — smoke, flash, molotov or HE.
- Use the filter page if you already know the area or side you're playing (for example, an A-site execute or a B-rush prevention), instead of browsing every position.
- Zoom with the on-screen controls or mouse wheel; on mobile, pinch and drag.
- Click a position to open the detail page with the throw instructions and video.
Reading the detail page
The metadata is what makes a lineup usable in a real round, so check it before you practise:
| Field | What it tells you |
|---|---|
| Jump Throw | Whether the throw needs a jump — "Yes" means a jump throw |
| Air Time | Seconds from preparation to release; longer times mean you must time it or wait for a moment |
| Mouse Button | Which button to use, including combinations |
| Movement Type | How you should be moving when you release |
If you're learning Mirage first, start with one execute smoke and one defensive utility rather than a dozen lineups. A common beginner's mistake is memorising ten smokes and then not being able to stand in the right spot under pressure; two reliable throws you can hit every time are worth more.
Choosing between maps
Dust2 and Mirage reward a small, well-drilled set: on Mirage, mid control and A-site executes; on Dust2, long and B-site entries. Utility-heavy maps like Inferno and Nuke need more preparation before they pay off, so treat them as a second step once your basics are consistent.
For crosshair and player settings, the site also lists pro profiles and crosshair codes — useful if you want to test a pro configuration, though a crosshair is a personal preference and copying one won't fix poor spray control.
If you want a second reference for the same lineups, Total CS:GO also covers nade guides by map.
What do the metadata terms like Jump Throw and Air Time mean in a nade guide?
Jump Throw tells you whether the throw must be released mid-jump. In CS2 this usually means binding jump and attack to one key so the grenade leaves your hand at the top of the jump every time. Air Time is how long the grenade is in the air before it lands, measured in seconds. A short air time means the nade lands almost immediately after release; a longer one means you are throwing across the map and may need to wait for a timing window or account for the extra travel. Mouse Button is simply which button throws the nade (left, right, or a combination), and Movement Type describes whether you stand still, walk, run or jump before releasing.
Why these terms matter in practice
A lineup is only repeatable if you control all of these variables. Two players can stand on the same pixel, aim at the same spot, and still get different results if one jump-throws and the other doesn't, or if one releases a fraction of a second earlier. The metadata exists so you can reproduce the throw exactly rather than guessing from a video.
- Jump Throw: Yes — bind a jump-throw key; a normal standing throw will fall short.
- Jump Throw: No — a plain throw works, but moving or jumping will usually ruin it.
- Long Air Time — useful for delaying a push or landing utility where you can't see the target; harder to time against fast opponents.
- Short Air Time — good for reactive or retake utility where you need the nade to land now.
- Movement Type — a run-throw lineup breaks the moment you stop moving, so note whether you need momentum.
A concrete example
Say you want the fast window smoke on Mirage so your team can take mid control early in the round. You pick the lineup, check the metadata, and see it needs a jump throw with a moderate air time. You bind your jump-throw key, line up the crosshair, jump, and release. If you instead stand and throw, the smoke lands short and the window stays open — the enemy AWPer keeps mid locked down. The metadata is what turns a video clip into something you can actually repeat under pressure.
Next step
Pick one map and one nade you use every game, then practise it until the metadata becomes automatic — you should know before you throw whether it's a jump throw and roughly how long it hangs. For a broad set of map-by-map lineups with these details attached, see CS2UTIL.
How can I copy a pro player's crosshair settings from CS2UTIL?
Open the Pro Crosshairs section on CS2UTIL, find the player whose setup you want, and copy the share code shown next to their name. In CS2, open Settings → Game → Crosshair, click Share or Import, paste the code, and confirm. Your crosshair updates immediately.
The page lists codes for players such as s1mple, ZywOo, Twistzz, NiKo, donk, and device. Each code is a single string in the CSGO-xxxxx-xxxxx-... format, so you do not need to retype individual settings like size, gap, or color.
A practical test routine
- Copy the code and import it in a private lobby or deathmatch.
- Play 10–15 minutes of aim practice before deciding.
- If the crosshair feels too small or too cluttered, adjust one variable at a time — usually size or gap — rather than switching to another pro code.
Worth knowing
A pro crosshair reflects that player's resolution, monitor, and role. An AWPer's thin crosshair may suit long-range holding, while a rifler's thicker one can be easier to track with during sprays. If you play on a different aspect ratio or resolution, the same code can look noticeably different on your screen.
For map-specific utility to pair with your new crosshair, CS2UTIL also organizes smoke, flash, molotov, and HE lineups by map, including Dust2, Mirage, Inferno, Nuke, Ancient, Anubis, Train, and Cache. You can browse the full set at CS2UTIL.
What are some common smoke and molotov lineups for Banana on Inferno?
For Inferno's Banana, the most useful lineups are the ones that let you take or hold the lane without exposing yourself. On CS2UTIL, the Banana entries listed are a combo nade (used to prevent a T-side rush into B) and an Outside Cross Smoke (used to cross safely toward Secret). Those two cover the main Banana jobs: stopping an early rush and getting past the CT-side crossfire.
Common Banana utility and what each is for
- Combo nade (smoke + molotov/HE): thrown early to slow or deny a T-side rush down Banana. Timed with teammates, it can stall the push long enough for a CT rotate or a B-site stack to form.
- Outside Cross Smoke: blocks the long sightline from the Banana/logs area toward Secret, letting a player cross into Apartments or Secret without being picked. This is the smoke CTs and lurkers use most.
- Molotov/incendiary: best used to clear close corners and force a T out of the sandbags/logs area, or to deny a plant position late in the round. It also buys time when you are retaking rather than holding.
How to choose
| Situation | Better choice |
|---|---|
| T-side executes early, you need to delay | Combo nade at the top of Banana |
| You need to cross to Secret or Apartments | Outside Cross Smoke |
| Clearing close corners or denying a plant | Molotov/incendiary |
| Retaking B with limited time | Flash plus molotov, then push with a teammate |
Practical next step
Open the Banana section, pick the map view, and click each nade position to see the throw instructions and video. Check the metadata before you practice: Jump Throw tells you whether a jump is required, Air Time tells you how long the throw takes, and Movement Type tells you if you need to run, walk or stand still. Practice each lineup in a private server until the release point is automatic, then test it in a real match — a lineup you cannot throw under pressure is worse than a simple flash and push.
How do I use the filter page to find utility for a specific area or team?
The filter page narrows the map's full lineup list down to throws that match a specific area (like A-Short, Banana, or Outside) or a specific team side (T or CT). Instead of scanning every nade on a map, you set the filter and the site shows only the relevant throws, each still clickable to view its detailed instructions and video.
How to use it in practice
- Open a map from the map list (Dust2, Mirage, Inferno, Nuke, Ancient, Train, Cache, Anubis, Overpass, Vertigo).
- Switch to the filter page for that map.
- Set the area and/or team you care about — for example, "Banana" plus T-side on Inferno.
- Click a nade position on the 2D map to open its detail page.
- Use the metadata on that page to judge whether you can actually throw it: Jump Throw (yes/no), Air Time (seconds from prep to release), Mouse Button, and Movement Type.
Choosing between area and team filters
| Your goal | Better filter | Why |
|---|---|---|
| Executing a site take with your team | Area | You want every smoke, flash and molotov that lands on that site or approach |
| Playing one side of a map consistently | Team | Keeps only the utility that side realistically buys and throws |
| Learning a single role, e.g. anchor | Team + area | Avoids clutter from positions you'll never hold |
| Practising one specific trick | Direct search on the map | Filters are for sets of throws, not single lineups |
A concrete scenario
You're the B anchor on Mirage and want utility you can actually use before a rush arrives. Filter to CT side and the B area, then work through the results — a retake flash and a molotov that lands behind the site are more useful to you than any T-side execute smoke. Check Air Time on each: a long prep time is fine when you're set up early, but a short one is what you want if you're reacting to a call.
Next step
Pick your most-played map, filter to your usual side, and save or note three throws you can hit reliably. Test them in a private server before using them in a match — a lineup you can't reproduce under pressure isn't worth memorising. For broader reference material, CS2UTIL also lists pro player profiles and crosshair codes if you want to compare setups alongside your utility practice.
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