🟢 Verified Guide • Valve Source 2 Lineup Engineers • 7 min read

CS2 Lineup Guide: Sub-Tick Jumpthrow Binds, Pitch Angles & Smoke Trajectories

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Published by Valve Source 2 Lineup Engineers • Updated for 2026 Season

📋 Step-by-Step Instructions

Step 1: Create a Zero-Delay Sub-Tick Jumpthrow Autoexec Alias

Open your `autoexec.cfg` in `csgo/cfg/` and add the following four lines: `alias "+ja" "+jump"; alias "+ta" "-attack; -attack2"; alias "-ja" "-jump"; bind "v" "+ja; +ta"`. This executes jump and grenade release on the exact identical sub-tick frame with zero millisecond variance.

Step 2: Understand Pitch and Yaw Angle Mechanics

Type `cl_showpos 1` or check your camera coordinates in practice mode. Pitch represents your vertical angle (-89° to +89°) and Yaw is your horizontal angle. Even a 0.20° difference in pitch causes a high-arcing smoke to miss its landing geometry by over 2 meters.

Step 3: Execute Pixel Alignments on Mirage Window from T-Trashcan

Walk into the T-Spawn corner trashcan. Aim at the top right corner of the wooden window railing (Pitch -34.80°, Yaw 114.20°). Trigger your single-key jumpthrow bind. The smoke hits the window sill and plumes fully inside, blinding the sniper nest without leaving top or bottom gaps.

Step 4: Master Run-Jumpthrow W-Tap Step Timings

Certain deep lineups (like Ancient B Donut or Inferno Coffin from deep banana) require forward momentum. Tap your W key for approximately 150ms to gain 100+ units of forward velocity before triggering the jumpthrow bind to project the grenade across the skybox.

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❓ Frequently Asked Questions

Why do pro players still use a jumpthrow bind in CS2?

While CS2 introduced a built-in jumpthrow grace window (indicated by an audible player grunt), manual execution still introduces small millisecond discrepancies. A single-key alias bind mathematically guarantees identical apex release velocity (285 units/sec) every single time.

Does 4:3 stretched resolution change my smoke lineups in CS2?

Horizontal reference points on walls and clouds will appear wider due to horizontal stretching, but your crosshair's angular Pitch and Yaw remain identical. The autoexec alias and throw timings are 100% resolution independent.

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