You throw smokes in CS2 by standing on a fixed spot, putting your crosshair on a fixed point and using one of three throws: left click, right click or both, with or without a jump. The CS2 jump throw bind is gone: since August 19, 2024 binds that mix jump and attack are ignored, and Valve made a normal jump plus a quick left click land the same way every time. Below are the throw types, a practice command block you can paste, the grenade camera and the official map guides. Start by opening a practice server and pasting the block from the third section.
On this page

Short answer
- Jump throw by hand: press jump, release the grenade a split second later. No bind needed and none works by default.
- A right jump throw makes a short confirmation grunt. If you hear it, the timing was right.
- On a practice server, sv_rethrow_last_grenade repeats your last throw and sv_grenade_trajectory_prac_pipreview shows where it lands.
- Valve ships starter map guides for all seven Active Duty maps: Play → Practice → Load Map Guides.
- Learn one map at a time. Our Mirage smokes page is the easiest place to start.
Does the jump throw bind still work in CS2?
No. On August 19, 2024 Valve published a post called "Side-stepping Skill" and the same day changed how binds work. The release notes say that input binds containing more than one command from a list (attack, attack2, jump, duck, forward, back, left, right and others) "will now be ignored by default". The blog names jump-throw binds as an example of what stops working.
The same post gives the reason you no longer need one. Valve wrote that jump throws "became such an important part of the game that we've done the work to make them reliable without any special scripting or binds (i.e., by jumping and quickly throwing a grenade)."
So the old line bind alt "+jump; -attack" from CS:GO guides does nothing in a normal match. There is one exception: the release notes say multi-input binds come back with the cheat-protected command cl_allow_multi_input_binds 1. It works only with sv_cheats on, which means your own server. We do not recommend training with it: you would learn a timing you cannot use in a real match.
You will still find 2025 and 2026 articles saying the bind is fine. They contradict Valve's own notes, and we follow the notes.
How to tell the throw was right: when the jump throw is timed correctly the game plays a short grunt. Since August 19, 2024 other players nearby hear it as well, so it gives away your position a little.
Three throw types and what lineup sites mean by them
CS2 has three ways to release a grenade, and they are the same as in CS:GO. The r/GlobalOffensive FAQ puts it in one line: left click throws long, right click tosses underhand, and both buttons together give a medium throw.
Lineup sites such as csnades.gg describe every lineup with two fields. Here is how to read them:
| Field on the lineup page | Value | What you do |
|---|---|---|
| Technique | Left Click | Full throw, no jump |
| Technique | Jump + Left Click | Jump, then release left click right after |
| Technique | Left+Right Click | Medium throw, hold both buttons, release both |
| Technique | Jump + Left+Right Click | Jump, then release both buttons |
| Movement | Stationary | Stand still, no keys pressed |
| Movement | Walking / Running | Walk or run forward, release on the spot the page says |
| Movement | Crouched | Hold crouch while aiming and throwing |
"Precise" against "Loose" tells you how much the aim point forgives. A precise lineup misses if your crosshair is a few pixels off. A loose one still lands with a rough aim. Learn the loose ones first if you are new to lineups.
Practice server: the command block
Start a practice match on the map you want (Play → Practice), open the console and paste one line. This block comes from the Steam Community guide "Grenade Practice Console/Config Commands" (May 2024); we shortened it to what you need for grenades:
sv_cheats 1; mp_maxmoney 16000; mp_startmoney 16000; mp_buy_anywhere 1; mp_buytime 5000; mp_roundtime_defuse 60; mp_freezetime 0; ammo_grenade_limit_total 4; sv_infinite_ammo 1; bot_kick; mp_restartgame 1; mp_warmup_end
What each part does:
| Command | What it changes |
|---|---|
| sv_cheats 1 | Allows the practice commands below. Only on your own server |
| mp_maxmoney / mp_startmoney 16000 | Full money every round |
| mp_buy_anywhere 1, mp_buytime 5000 | Buy grenades anywhere, at any time |
| mp_roundtime_defuse 60 | A 60-minute round, so practice is not cut off |
| mp_freezetime 0 | No waiting at round start |
| ammo_grenade_limit_total 4 | Lets you buy all four grenade types; practice mode usually allows three |
| sv_infinite_ammo 1 | Endless ammo, so you keep throwing without rebuying |
| bot_kick | Removes bots that would walk into your smokes |
| mp_restartgame 1; mp_warmup_end | Restarts the round with the new settings and ends warmup |
Then add four binds from the same guide. Rethrow repeats your last grenade, noclip lets you fly to the landing spot and back, and the two toggles switch the grenade camera and the flight trail:
bind l sv_rethrow_last_grenade
bind alt noclip
bind [ "toggle sv_grenade_trajectory_prac_pipreview 0 1"
bind ] "toggle sv_grenade_trajectory_prac_trailtime 0 8"
If you play with a non-English keyboard layout and a key does not bind, pick another one; our keybinds guide covers layouts and safe keys. Launch settings are a separate topic, see CS2 launch options.
Grenade camera, trajectory and rethrow
These three tools save most of the practice time.
Rethrow. sv_rethrow_last_grenade throws your last grenade again from the same spot, with the same angle. Throw once, watch where it lands, then press the bound key from anywhere on the map to see it again. It is the fastest way to check a lineup from the target side.
Preview camera. With sv_grenade_trajectory_prac_pipreview 1, a small window shows where the grenade you are holding will land. Since November 13, 2024 it also shows the jump-throw result while you hold the jump key, so you can check a jump lineup before you actually jump.
Trail. sv_grenade_trajectory_prac_trailtime draws the flight path of thrown grenades for the number of seconds you set; the bind above toggles it between 0 and 8.
Two more things from Valve notes help when you practice:
- On November 13, 2024 the grenade line-up reticle got axis labels on its tick marks, so a point next to the reticle is easier to remember.
- Since September 30, 2026 the grenade crosshair shows during freeze time for insta-smokes: hold any grenade attack button before the round starts.
Lineups are about aim points, not mouse speed, so your sensitivity does not change where a smoke lands. It matters only if you move from another game and your aim feels off; the sensitivity converter carries your sens over.
Official map guides and Workshop guides
CS2 has its own lineup guides inside the game. On November 13, 2024 Valve added the first map guide (Train, four Terrorist lineups) and the switch for it: Play → Practice, then turn on "Load Map Guides". On March 18, 2026 Valve added minimal starter guides for all Active Duty maps.
The same March 2026 update made limited map guides usable in real matches. Valve's blog says they work "during the first five rounds of the half" in Competitive, you turn a guide on in the pause menu, and you can subscribe to more guides on the Steam Workshop.
The Active Duty pool these guides cover, as of October 12, 2026, is seven maps: Ancient, Anubis, Cache, Dust 2, Inferno, Mirage and Nuke. Cache replaced Overpass on July 8, 2026, so Overpass and Train lineup videos are now for casual and practice play only.
Starter guides are short. For a full set per map, use the lineup tables on our map pages: Mirage, Inferno and Dust 2.
What usually goes wrong
The jump throw lands short or long every second time. The release comes too late. Valve's own description of a jump throw is "jumping and quickly throwing a grenade", so let go of the button right after you press jump. Listen for the grunt: no grunt means the timing was off.
An old config still has the bind. If you copied an autoexec from 2023, the jump-throw line sits there and silently does nothing. Delete it and throw by hand so your muscle memory matches what works in matches.
The lineup is right, but the smoke stops in mid-air. Valve keeps adjusting grenade clipping on maps. A lineup recorded before such a change can hit a new edge. Every row on our map pages shows the date csnades last updated the lineup; anything older than the latest map update, watch the video first.
Practice commands do nothing. You pasted them on an official server or forgot sv_cheats 1 at the start. Paste the whole block in a practice match you created.
Keyboard features get you kicked. The same August 2024 post that ended jump-throw binds warns about input-automation features on keyboards, such as "Snap Tap Mode": switch them off before you join a match, or Valve official servers may kick you.
Learning order: which map first
Start with the map you play most. If you have no favourite, Mirage is the easiest start: on our Mirage page 11 of the 13 smokes are thrown standing still, with no running or walking to time. Dust 2 is a good second, because its T-side smokes cover the same areas that a January 2025 Steam guide lists. Leave Inferno for third: Valve has reworked parts of it since 2025, and the Inferno page lists which lineups to check by video first.
Our suggestion for a routine: two smokes a day, ten throws each with rethrow on, then one bot match where you use only those two. When you want variety, the random CS2 map picker chooses tonight's practice map for you. If you are still deciding who on your team throws the utility, the CS2 role quiz is a quick way to start that talk.
The next step is a map page: pick one, learn the first five smokes from its table, and add the rest after a week of matches. Crosshair setup is on CS2 crosshair codes, and every other CS2 page is in the CS2 hub and on the guides page.
FAQ
Does the jump throw bind work in CS2?
No. Since August 19, 2024, binds that combine more than one movement or attack action are ignored by default, and Valve made a plain jump followed by a quick throw reliable without any bind.
How do I know the jump throw was correct?
The game plays a short confirmation grunt when the jump throw is timed right. Since August 19, 2024 players nearby can hear it too.
Which command replays the last grenade?
sv_rethrow_last_grenade. It needs sv_cheats 1, so it only works on your own practice server. Bind it to a key, for example bind l sv_rethrow_last_grenade.
How do I see where a grenade lands before throwing?
Turn on sv_grenade_trajectory_prac_pipreview 1 on a practice server. Since November 13, 2024 the preview camera also shows the jump-throw result while you hold jump.
Are there official lineups in the game?
Yes. Valve ships starter map guides for every Active Duty map. Load them in Play → Practice; since March 18, 2026 a limited version also works in the first five rounds of each half in Competitive.
Is sv_grenade_trajectory_prime a real command?
We found it in no Valve note or Steam guide. The CS2 commands are sv_grenade_trajectory_prac_pipreview and sv_grenade_trajectory_prac_trailtime.
Sources
- Valve, Counter-Strike 2 blog: Side-stepping Skill (Aug 19, 2024)
- Valve: Counter-Strike 2 release notes, input binds and jump-throw sound (Aug 19, 2024)
- Valve: release notes, grenade preview for jump throws, map guides in Practice (Nov 13, 2024)
- Valve, Counter-Strike 2 blog: Guns, Guides, and Games, map guides in Competitive (Mar 18, 2026)
- Valve: release notes, grenade crosshair in freeze time for insta-smokes (Sep 30, 2026)
- Valve: release notes, Cache replaces Overpass in Active Duty (Jul 8, 2026)
- Steam Community guide: Grenade Practice Console/Config Commands (May 16, 2024)
- r/GlobalOffensive wiki FAQ: three ways to throw a grenade