[0:00] Are you tired of getting rushed down on [0:01] B site, picked in mid, or caught off [0:03] guard on A? Well, today we're going to [0:05] talk about the must know opening utility [0:06] for Mirage in CS2. But before we dive [0:09] into the action, I want to thank today's [0:10] sponsor, Skins Monkey. For those of you [0:12] that don't know, Skins Monkey is an [0:14] automated CS2 trading site that allows [0:16] you to select the old skins you don't [0:17] want anymore and pick out some new ones [0:19] from the monkey. It's a great way to [0:20] freshen up that old dusty inventory. And [0:22] hey, that's not all. They have some [0:24] amazing filter and selection features, [0:26] as well as 24/7 live support. If you [0:28] click the link in the description, you [0:30] can get a free $5 and a 30% deposit [0:33] bonus that becomes 35% if you use my [0:35] code tactics on the site. Don't miss out [0:37] on this offer and check out Skins Monkey [0:39] today. Let's get back into the video. [0:41] Let's get started with the A site. [0:43] Before we can know what to throw, we [0:44] have to understand the spawn timings for [0:46] each position. For ramp, the TE's can be [0:48] out by 148. So, your best course of [0:50] action is to throw a molly as early as [0:52] possible, preventing the TE's from [0:54] getting too spicy. With the incendiaries [0:56] being smaller, it's ideal to have them [0:58] land around here. The pros generally [1:00] throw it by aiming at the left of this [1:02] antenna and releasing it just as they [1:04] pass the corner. On the fly, this times [1:06] out well to help you cross the connector [1:08] since it'll block visibility for any of [1:10] the T's trying to go for an aggressive [1:11] OP pick. This molly should prevent [1:13] anyone from jumping up on the right side [1:15] or crossing all the way to the corner [1:17] here on the left. Afterwards, if your [1:19] teammates are going for fights in mid, [1:20] it's important to flash over connector [1:22] for them. If you watch Magisk play, [1:24] he'll generally throw all of this on the [1:26] run as he's crossing towards connector. [1:28] Generally, I do a nice little W jump [1:30] throw like this, but it doesn't have to [1:31] be that precise. Now, if you're not the [1:34] connector player and instead you're the [1:35] A anchor, it might be a good idea to try [1:37] to time out an H into ramp just as the [1:39] Molotov starts to fade. You'd be [1:41] surprised how much UD you can actually [1:43] get from simply throwing H's on the back [1:44] of incendiaries. Now, let's turn our [1:46] attention over to mid. With a decent [1:48] spawn, the CT is going to be winning [1:49] this race every single time. This makes [1:52] smoking window on T-side an absolute [1:54] must. There's a reason this is the most [1:56] thrown smoke in all of CS2. The easiest [1:59] way to throw the smoke is going right [2:01] here onto the stair corner and doing a [2:03] simple jump throw right at this position [2:05] along the rug. While it's amazing to [2:07] finally have a window smoke that only [2:08] requires a regular jump throw, this [2:10] one's a bit easier to block since it [2:12] bounces so low off of short. And of [2:14] course, the old version is from this [2:15] corner right here in the trash can. [2:17] You're going to aim in this position, [2:18] hold D, and then jump through. But hey, [2:21] even this one can be blocked. It's just [2:23] a little bit more difficult. But if [2:25] you're a nerd like me and know the [2:26] instant window smokes, you'll never have [2:28] this issue because they land much faster [2:30] and are going to help you take mid with [2:31] a little bit more pace. I'm showing all [2:33] of them quickly on screen right now in [2:35] the background with the spawn clearly [2:37] labeled. So feel free to pause, rewind, [2:39] or slow it down all you want if you need [2:41] to focus in on these. And hey, if you're [2:43] looking for a more detailed explanation [2:44] on each and every one of these lineups, [2:46] I've made a thorough guide on instant [2:48] smokes for every map. link is in the [2:50] description. Now, of course, depending [2:51] on the objective of the mid utility, [2:53] it's also a good idea to throw either a [2:55] connector or short smoke to complement [2:57] your window smoke. For connector, the [2:59] easiest smoke is from this side of the [3:01] trash can and simply doing a jump throw [3:03] at this first step up in the pattern on [3:05] the rug. This should fill all the way up [3:07] to the top, leaving no gaps to be [3:08] exploited. If you'd rather smoke short [3:10] from that same exact position, you can [3:12] aim right here and do yet again another [3:14] simple jump throw. I prefer one that [3:16] bleeds out a little bit, preventing the [3:18] CTs from using this corner as cover. [3:20] Now, for more generalized mid control, [3:22] I'd recommend pairing a simple crossm [3:24] smoke up with the window smoke. This is [3:26] going to threaten the CTS and have them [3:27] wondering whether or not someone is [3:29] actually behind the boxes. To throw it, [3:30] just go in that exact same corner and do [3:32] a simple left click throw at the top of [3:34] this antenna. That thing's going to land [3:35] here and allow you to cross completely [3:37] unscathed from the connector or mid [3:39] player. But what about when the rolls [3:41] are reversed? Believe it or not, there [3:42] are a couple of counters when it comes [3:43] to this sort of utility. As everyone [3:45] knows by now, it's extremely powerful to [3:47] break the midm smoke. Even if you don't [3:49] see anyone or you missed the shot, the [3:51] information gained is just as valuable. [3:53] And there are two ways to break it. The [3:55] easiest, in my opinion, is you're going [3:56] to get stuck into this corner right [3:57] here. You're going to crouch down, look [3:59] at this black spot, stand up, and do a [4:01] right click jump through. That's going [4:03] to explode just under the window, [4:04] breaking the smoke without damaging you [4:06] at all. However, while this breaks the [4:08] most common smokes, there are some [4:10] instances where it's unable to be broken [4:11] from that lineup. In those specific [4:13] scenarios, Monosy has a break where he [4:15] goes along the wall right here, looks [4:17] up, and does a simple rightclick release [4:20] along this dark spot. He's then going to [4:21] jump onto the saworse, taking no damage [4:23] to the nade while getting full [4:25] visibility of top mid. These sorts of [4:27] breaks work best if you're mollogging [4:28] out the boxes at the beginning of the [4:30] round just before the smoke blooms. This [4:32] not only gives you more information [4:33] during a smoke break, but can also make [4:35] it easier for your teammates to get [4:37] picks if the TE's aren't tucking behind [4:38] those boxes. Now, rewinding a bit to [4:41] that first H break, if you throw a flash [4:43] instead of a nade in that situation, it [4:45] works as a fantastic one-way flash to [4:47] help you peak into mid. Another great [4:50] way to pressure mid early is by throwing [4:52] a smoke outside of connector like this, [4:54] threatening a peak into underpass. You [4:56] could also stay inside of connector and [4:57] use it as a nice headshot angle. Even if [4:59] you don't do anything with it, it's [5:00] going to likely slow the TE's down as [5:02] they have to respect it. Now, the [5:04] underpass peak is going to be most [5:05] effective if you pair that up with a [5:07] nice left and right click throw at this [5:08] light, completely blinding all of [5:10] underpass without any warning at all. [5:13] Most people are calling this the donk [5:14] flash. And believe me, it is worth [5:16] giving it a shot. All right, enough [5:18] about mid. Let's talk about B site. [5:20] You'll see most professional players [5:22] going here and throwing a deep molotov [5:23] to disrupt any sort of early ABS [5:25] pressure. To throw it, keep your back [5:27] against these boxes and keep the window [5:29] in frame. Aim with a dark spot above it [5:31] and do a running throw before you hit [5:33] the corner. Any T that ends up in front [5:35] of it will likely be spotted in the [5:37] open. Now, keep in mind this molly is to [5:39] counter and disrupt contact plays. A [5:41] rush is generally going to get right [5:42] through this. If you're expecting a [5:44] full-blown rush or hear something [5:45] coming, a quicker, shallower molly is [5:48] probably going to be your friend. Now, [5:51] with that first molly in mind, I [5:53] generally enjoy pairing up a deep H into [5:55] kitchen right after it starts to fade. [5:58] After that, you just get to jump spot [5:59] and wait for any sort of contact for the [6:01] rest of the round. I'd recommend holding [6:03] on to your smoke, though, and never [6:04] deploying it in the early round, saving [6:06] it for defensive concealment. Now, if [6:09] you're not really worried about them [6:10] lurking out apps on you, you can always [6:12] get set up in this position to throw [6:14] flashes for your teammates in mid if [6:15] your A players aren't doing that great [6:17] of a job. But normally, I'd say just [6:19] jump spot until the mid to late round. [6:21] However, those details are for a [6:23] different video. Hopefully you guys [6:25] learned something new here, and if not, [6:26] hopefully it was a nice little [6:27] refresher. At the very least, I'm going [6:29] to be covering the essential opening [6:30] utility on every single map in CS2. I've [6:33] already covered Dust 2, so feel free to [6:34] check that out right now. But before I [6:36] go, I do want to thank all of my amazing [6:38] channel members on screen right now. [6:40] Thank you guys so much for allowing me [6:41] to do what I love every single day.