Flash Lineups
Flash Lineups are predetermined flashbang throw positions in Counter-Strike 2 designed to blind opponents at specific locations while minimizing flash exposure for the thrower's team. Mastering flashbangs is crucial for entry fragging and site executes.
Overview
Flashbangs are unique among grenades because their effect depends on where the target is looking relative to the flash detonation. A well-thrown flash can give attackers a decisive advantage, while a poorly thrown flash can blind teammates. Learning flash lineups ensures consistent, team-safe flashes.
Flash Mechanics
Understanding flash mechanics is essential for effective lineups:
- Full flash: Target is looking directly at the detonation point within range — 2+ seconds of blindness
- Half flash: Target is at an angle or distance — reduced blindness duration
- No flash: Target has their back turned or is outside effective range
- Self-flash: Turning away or using cover before detonation prevents self-blinding
Pop Flash
A pop flash is a flash that detonates as soon as it comes into the enemy's view, giving them no time to turn away. Pop flashes are the most effective type and require specific lineups and throw techniques.
Types of pop flashes:
- Bounce flash — Thrown at a wall or ceiling to ricochet into an area
- Over-the-top flash — Thrown over a wall or obstacle to pop immediately on the other side
- Underhand flash — Right-click thrown to pop quickly at close range
Key Flash Lineups by Map
Dust II
- Long Doors Pop Flash — Bounced off the wall inside Long Doors, pops for Long defenders
- B Doors Flash — Over Upper Tunnel ceiling into B site
- Short/Catwalk Flash — From CT Mid area, blinds Short pushers
- A Site Retake Flash — From CT spawn over the wall to blind A site positions
Mirage
- A Ramp Pop Flash — Bounced off the wall before Ramp, blinds Ramp defenders
- Palace Flash — Over Palace ceiling into A site
- B Apartments Flash — Pop flash around the corner into Van area
- Window Flash — Over building into Window/Sniper position
- Underpass Flash — Low flash into Connector catching mid players
Inferno
- Banana Pop Flash — Bounced off walls in Banana to blind B defenders
- Apartments Entry Flash — Pop flash into Apartments for A take
- Arch Flash — Over the arch wall into Library/Site area
- Top Banana Flash — From T Ramp, blinds aggressive B pushers
Tips
- Always call your flashes — Warn teammates before throwing ("flashing long!" or "flash B!")
- Practice timing — Enter Practice Mode and test your lineups
- Pop flashes > air flashes — Enemies can avoid air flashes; pop flashes give no time to react
- Carry two flashbangs — One for entry, one for re-flash or post-plant
- Counter-flash — If you hear an enemy flash, immediately throw one back
- Right-click for close flashes — Underhand throws pop almost immediately
Common Mistakes
- Team flashing — Throwing flashes that blind your own teammates
- Predictable timing — Always flashing before peeking (opponents learn to turn away)
- Throwing too early — Flash pops before you're in position to capitalize
- Not following the flash — The flash is useless if nobody peeks during the blind duration
See Also
- Smoke Lineups — Smoke grenade positions
- Molotov Lineups — Incendiary/Molotov positions
- Practice Mode — How to practice lineups
- Map Callouts — Location reference