5 Important Popflashes for Dust II
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25 Jul 16

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gMp, contributors

gMp

5 Important Popflashes for Dust II

Popflashes are crucial in CS:GO for catching enemies off-guard and picking up frags. 

Dust II is a map which one frag on either side can have a significant impact on the round's outcome. Popflashes can be extremely beneficial if utilised properly when also not anticipated by your enemies. Popflashes are especially well utilised on the T side of the map, where aggression is inevitable and clearing angles is a must. The split second of blindness experienced by your opponents is more often than not enough of a window to eliminate them. However, if these popflashes are expected and countered either by aggression or coordination, they can be rendered entirely useless. This article will outline each flash, how to execute it and how to follow up on a pick.

Popflash 1: B Doors (CT/T)

B doors are often exploited on the Terrorist side when splitting through Tunnels and Mid and as CT when retaking the B bombsite. This flash is easy to execute, as it requires a short run up and a throw. The flash will bounce over the wall, blinding players inside the site who are looking at Window without giving them a chance to react. If you are able to throw this flash in time with a peek, the results can often be deadly.

 

Left: Position to throw flash from (as this is a running flash, run up to this position to throw it) - Right: Where to aim - Below: Impact position

Popflash 2: Catwalk (T)

This flash, although common, can often catch a CT off guard with no time to react. It is utilised when running up catwalk and pushing into Short A for a site take. The flash is simple to execute and doesn't have to be pixel perfect, leaving the user room to play around with the flash. It will blind most CTs looking at the corner of Short A, given their angle isn't extraordinarily deep. The flash will bounce off the rounded edge of the extruded wall at the end of Catwalk and will pop just as it rounds the corner into Short A. This flash is very useful for an opening pick on a CT who's decided to push their luck too far and helps when performing a quick execute into the bombsite.

 

Left: Where to throw flash from (as this is a running throw, run up to this position to throw it) - Right: Where to aim (about head height) - Below: Impact position.

Popflash 3: Goose (CT)

Goose play as a CT has produced many a play, namely fREAKAZOiD vs fnatic at ESL Pro League S1 Finals. The Goose position is a common supportive one on the A bombsite, flashing and protecting another player defending it. However, popflashing from it can be devastating to the opponents, as if they are caught at an inopportune time, they are caught in a large, open area of the map which renders possible escape routes useless. This flash is well utilised by the player consistently, due to the plethora of uses for it. This is an ideal flash for supporting your bombsite player both offensively and as an escape mechanism for the flasher and the gunner. The flash can also be used offensively from Goose, which can be useful, but often redundant due to the amount of angles a CT exposes themselves too when peeking wide from Goose. This flash is a very flexible one, and does not have to be thrown at all perfectly. However, if you do want to not do a running flash, stand at least where the 'GOOSE' graffiti starts.

 


Left: Where to throw the flash from (approx.) - Right: Where to aim (about head height) - Below: Impact position.

Popflash 4: A Ramp (CT)

One of the more commonly known flashes due to its ease of execution and effectiveness. The nuance of this flash comes in the timing of it, which is often overlooked by players. For this flash to work, you must know that your aggressors are pushing while still making sure they aren't on Ramp yet. As this flash is one of the more common ones on Dust II, it makes it one which is often countered by Terrorist sides which is done by running backwards up Long A. If this is the chosen approach by the aggressors, they may take a casualty or two from an AWPer on the bombsite.

 


Left: Where to stand to throw the flash - Right: Where to aim - Below: Impact position.

Popflash 5: Mid Doors (T)

This is a flash which I've started to use most Terrorist halves, as it is extremely beneficial when pushing. Unlike most grenades for Mid, this flash is from the entrance to Lower Tunnels, and pops just as it goes over Mid Doors, giving opponents no time to react to it. This flash, unlike the ones thrown from X-Box, will pop on top of the roof of the doors, which allows for almost no reaction time for CTs on the other side. However, its weakness over the other flash is that it won't blind CTs who are camping in the close corners - so be aware of that when entering with this flash. However, it does still blind CTs playing from their spawn and by the SUV, giving you an easy way to take AWPers out.

 


Left: Where to stand to throw the flash - Right: Where to aim (Note: this flash requires a middle power throw, achieved by holding left and right mouse buttons at once) - Below: Impact position.

Hope this article helped you out and that you learned some useful new popflashes!

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