An In-depth New Vertigo Smoke Guide for CS:GO
Need new smokes after Valve destroyed your old line-ups? This article might help!
Need new smokes after Valve destroyed your old line-ups? This article might help!
Vertigo is still the newest member of the Active-Duty map pool, still being the odd one out in the map pools of pro teams. Vertigo isn't very complex yet: CTs need Mid and the Ts will tend to go A. This is one of the reasons why I'll include at least a few off-meta smokes that allow you to deepen your playbook on Vertigo and have a bit of variety in your set-ups on both CT and T-side!
With the following ten smokes, five on each side, you will either have a start or an expansion to your line-up collection and will have an easier time breaking up the defence of the CTs or keeping the Ts out of your bombsites. Please note that all of these smokes are performed on 128 tick.
In this smoke guide I will tell you how difficult each smoke is, ranging from very easy (intuitively throw-able with no practice) to very hard (you will need to invest time and be mechanically sound to throw the smoke reliably). We will start with the defensive side, giving you material to build protocols on your CT-side, either as a precaution, as a mid-round smoke, or a retake smoke later in the round.
CT-Side
A-Site to A-Ramp Entry
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Difficulty: Easy, Medium if done completely running without stopping.
Usage: Useful in the early sections of the round. Most helpful when you throw this smoke right at the start to help with map control at the start of the round at A-Ramp, especially useful when you also molotov or smoke off Secret.
Pros:
Cons:
CT-Mid to Secret
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Difficulty: Easy-Medium since it requires a walk-throw
Usage: Quite powerful in the early sections of a round, giving you an edge when fighting for map control around A-Ramp. Especially good when a CT with a good spawn towards A rushes towards Secret and you, maybe the Mid player, throws this smoke for them.
Pros:
Cons:
CT-Spawn to B Entrance
<iframe src="//www.youtube.com/embed/9UyhPdB56xg" width="600" height="336" allowfullscreen="allowfullscreen"></iframe>
Difficulty: Hard since this line-up uses no direct pixel on the map and rather a place in between the steel frame, where you need to judge the distances to the steel beams pretty swell.
Usage: Particularly useful when you deploy this smoke at the beginning of a round, blocking off Ts that don't have a top spawn or splitting the Ts rush in half.
Pros:
Cons:
Mid-A to Secret (Retake)
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Difficulty: Easy
Usage: Blocking off Secret can be very useful when retaking the A bombsite since the Ts can't just jiggle at the corner of Secret to split your attention between them and A-Ramp. This is especially useful when you are in a low-number retake like 1v1 or 2v2 and you heard someone at Secret.
Pros:
Cons:
CT-Spawn to the front of B (Retake smoke)
<iframe src="//www.youtube.com/embed/KY7ddeSNT4E" width="600" height="336" allowfullscreen="allowfullscreen"></iframe>
Difficulty: Easy (with jumpbind/double-key jumpbind)
Usage: Pretty strong retake smoke for B, blocking off the main path from B-Stairs to B-site, only leaving a clean entry from said B-Stairs through Catwalk.
Pros:
Cons:
T-Side
T-Spawn to front of B
<iframe src="//www.youtube.com/embed/4sH_OBtf4YM" width="600" height="336" allowfullscreen="allowfullscreen"></iframe>
Difficulty: Hard (with jumpbind/double-key jumpbind)
Usage: Useful in a variety of situations, like you playing A in the T-side default before starting to take map control at B or at the very beginning of a round, maybe to counter CT aggression.
Pros:
Cons:
T-Spawn to B Catwalk
<iframe src="//www.youtube.com/embed/uS9CitU-mVo" width="600" height="336" allowfullscreen="allowfullscreen"></iframe>
Difficulty: Medium-Hard
Usage: Can be used in many different situations, like falling back from A to start advancing on B or faking B.
Pros:
Cons:
A-Ramp to Secret
<iframe src="//www.youtube.com/embed/JAXnE5lPAlE" width="600" height="336" allowfullscreen="allowfullscreen"></iframe>
Difficulty: Easy
Usage: Can be used at whatever point in the round you choose, although earlier, after clearing out Sandbags, is the safest time to do so. Is incredibly helpful to prepare a Secret-Ramp split.
Pros:
Cons:
A-Ramp to onsite A
<iframe src="//www.youtube.com/embed/GmgNoIdDyf8" width="600" height="336" allowfullscreen="allowfullscreen"></iframe>
Difficulty: Medium. You need to be exact.
Usage: Good for any kind of A execute, can be deceiving if a T has slipped through Mid later in the round.
Pros:
Cons:
A-Ramp to Selfboost
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Difficulty: Easy
Usage: Kind of useless on its own, unless you are in a low number, late-round situation like a 1v2 or 2v2. Also very useful when you're executing A with other grenades.
Pros:
Cons:
With great power comes great responsibility
I think these line-ups will do well in everyone's pocket, but especially teams with full executes and protocols will benefit greatly from this list. At the end of the day, it's up to you which smoke you will use at which point in the round. There are always outliers where an early-round line-up will be useful late-round and vice-versa, so try to think outside of the box when using these smokes in practice sessions.
Do you think you still need to self popflashes to master CS:GO even more? Feel free to head here for a variety of them! Ever felt like a well-placed HE or fire grenade would've stopped the enemy from planting the bomb? Look no further!
Want to show us how you used these smokes to craft a full execute? Feel free to join our #Digscord and share your thoughts with our staff and management or hit me up on Twitter if you have any kind of feedback regarding this article or any of my other work!
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