Ever since Danil "donk" Kryshkovets entered the Tier 1 CS2 stage and destroyed everyone in 2024, everyone has been talking about the use of the donk slide in gunfights. However, if you pay close attention there is much more to this micro-movement trend than the donk slides. In CS2, dodging your opponent’s shots is as important as hitting your own. Watch any pro player POV and you will notice how smooth their micro-movements are.
The Donk Slide
At this point, you have probably heard of this. But, what really is the donk slide? Let’s break it down. Here is a basic example of donk using his signature move first in real time and then slowed down.
The power of the donk slide can clearly be seen in the second kill on the player cat. After donk gets the first kill, xertioN is in the perfect place to trade Brollan’s death. However, donk moves in a way so that xertioN is unable to hit a headshot and instead only manages a spray at donk’s body. Donk capitalizes on this and kills xertioN instead during his messy spray. I think this clip perfectly demonstrates the power of donk’s movement while not overemphasizing his aim. He didn’t hit a crazy flick but his movement allowed him to barely win the fight with 18 hp to spare.
Let’s break down his movements exactly:
- Runs left to peek connector
- Sees Brollan bottom connector and instantly strafes left and crouch sprays
- Uncrouches and moves right while adjusting his aim
- Strafes left and crouch sprays again
The key takeaway? Whenever you are crouching/uncrouching, MOVE in the opposite way that you were moving previously. Also, note that you can only use this crouching movement twice before your player gets punished for crouch spamming.
You might think “This was all due to his good aim and instantly headshotting xertioN”, and I understand. Yes, you aren’t donk but nor are your opponents xertioN. Sure, you might not have the aim to instantly headshot the player on cat, but your opponents most likely won’t hit as good of a spray as xertioN. The extra seconds the donk slide can buy you will make a difference!
Move While You Hold Angles
It might sound too simple, but this is one of the most effective tips especially for unorganized games such as FACEIT and Premier. Take a look at this clip from Maidar "nocries" Baldanov, the player so good that he had to go to the FACEIT headquarters to prove that he wasn’t cheating.
Notice that he started moving side to side BEFORE the enemies peeked and kept moving after each kill. This means that when the enemies peek, he is moving at full speed on their screen making it much harder to land the shot.
Why does this work so well? Imagine you're holding Top Mid from Window but you’re standing still. When the enemies peek, since you’re not moving, they can line up their shot and dictate when they’re ready to stop and shoot. On the other hand, if you were strafing side to side like nocries, the scenario is flipped. Sure the enemies are also moving on your screen but you have the advantage since you know the direction they are moving before they even peek (they have to go from left to right on your screen) For the enemies peeking, they only know the direction that you move after they peek, so you have the timing advantage.
AWP Movement
Last, let’s take a look at how pros peek with the AWP. This clip from Danil "molodoy" Golubenko demonstrates 3 vital movement details.
First, you can tell from the minimap that he is peeking as far away from the half wall as possible, which ensures enemies have minimal time to react. Then, he is walking the entire way as he peeks. A key detail that many will miss is that before he shoots, he actually counters-strafes to ensure 100% accuracy (tapping to move left so he becomes stationary faster). AWPers walk to peek in CS2 since running and counter-strafing with the AWP takes much longer to regain 100% accuracy. This would give enemies more time to react since you wouldn’t be able to shoot as quickly.
So how do you “wide swing” with an AWP? Molodoy demonstrates this with his last kill. Before he peeks bLitz, he moves far enough left so that when he runs right, he would reveal himself with maximum speed. He then CROUCHES and shoots instead of counter-strafing which throws off bLitz's pre-aim. This is especially effective in duels where both you and your opponent know each other's position (molodoy spotted bLitz with the jump). Your opponent will likely hold too close to the angle at head level since you have an AWP and won’t expect you to swing so far out. On the other hand, you know exactly where your opponent is and can prefire them.
Conclusion
CS2 rewards players with good movement as much as good aim. Grinding deathmatch and aim trainers will hit diminished returns quickly. Instead, focus to become an all-around great player and improve your movement mechanics. Whenever you are taking gunfights and even when you are passively holding an angle, learn to move in a way so it makes it harder for the enemies to hit you. When you use an AWP, don’t be a static turret that only holds angles but rather peak your opponents to catch them off guard.