Take Catwalk before going Mid to B
1Secure Catwalk before committing Mid to B so the Mid rotator is pulled toward A.
An initial plan an IGL can use on the first gun round.
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Dust 2 rewards a T side that uses favorable Long spawns and Catwalk pressure to force a decision from the Mid-to-B player.
1Secure Catwalk before committing Mid to B so the Mid rotator is pulled toward A.
2Secure Mid control before the A execute so the Mid rotator is pulled toward B.
3When the team goes Mid to B, hold Long Doors until you punish the flank once, then ignore it for the next two or three rounds.
4When space allows, plant for Long Plat and keep Long control for the post-plant.
5If you suspect an AWP or another CT is boosted on Cat, throw the Cat flash from Lower Tunnels before taking the early fight.
6As the Lower Tunnels player, anticipate when the team needs the A Short flash.
7When the team runs up Long toward A Site, throw flashes high above Car.
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Blocks the CT view through Mid Doors so T Spawn crosses do not feed early damage.
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Burns the Catwalk pocket so the Short group can scale without clearing the close angle dry.
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Flashes the Short fight from Lower Tunnels so Catwalk players can scale without taking the first duel dry.
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Pops over Cat from Lower Tunnels so the Catwalk pack can scale through the Short fight behind a support flash.
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Burns the Short corner so Catwalk players can clear forward before CTs settle into the A-site crossfire.
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Blocks the CT view through Mid Doors so T Spawn crosses do not feed early damage.
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Burns the Catwalk pocket so the Short group can scale without clearing the close angle dry.
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Blocks the CT Spawn cross so Long players can scale into A site or plant with less exposure.
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Flashes the Short fight from Lower Tunnels so Catwalk players can scale without taking the first duel dry.
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Cuts CT Spawn so A hits can cross and plant without fighting the full rotation lane.

Cuts the B Doors/CT angle so Tunnel players can fight site and window without being split by CT Spawn.

Pops from Taxi so the Long pack can burst through Long Doors without giving Corner the first clean duel.
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Flashes A Long Corner from Taxi so the Long pack can pop through Doors behind the flash.
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Blocks the left Middle sightline so the Mid pack can take space without giving CTs the first clean fight.

Pops over Cat from Lower Tunnels so the Catwalk pack can scale through the Short fight behind a support flash.
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Smokes the Short lane so Catwalk players can scale without giving the A player every early angle.

Covers the close A Short ledge angle so the Cat pack can scale into the Avangar wall.
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Burns the Short corner so Catwalk players can clear forward before CTs settle into the A-site crossfire.
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Cuts the first Long Corner fight so Ts can leave Long Doors without dry-swinging the corner player.
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Burns the Long Car anchor out of the strongest anti-Long position before the pack crosses.
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Blocks the window rotator so B Tunnel players can clear site before the CT side stabilizes.
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Pushes the CT away from playing underneath Window so the Mid-to-B split can pressure the site before the close defender settles.
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Pops over B from Tunnels so the entry pair can swing site before the anchors reset their crossfire.
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12 situational utilities are tucked away until needed.
Stack two players at Top Mid with both backs against the rear wall, leaving a clear gap on their left (viewer right). The boosted player can hold the narrow Mid Doors angle.
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