Ramp rush: damage, then fall
1When Ts commit through Ramp toward Lower, have Ramp take a few favorable shots and fall to Lower before the lane costs a defender.
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Nuke CT side reads Yard and Ramp without disconnecting Upper at Hut and Squeaky from Lower at Secret and Ramp.
1When Ts commit through Ramp toward Lower, have Ramp take a few favorable shots and fall to Lower before the lane costs a defender.
2When Outside Rifle reports quiet Yard, keep Ramp home for a loaded Lobby or a stopped Upper hit through Hut or Squeaky that can turn toward Lower.
3When Outside Rifle confirms Ts can reach Secret, send Ramp to Lower and rotate Outside from Yard to Ramp only after both players call the handoff.
4When Ramp dies while Outside Rifle remains in Yard, move the AWP from Heaven to J Hall or Hell and send one Upper anchor down Vent to Lower so both levels retain coverage.
5Before the Lower player opens Single Door or Double Doors, that player calls the door so Upper and Ramp do not mistake friendly noise for T contact.
TBD
No essential utility yet.

Interrupts the T outside wall timing and lets Garage, Heaven, and Yard players contest the Secret cross.
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Breaks the outside smoke wall timing so Yard players can contest the Secret cross instead of respecting the wall.
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Burns the outside cross timing so Yard control costs utility before Ts can settle behind the smoke wall.
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Stops the fast Squeaky burst and keeps Upper from turning into an immediate Hut plus Squeaky pinch.
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Burns the Squeaky doorway so Upper players can delay the pop without taking the first contact dry.
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Stalls the Ramp pack before it can isolate the Ramp anchor or flood lower with numbers.
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Pops through Trophy so the Ramp player can fight the room with support instead of dry-peeking the first contact.
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Blocks the Double Doors swing so lower players can plant, cross, or retake without eating the doorway fight.
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Chunks Trophy control from Ramp and punishes teams grouping before the Ramp fight is decided.
Lineups
11 situational utilities are tucked away until needed.
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