Cours de RATTRAPAGE: Essential Smoke Grenades Catch-Up Course
đź“‚ Utility
# Cours de RATTRAPAGE: Essential Smoke Grenades Catch-Up Course
## Match Context
* **Event Context:** A utility tutorial video created by content creator WiPR titled "Cours de RATTRAPAGE" (Catch-up Course).
* **Map Pool:** The video features utility demonstrations across multiple active duty competitive maps: Mirage, Train, Cobblestone, Overpass, Nuke, and Inferno.
* **Match State:** Recorded in an offline practice server environment. There is no active round phase, score, or match stakes.
* **Economy:** The player has a static $10,000 (infinite resources) to repeatedly purchase smoke grenades for demonstration purposes.
## Players & Roles
* **Player Profile:** WiPR, acting as the instructor and content creator on a solo practice server. He operates exclusively on the Terrorist (T) side to demonstrate offensive utility.
* **Equipment:**
* Continuously equipped with Smoke Grenades.
* Wields a default T knife initially (00:20), then a Huntsman Knife (Vanilla or dark variant) from 01:07 onward.
* Equips a StatTrak Glock-18 | Water Elemental for navigating the map.
* Wears standard T-side fingerless gloves.
* **Visual Identifiers & Habits:**
* **Full-Screen Crosshair:** Uses a standard green crosshair paired with a custom keybind that extends the crosshair lines across the entire screen (explicitly mentioned at 03:16). This is used frequently to create precise horizontal and vertical alignments against map geometry.
* **Positioning Mechanics:** Highly methodical movement. He consistently wedges his player model tightly into specific corners or flat surfaces to ensure reproducible starting positions.
* **Settings Adjustments:** At 11:45, he shifts his game viewmodel setting to "Classique" via the menu to replicate specific grenade alignments based on the on-screen model rather than the crosshair.
* **Practice Tools:** A grenade trajectory indicator is active throughout the video, displaying a thick green line tracing the flight path and red dot markers indicating bounces and landing spots.
## Utility & Resources
The core focus of this video is precise smoke grenade trajectories and their intended tactical impact across multiple maps.
**Mirage**
* **A Site Execute (00:18 - 00:34):** Briefly shows standard A site execution smokes (Stairs, Jungle, CT) to establish the concept of blocking sightlines before a site take.
**Train**
* **Upper B to Z/Connector (01:17 - 01:50):** Stand in the right corner of upper B halls. Aim at the top of the ceiling lamp fixture, run forward, and throw. Bounces down the ramp onto the elevated platform above Z, blocking sniper vision and cutting off quick A-to-B rotations.
* **Upper B Site Wall (02:08 - 02:35):** Stand in the left corner of upper B halls. Align the full-screen crosshair horizontally with the bottom of the white window pane and vertically with the wall edge; normal throw. Lands on the upper platform left of the trains, creating a "mini-wall" for safe drops and plants.
**Cobblestone**
* **B Doors to B Stairs (03:06 - 03:42):** Wedge into the corner outside B doors. Align horizontally with the middle of the sky gap and vertically just off the wall edge; normal throw. Cuts off vision from B plateau, Broken Wall, and the chicken coop area.
* **B Plateau Wall - Right (03:45 - 04:24):** Stand between the wooden structure and wall outside B doors. Align vertically with the corner of the tower roof and horizontally just above a wooden wall box; normal throw.
* **B Plateau Wall - Left (04:26 - 05:07):** Stand in the corner near the previous lineup. Align horizontally with the gap between two nails on a wooden box and vertically with the left edge of a tower window; normal throw. Combined with the right smoke, forms a complete wall isolating the back of the site.
**Overpass**
* **B Site - Heaven (05:20 - 05:32):** Stand against the water barrel in Tracks. Aim at the very top of the TV antenna over the wall; normal throw. Deeply blocks the primary sniper position overlooking B.
* **B Site - Toxic/Barrels (05:34 - 05:57):** Stand in the corner near the canal entrance. Align vertically with the left edge of a concrete pillar, aim high into the sky; run forward and throw. Bounces off the bridge near Toxic barrels, blocking vision from the back site and Jungle.
* **B Site - Walkway (05:59 - 06:12):** Stand against the wooden board near Water. Aim at the corner of the metal tram structure above; normal throw. Neutralizes elevated off-angles.
* **A Site - Deep Bank (06:40 - 07:01):** Stand against the closed wooden gate in Long A. Align the red 'A' of the Bank logo with the metal lamppost, aim at the very top tip of the lamppost; normal throw. Lands deep in the Bank entrance.
* **A Site - Stairs/Bins (07:05 - 07:35):** Stand in the corner by the bench in Long A. Aim at an "Illuminati-shaped" gap in the foliage on the wall above; normal throw. Obscures vision from the bombsite towards Long A.
**Nuke**
* **Outside Wall - Right (08:26 - 09:20):** Stand against the first white panel joint near T-spawn. Aim at the intersection of vertical and horizontal wires. Walk forward and throw exactly when crossing a blue shadow line on the ground. Lands near the red box.
* **Outside Wall - Middle (09:25 - 10:01):** Stand on a faint yellow asphalt triangle in T-spawn. Aim at a specific point on the wires above, aligning with a distant structure; normal throw. Leaves no gaps on the left side.
* **Outside Wall - Left (10:04 - 11:20):** Stand at the corner of the fence shadow near T-spawn. Aim at the large silo piping structure (horizontally below a metal arch, vertically with a specific pipe); normal throw. Completes the wall to Secret.
**Inferno**
* **B Site - CT Spawn (12:31 - 13:05):** Stand in the corner of Banana. Align vertically with a roof corner and horizontally with the bottom of a balcony; normal throw. Blocks vision from the Archway down Banana.
* **B Site - Coffins/Spools (13:08 - 13:43):** Stand against the left edge of the closed window in Banana. Use the "Classique" viewmodel to align the tip of the grenade model itself with the corner of a metal balcony support; normal throw. Neutralizes the primary defensive strongpoint.
* **A Site - Arch (13:59 - 14:29):** Stand in a specific corner in Second Mid. Aim the crosshair at a distinct protruding leaf from a balcony above; normal throw. Cuts off B-to-A rotation.
* **A Site - Short/Moto (14:31 - 15:12):** Stand in a wall corner in Second Mid. Align the top edge of the grenade model with a specific wall stain above; normal throw. Blocks vision from Library/Pit toward the A site entry.
## Strategy & Tactics
* **Standard Site Executes:** The overarching strategy is foundational team utility for full site executes. Smokes are deployed synchronously to completely block defensive vision, allowing the T-side to flood sites (e.g., Train B site, Inferno B site).
* **Map Control & Splits:** Strategy extends beyond simple planting. The Nuke "Outside Wall" (08:26 - 11:20) is a macro-tactic for taking neutral map control, allowing Terrorists to safely cross the open yard and execute a lower-site split via Secret while bypassing primary defensive lines.
* **Defaulting/Slow Pacing:** The instructor advocates for slow defaults before executing complex utility. On Overpass A site (06:40), he notes CTs play aggressively, meaning attackers must take Long A control "in slow" before deploying the deep Bank/Stairs smokes.
* **High-Value Sightline Denial & Rotation Cutting:** Utility specifically targets sniper (AWP) angles (Overpass Heaven, Inferno CT Spawn) and severs fast rotation paths (Train Z/Connector, Inferno Archway).
* **Formations & Smoke Walls:** Smokes are used to alter map geometry. "Pocketing" formations (Train Upper B, 02:08) create safe drop zones for the bomb carrier. "Smoke Walls" (Cobblestone Plateau, Nuke Outside) require 2-3 players to synchronize throws, allowing the team to push as a unified front before the visual barrier fades.
* **Viewmodel Adaptation Tactics:** The application of "Classique" viewmodel settings (11:45) is a meta-tactical adaptation, proving that certain precision tactics require standardizing game configurations to replicate.
## Decisions & Critical Moments
* **Skipping Mirage (00:28):** The instructor consciously decides to skip the standard Mirage A-site execute, reasoning that the player base is already familiar with it, prioritizing less common map utility instead.
* **Train Mini-Wall Warning (02:45):** After executing the Upper B smokes, the instructor explicitly warns that these smokes do *not* mean the site is clear. Attackers must manually clear above the trains, behind boards, and close corners around the B pillar.
* **Cobblestone Baseline Decision (03:06):** Prioritizes the B doors to B stairs smoke, terming it the "base" smoke necessary for any safe egress from B doors before scaling the rest of the site.
* **Overpass Bank Smoke Flaw (06:50):** A critical execution warning is given: the deep Bank smoke deliberately leaves dangerous gaps near the trash can and right wall. The entry fragger must pre-aim these gaps.
* **Nuke Outside Wall Execution Errors (09:48 & 10:33):** The player highlights precise failure states. If the middle smoke is off, it bounces on a raised yellow step and fails the wall. If the left smoke is misaligned beneath the silo arch, pixel-gaps are created for CT snipers.
* **Inferno Configuration Shift (11:45):** A key turning point where the player pauses the tutorial to enter the game menu, changing his Viewmodel to "Classique" to correctly execute AdreN's Inferno B-site utility.
* **Inferno CT Spawn Push Warning (12:58):** Following the CT Spawn smoke execution, he cautions that CTs will frequently push the edges of this deep smoke to find off-angles, meaning attackers must remain vigilant.
## Practical Takeaways
* **Lessons:**
* **Smoke Wall Execution:** Combining multiple exact smokes is non-negotiable for crossing large open areas safely (Nuke Outside, Cobble B Plateau).
* **Utility Doesn't Clear Sites:** Perfect utility only isolates angles. You must still physically clear close corners, off-angles, and areas immediately in front of smokes (Train B pillar, Cobble fountain, Inferno short wall).
* **Utilizing Crosshair Binds:** A console bind extending the crosshair into a full-screen grid is invaluable for learning, memorizing, and aligning complex mid-air geometry intersections.
* **Anti-Patterns (Mistakes to Avoid):**
* **Ignoring Topography:** Failing to account for ground elevation changes (like the yellow step on Nuke) which will ruin a grenade bounce.
* **Sloppy Positioning:** Throwing utility from a general area instead of physically wedging the player model into corners, leading to pixel-gaps.
* **The Dry Rush Default:** Relying on fast, dry rushes instead of defaulting for map control (e.g., Overpass Long A) to set up execute utility.
* **Drill Ideas:**
* **The Nuke "No-Gap" Drill:** Use a private server with `sv_grenade_trajectory 1`. Practice the three Nuke Outside wall smokes (08:26) sequentially, then physically walk the path to Secret to verify zero pixel-gaps exist.
* **Viewmodel Adaptation Routine:** Switch your viewmodel to "Classic" on Inferno and drill the AdreN B-site smokes (12:31), focusing on lining up the grenade model's pin/hand with the architecture.
* **Dry-Run Site Takes:** Throw the Train B "mini-wall" smoke (02:08). Immediately run out of upper halls and physically trace an entry path, pre-aiming the pillar, back site, and top of trains as if the smoke is active.
## Conclusion
This video serves as a highly efficient, foundational blueprint for Counter-Strike team executes. Its value lies not just in the sheer volume of grenade lineups, but in its methodical approach to game mechanics—demonstrating how tools like full-screen crosshair binds, precise corner-wedging movement, and even viewmodel adjustments are strictly necessary to consistently replicate advanced tactical utility across the active duty map pool.