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The Best Utility Choreography for A Site Hits on Anubis

Anubis A isn’t about brute force — it’s about timing, spacing, and utility that lands like one clean breath. Here’s the choreography that actually cracks CT setups.

8 min read Articles
The Best Utility Choreography for A Site Hits on Anubis

The cleanest A hit on Anubis doesn’t look flashy from the outside. It looks like three people throwing the same smoke at the same time, one guy crouch-walking into a molly line, and a fourth player already creeping up on the timing because he knows the CTs are stuck in that tiny “did they just fake B?” panic window. When it works, A feels unfair. When it doesn’t, you get farmed crossing into heaven and suddenly your 3:0 lead turns into a 3-2 save round. That’s Anubis for you.

If you want the best utility choreography for A site hits, you have to stop thinking in terms of “smoke A main, flash site, pray.” That’s old CS:GO brain. Source 2 and subtick didn’t magically make bad executes good, but they did make timing a little cleaner when your team actually knows the order of operations. On Anubis, the difference between a crisp hit and a stupid one is usually half a second and one smoke landing two meters off.

Why A on Anubis feels so weird

A site on Anubis is one of those spots where the geometry makes good teams look greedy. You’ve got water control, mid pressure, heaven, stairs, temple, and that annoying little lane into site where a CT can swing and ruin your day if your spacing is trash. The site isn’t huge, but the angles are layered enough that you can’t just brute-force it like Dust2 A with a wall of flashes.

That’s why the best teams — the ones that actually make Anubis look playable in Premier — attack A like they’re solving a little puzzle. One smoke cuts heaven, one seals temple or the left-side lane, and then the rest of the round is about forcing CTs to choose between giving up space or burning utility trying to hold it. If you’ve watched teams at the major level when Anubis shows up in the map pool, you’ll notice the good T sides are never “run first, think later.” They’re about turning every defender into a spectator.

The setup I trust most: three pieces, one lie

The cleanest A hit usually starts with a fake that isn’t even that expensive. You’re not trying to sell a full B exec with five smokes and a prayer. You just want CTs to burn a flash, maybe rotate one guy, and start staring at the wrong doorway.

Here’s the basic shell I’d run in a scrim or even a sweaty Premier match where everyone’s sitting on 13,000 CS Rating and suddenly thinks they’re donk:

  • One smoke for heaven so the connector-side hold gets ugly fast.
  • One smoke for temple or the long sightline, depending on how the CTs are anchoring.
  • One deep molly to clear the close pocket or force the first swing off the site box.
  • Two flashes that don’t explode at the same time.

That last part matters more than people admit. The first flash is for vision denial. The second flash is for the fight after the CTs have already adjusted their crosshair. If you dump both at once, you’re basically donating information. If you stagger them, even a disciplined anchor has to make a bad choice.

Timing the smokes like a grown-up

On 64-tick subtick servers, you can still botch the execute if your lineup is sloppy or your team throws everything like it’s a Faceit Level 8 warmup. The goal is simple: all key utility should land inside about a second of each other, with the flash popping just after the smoke blooms. Not before. Not five seconds later because somebody “wasn’t ready.”

The smoke order I like is:

First, cut the longest CT angle. Then smoke the secondary anchor position. Only after that do you use the molly, because if the molly lands first, you can tip off the defense that the hit is coming and the site player gets extra time to reposition. The whole thing should feel like one clean breath, not five separate actions.

How to hit A without getting farmed on the entry

Too many teams throw utility, then explode into the site in a straight line and wonder why their trade percentage is cooked. On Anubis A, the entry path matters. If your first guy wide swings off a flash while the second guy is still in the choke, the CT on site gets a free double. That’s not bad luck. That’s bad spacing.

What I want to see is a layered push:

  1. The first player clears the closest off-angle with a flash-backed swing.
  2. The second player comes off the first contact and owns the trade.
  3. The third player goes default or ramp-side, ready for the rotate peek.

That’s the part people mess up in Premier all the time. They think utility is the hit. It isn’t. Utility is just the receipt that says you’re allowed to take the fight on better terms. If you don’t convert it into spacing and crossfires, you’ve just burned $850 and given the CTs a free reset.

Quick economy reality check: if your team is on a full buy, you’re usually spending around $700 to $900 per player on execute utility. That’s worth it on A Anubis because the site is hard to walk into cleanly. On an eco or a scrappy force, though, don’t cosplay a full exec. Run a simpler contact-hit with one smoke and a pop flash, or you’ll end up with three people stuck in the choke holding $500 worth of nades they never used.

Mid pressure makes the A hit way nastier

The best A hits on Anubis don’t start at A. They start in mid, where you make the CTs split their attention and hate their lives. A small bit of mid control forces the defenders to respect a lurk, and once that happens, the site anchor can’t freely help heaven or rotate early.

This is where a lot of pro teams have made Anubis look disgusting. You’ll see a player posted for the late lurk while the other four show presence elsewhere, and then — right when the CTs think they’ve stabilized — the A hit arrives with perfect timing. It’s very s1mple-era CS in spirit: pressure one side, then strike where the rotation can’t quite arrive. m0NESY does this kind of thing beautifully too, because he’s so good at forcing one extra movement from a defender before the kill comes.

The lurk doesn’t need a highlight reel. It just needs to punish the first rotate. If your lurker hears steps back toward mid or catches a shoulder, the whole A hit gets easier because the defense is now split into two half-formed ideas.

The utility chain that actually wins rounds

If I had to give you the most reliable A-site choreography, it’d look something like this:

  • Start with a mid feint or a quiet pressure play.
  • Take water or short control enough to make the CTs uncomfortable.
  • Smoke heaven first.
  • Smoke temple or the strongest crossfire.
  • Throw a deep molly into the common anchor spot.
  • Pop a flash over the site as your first two players swing.
  • Use a second flash to catch the rotate or force a retake peek.

That sequence works because it attacks the defense in stages. First you steal their vision. Then you steal their space. Then you force them into a bad duel or a desperate retake. If the CTs are disciplined, they might still get one kill. Fine. But the bomb plant becomes much easier, and once the plant goes down, Anubis A is a miserable retake unless the defense has saved perfect utility.

What not to do

Don’t stack all your flashes into the same second like you’re trying to blind your own team. Don’t send the entry before the smoke blooms. Don’t forget the lurk and then act shocked when the CTs rotate six players into A and hit you from behind. And please stop throwing a random molly after everyone’s already died — that’s not strategy, that’s coping.

If you’re trying to copy the discipline you see from teams at the Copenhagen Major-style level or on big-stage Anubis maps in Pro League, the lesson isn’t “throw more stuff.” It’s “throw the right stuff in the right order.” Big difference. The best teams make utility look quiet because every piece has a job.

My favorite A-site read when the round’s messy

Sometimes your round isn’t pristine. Somebody gets tagged early. Your mid control falls apart. The enemy awp is posted. Doesn’t matter. On Anubis, I still like the same basic fallback: force the CT utility out, wait for the late swing, then hit when their molly and flash count is low. A site gets a lot easier when the defense has already spent its good stuff on the first fake.

That’s the part that separates good CS2 teams from guys who just know lineups off YouTube. The map rewards patience, but it punishes hesitation. So if your team is going A, go A with a plan that makes the defenders burn through their options. If you’re just tossing nades because “we have to execute now,” you’re basically donating the round to whoever’s holding temple with an M4 and decent crosshair placement.

Anubis A is won by teams that treat utility like choreography, not decoration. So what are you doing next round — running the same messy hit again, or finally lining up the smokes like you mean it?

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