Counter-Strike 2

Counter-Strike 2

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beast™ Dec 11, 2022 @ 7:16am
Jumpthrow Bind for CS:GO - Ultimate Guide
Adding a jumpthrow bind allows you to throw long range smokes consistently. The bind jumps and releases the nade with a single button.

If you already know what the jumpthrow bind is, skip to the end where you can copy the bind.

Is jumpthrow bind legal?
Yes, mostly. In matchmaking, ESEA, FACEIT and most pro tournaments the jump throw bind is legal to use. However, if your playing on some pro or semi-pro tournament, double-check their rules to be sure you’re not breaking any rules.

What is the jumpthrow bind?
The jumpthrow bind is a small script you can bind to one of your buttons. It allows you with one click of a button to perform multiple actions. In the case of the jumpthrow bind, these actions are jumping and releasing the left mouse button at the same time. So why is this so useful? It allows you to throw long-range with the same outcome every time. If you try to jump and release the nade yourself without the bind, you will see some variations for your throws as your not a robot, and you probably release the mouse button at slightly different times.

Setting up jumpthrow bind
Simple keybind
If you don't want to mess around with your config files, use this simple bind:

bind "X" "+jump; -attack; -jump"
Change out X with your prefered key.

Alias bind, autoexec
If you don’t have a autoexec config file allready, you can follow this guide to set it up.

Paste the following into your autoexec file, change out KEY with whatever button you prefer:

alias "+jumpthrow" "+jump;-attack;-attack2"
alias "-jumpthrow" "-jump"
bind "KEY" "+jumpthrow"
Many nades require jumpthrow bind to be consistent
Some nades require you to use the jumpthrow bind, otherwise it wont be very consistent. Below are a couple nades that become a lot easier to throw.

Hope u guys like it and understand to use it in game because kinda is essencial if u wanna be consistent with ur team executes, increasing ur chances to win. :steamhappy:
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Showing 1-4 of 4 comments
Shiro♌ Dec 11, 2022 @ 7:21am 
If the line-up requires such precision, then it's not even worth using it.
Binds do sound good and all, but they're very unnecessary and do no longer cut it, especially if you're used to different kinds of FPS videogames and are used to binds from CS:GO.
They'll make you get so attached to them that you'll many times press the button you've binded for a specific action in those other games, which will very likely screw you over in some situations.

If you wanna create a guide, then create a guide.
This is a discussion thread, we're here to discuss things, not to create guides in the form of discussions.
Fr4ntic Dec 11, 2022 @ 7:59am 
Originally posted by Shiro♌:
If the line-up requires such precision, then it's not even worth using it.
Binds do sound good and all, but they're very unnecessary and do no longer cut it, especially if you're used to different kinds of FPS videogames and are used to binds from CS:GO.
They'll make you get so attached to them that you'll many times press the button you've binded for a specific action in those other games, which will very likely screw you over in some situations.

If you wanna create a guide, then create a guide.
This is a discussion thread, we're here to discuss things, not to create guides in the form of discussions.

The jump throw bind is known as a very powerful tool to make your throws consistent.
Bailing a smoke when you just called it to your team is very bad for the round outcome.
Its a good tip imo , better then 95 % of the other threads here most are repeating nonsense ones.
Shiro♌ Dec 11, 2022 @ 8:09am 
Originally posted by Fr4ntic:
Originally posted by Shiro♌:
If the line-up requires such precision, then it's not even worth using it.
Binds do sound good and all, but they're very unnecessary and do no longer cut it, especially if you're used to different kinds of FPS videogames and are used to binds from CS:GO.
They'll make you get so attached to them that you'll many times press the button you've binded for a specific action in those other games, which will very likely screw you over in some situations.

If you wanna create a guide, then create a guide.
This is a discussion thread, we're here to discuss things, not to create guides in the form of discussions.

The jump throw bind is known as a very powerful tool to make your throws consistent.
Bailing a smoke when you just called it to your team is very bad for the round outcome.
Its a good tip imo , better then 95 % of the other threads here most are repeating nonsense ones.
That's what I'm not disagreeing with.. It's just not worth the hassle if you play other FPS videogames.
The way I see it, smokes' line-ups aren't as necessary as the community makes them to be.. Because if you can blind the enemy with multiple flashbangs to finish them off, those line-ups aren't really necessary, as you can just „plant“ them after eliminating the ressistance on the site.
If a certain spot is so powerful that you do have to throw a smoke there, throwing a molotov or incendiary sounds like a better solution to the problem at hand, as it forces the enemy to get back or get inside the site.. Which is what you wanna do.
It's not like you can see into the smoke and predict a sneaky CT enemies with silenced weapons shooting you all through the smoke after being given the necessary intel to know your positions to take you out.

Regardless, my point was that this isn't a guide, but a discussion thread.
If OP wishes to create a guide, they shall create it instead of creating such threads instead of actual guides.
LaGgIs Dec 11, 2022 @ 8:54am 
Originally posted by Shiro♌:
Originally posted by Fr4ntic:

The jump throw bind is known as a very powerful tool to make your throws consistent.
Bailing a smoke when you just called it to your team is very bad for the round outcome.
Its a good tip imo , better then 95 % of the other threads here most are repeating nonsense ones.
That's what I'm not disagreeing with.. It's just not worth the hassle if you play other FPS videogames.
The way I see it, smokes' line-ups aren't as necessary as the community makes them to be.. Because if you can blind the enemy with multiple flashbangs to finish them off, those line-ups aren't really necessary, as you can just „plant“ them after eliminating the ressistance on the site.
If a certain spot is so powerful that you do have to throw a smoke there, throwing a molotov or incendiary sounds like a better solution to the problem at hand, as it forces the enemy to get back or get inside the site.. Which is what you wanna do.
It's not like you can see into the smoke and predict a sneaky CT enemies with silenced weapons shooting you all through the smoke after being given the necessary intel to know your positions to take you out.

Regardless, my point was that this isn't a guide, but a discussion thread.
If OP wishes to create a guide, they shall create it instead of creating such threads instead of actual guides.

The binds it's for the smokes and nothing else, Jumpthrow it's a thing you have to have for sorted smokes that's why all the pros use them. It's BC how csgo works that make a regular Jumpthrow fail if you don't do it correctly.

Sure we should not need to use binds to Jumpthrow but that's how csgo are right now we can just hope that valve will do something about it
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Showing 1-4 of 4 comments
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Date Posted: Dec 11, 2022 @ 7:16am
Posts: 4