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CS2 Jumpthrow Bind: Setup and When to Use It

A jumpthrow bind releases a grenade at the exact peak of a jump, on the same tick, every time. It's how a lineup that works for a pro on stream also works for you — without it, the same throw is timing-dependent and will land differently round to round.

Why jump timing matters for a lineup

A grenade's trajectory depends on your position, your view angle, and your velocity the instant you release it. Jumping changes your vertical velocity throughout the jump arc, so throwing a half-second early or late in the jump changes the whole trajectory. A jumpthrow bind removes that variable by triggering the throw automatically at the top of the jump, so the only thing left to get right is your standing position and crosshair placement — which is exactly what a saved lineup gives you.

The bind

Open the developer console (~) and enter:

alias "+jumpthrow" "+jump;-attack"
alias "-jumpthrow" "-jump"
bind "key" "+jumpthrow"

Replace key with the key you want to bind it to — a lot of players use a spare mouse button or Alt so it doesn't collide with their normal jump key. To make it permanent, save those three lines into autoexec.cfg in your CS2 cfg folder (or paste them into the in-game console every session).

To use it: hold left click as if you're going to throw, then press your jumpthrow key instead of your normal jump key. The alias handles the jump and the release for you.

Jumpthrow vs. run-throw vs. standing

Not every lineup needs a jumpthrow — it's one of several standard movement types, and using the wrong one is a common reason a "correct" lineup still misses:

Every lineup on Lineupr records which of these it needs, along with the throw range (full, mid, or close), so you're not guessing which movement a spot was recorded with.

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