The CS2 Jump-Throw Bind
A large share of grenade lineups require the grenade to leave your hand at the top of a jump, within a window far tighter than a human can hit by hand. A bind does it consistently. Here is the setup, and what to do when it does not seem to work.
The bind
Counter-Strike 2 ships an officially supported way to do this using aliases. Put these four lines in your autoexec, or paste them into the console once to try them, changing the key at the end to whatever you want:
- alias "+jumpaction" "+jump;"
- alias "+throwaction" "-attack; -attack2;"
- alias "-jumpaction" "-jump;"
- bind "mouse4" "+jumpaction;+throwaction;"
To use it: pull the pin by holding left click (or right click for a lob), then press the bound key. The bind jumps and releases the grenade for you. You are still responsible for holding the correct mouse button — the bind does not decide throw strength.
Why the old CS:GO bind is not the same
The classic CS:GO bind chained +jump and -attack in a single command and relied on both landing in the same server tick. CS2 processes input sub-tick, which is what makes movement and shooting feel more precise, but it also means "the same tick" is no longer the unit that matters. The alias form above is the syntax Valve supports, and it is the one lineups on this site assume.
Running jump-throws
Some lineups need a jump-throw made while moving forward, which travels considerably further than a standing one. The bind handles the jump and the release; the movement is yours. Hold forward through the whole action rather than tapping it, and do not release it as you press the bind — momentum at the moment of release is part of the distance, which is why "running throw" is listed as a technique on the lineups that need it.
Checking yours is consistent
- Load an offline server with sv_cheats 1 and turn on the grenade trajectory preview.
- Throw the same jump-throw ten times from the same spot without moving between throws.
- Watch the landing point. Ten identical landings means the bind is doing its job and any miss in a match is your alignment, not your input.
- If the landings scatter, check you are not accidentally holding a movement key, and check no other bind on that key is firing at the same time.
Is a jump-throw bind allowed?
Yes. It uses the game's own console alias system, and Valve added first-class support for it. It is not a script injected from outside the game and it is not something anti-cheat objects to. Third-party leagues have historically permitted it; if you play in one, its own rules are the authority, not this page.
Other binds worth having for lineups
- A rethrow key for practice — bind "n" "sv_rethrow_last_grenade" — repeats your last throw from the same place with the same input. It only works on a server with cheats enabled, so it is a practice tool, not a match one.
- Direct grenade slot binds — for example bind "4" "slot7" for the smoke — so you never cycle past the grenade you wanted while under pressure. Cycling with the mouse wheel is the reason a lot of lineups get thrown with the wrong grenade.
- A clear-decals or a drop bind is not needed here, but a dedicated "walk" key you can hold reliably is: several lineups require you to arrive at the spot with no momentum, and toggling walk rather than holding it is a common source of drift.
Troubleshooting
- Nothing happens when you press the key. The aliases were not loaded — paste all four lines again, and check your autoexec is actually being executed (it must be in the game's cfg folder and, on some setups, referenced from the launch options).
- It jumps but does not throw. You are not holding the mouse button when you press the bind. The bind releases a grenade you have already pulled the pin on; it does not pull the pin for you.
- It throws but the grenade goes further or shorter than the lineup. Check whether you are holding a movement key. A standing jump-throw and a running one are different lineups.
- It works in practice and fails in matches. Almost always the standing position, not the bind. Practise walking to the spot from where you would actually be coming from rather than starting on it.
A note on autoexec files
Anything you paste into the console lasts until the game closes. To keep it, put the four lines in a file named autoexec.cfg inside your Counter-Strike cfg folder. Every line should be exactly as written, one per line, with no trailing characters — a malformed alias fails silently, which is why so many people conclude the bind "does not work any more" when in fact it was never loaded.