Every lineup here is the same fixed sequence of in-game stills rather than a video. That is a deliberate choice, and knowing what each frame is for turns a missed throw from a mystery into a two-second diagnosis.
Older lineups have five of these instead of six: the zoomed alignment crop was added later, and entries submitted before it exist without one. The viewer adapts to whatever a lineup actually has, so nothing is broken — you just do the fine alignment off the wide frame.
When a grenade lands somewhere other than the result frame, the cause is almost always one of four things, and they are worth checking in this order because each is cheaper to rule out than the next.
Counter-Strike does not let you change the gameplay field of view, so an alignment frame captured on someone else's machine matches yours horizontally. Aspect ratio is a different matter: a lineup captured at 16:9 and matched at 4:3 stretched shows the same landmarks in different screen positions. Match the landmark to your crosshair, not to a position on the frame, and the difference stops mattering.
Viewmodel settings change where your hands sit but not where the grenade goes. If a lineup frame shows a different viewmodel from yours, ignore it — it is cosmetic.
Each lineup carries the side it is used on, a difficulty rating, the air time, the movement technique, the CS2 patch it was last tested on, and verified / broken votes from members who tried it. The air time in particular is worth reading before you use a throw in a match: a smoke that takes three seconds to land is a different tool from one that lands instantly, and it changes when you have to throw it relative to your team moving.
Vote it broken. Everything here is submitted by members and reviewed by staff, but review catches presentation problems far more reliably than it catches a throw that stopped working after a map update. The broken votes are the signal that gets a lineup re-tested or removed, and they only exist if people cast them.
Each map's radar carries every lineup twice: once at the spot the throw starts from, once at the spot the grenade lands on. Both are clickable, and which one you use depends on what you already know. If you know you want that corner smoked, start from the target. If you are standing somewhere in the middle of a round with a smoke and thirty seconds, start from where you are — that is the search almost no lineup resource supports, and it is the one that matches how rounds actually go.
From there the per-grenade and per-callout pages narrow it further: all the smokes on a map, or all the smokes that land on one specific callout. If a spot is hittable from three different places, that page is where you find out.
The frames are not a compromise for want of video. A lineup is two or three static reference points, and video is a bad container for static reference points: you scrub back and forth hunting the one frame that shows the alignment, and you cannot hold it on screen while you set up in game. Stills load faster on a bad connection, sit still while you match them, and can be zoomed into the part that actually matters. Where a lineup does have a video walkthrough, it is linked from the page as an extra rather than as the primary reference.