
Instant smokes on Ancient allow you to cover “mid,” “B-doors,” “the window,” “the cave,” and “heaven” immediately after respawning. We’ve compiled 19 precise throw locations for both attack and defense using the setpos and setang commands. On Ancient, your spawn point directly affects your aim. Adjacent respawns are close together, but a difference of just a few dozen in-game units is enough for a grenade to hit a wall, deploy prematurely, or leave the opponent with a clear line of sight. That’s why you need separate setups with their own setpos and setang values for each specific objective.
This guide covers four series. On defense, you can instantly block “mid” or the “B doors,” and on offense, you can send smoke into the “window” or block the “Cave + Haven” route. This results in a total of 19 throw points: five each for the first three smoke grenades and four for the last one.
The commands below the diagrams are for practicing on a local server. The `setpos` command teleports the player to the desired respawn point, and `setang` sets the exact angle. These commands aren’t used in matches: after a few practice runs, you need to memorize the aim based on map features and execute it without the console.
A quick smoke on “mid” blocks early vision of the map’s center and gives the defense time to take up positions without an open duel in the first few seconds. This throw is particularly sensitive to timing: if you pause before throwing, the grenade will follow a different trajectory and the precise timing will be lost.
The mechanics are the same from all five respawn points. Hold down Shift, take one step forward, and perform a Jump Throw right as you step. First, set the angle; then start moving. If you stop before throwing, the grenade will fly differently.
Below, the final smoke is shown first, followed by a separate aim guide for each starting point. The respawn number on the card corresponds to the “setpos” line below the image.






When testing, it’s not just the arrival time that matters, but also consistent deployment timing. Repeat each variation several times in a row: if one of the throws is noticeably delayed, it’s most likely because the Jumpthrow is executed after the step has already been completed.
A smoke at the “B-door” blocks the passage and prevents the opponent from immediately seeing the direction after the round starts. The set of respawns is the same as in the previous series, but the aiming angles differ, so you cannot simply transfer your aim from the smoke to “mid.”
All five variations are performed from a running start. Aim is set before starting to move; the player then runs forward and performs a Jumpthrow without releasing the direction. The pause between the running start and the jump will result in a different grenade speed.






In this series, it’s best to practice the entire sequence: aiming, starting to run, and Jumpthrow. The fewer pauses between actions, the easier it is to maintain consistent timing in a real round.
An instant smoke into the Ancient “window” allows the attacking team to immediately clear one of the early corners and move on to securing the area more quickly. The player throws the grenade directly from the spawn point while teammates are already starting to move across the map.
For all five respawns, use W + Jumpthrow. You need to aim in advance, hold down W, and perform the Jumpthrow while moving forward. A delay between these actions changes the trajectory, so you need to press W and Jumpthrow almost simultaneously.






If the smoke lands near the target area, don’t immediately adjust your aim manually. First, check the respawn number and make sure you press W before Jumpthrow. A small mistake in the sequence of actions often looks like inaccurate aiming.
A smoke in the “Cave + Haven” direction helps the attack team limit visibility immediately after the round starts. Unlike the previous series, no step or run-up is required here: all variations are performed from a standing position using a standard Jumpthrow.
Four respawn points have been set up for this throw. The player must come to a complete stop, set the correct angle, and perform a Jumpthrow without pressing any additional movement keys. The third option differs noticeably in its vertical angle, so it’s particularly easy to confuse it with neighboring points.





The most common unnecessary mistake here is briefly pressing W before the throw. Even a slight shift changes the initial velocity. After teleporting via setpos, release the movement, wait until you come to a complete stop, and only then resume aiming.
First, check that you’ve selected the correct side and the right respawn point. The defense and offense have different sets of coordinates, and the points within each group look visually similar. Accidentally using a `setang` from a neighboring option almost always results in a throw that looks plausible but is incorrect.
The second reason is a movement error. For “Mida,” you need a single step while holding Shift with the throw executed during the step; for “B-doors,” a running start; for “window,” holding down W; and for “Cave” and “Heaven,” movement is prohibited. If you change the throwing method, the grenade will follow a different trajectory.
The third reason is mouse movement after setting the angle. The `setang` command already sets the exact direction, so there’s no need to fine-tune your aim before a Jumpthrow. During regular practice, use a map element as a reference point and finish aiming before pressing the movement keys.
Launch a local Ancient match, enable `sv_cheats 1`, and complete all respawns in a single series one after another. Don’t mix all four smoke grenades during your first practice session: first, achieve five consistent repetitions of a single technique, then move on to the next one.
After practicing with `setpos` and `setang`, try repeating the throw using only visual aiming. The next step is to throw the smoke immediately after respawning, without pausing to check the map. This is exactly how CS2 instant smoke throws start saving time, rather than turning into regular smoke throws with lengthy preparation.
It’s best to do a final check with a teammate on the other side of the smoke. They’ll see if there’s still a gap and if the grenade deploys on time. It’s helpful to evaluate several consecutive attempts, because a single successful throw doesn’t necessarily mean you’ve memorized the movement correctly.