Jumpthrow in CS2 — What It Is, Bind Setup and Tips
What is a jumpthrow?
A jumpthrow is a technique in CS2 where you jump and release a grenade at the same time. Because both actions happen on the same frame, the release angle and height are identical every time — making it the standard way to hit smoke, molly, and flash lineups that require a longer throw than a normal standing release.
How to do a jumpthrow without a bind
You can jumpthrow without any bind at all. The key is to release the grenade (let go of left mouse button) at the exact same moment you press jump. With a bit of practice the timing becomes natural, and many experienced players prefer this method since it works on any server without console access.
- Hold left mouse button to prime the grenade.
- Press Space and release left mouse button at the same time.
The challenge is consistency — even a small timing difference changes the throw distance. That is where a bind helps.
Jumpthrow bind in CS2 — after the August 2024 update
Before August 2024, most players used an alias-based jumpthrow bind in their autoexec.cfg. That method no longer works. Valve removed support for alias chains in a CS2 update in August 2024.
The reliable method now is to bind a single key to -attack — the command that releases the mouse button — and press it together with Space. Here is how:
- Open the developer console (~) and paste the bind below.
- Hold your grenade (hold left mouse button to prime it).
- Press N and Space at the same time — use your thumb for N while pressing Space normally.
N triggers the release, Space triggers the jump — both happen on the same frame, so every throw lands in exactly the same spot.
Tips for consistent jumpthrows
- Practice the N + Space press until it feels automatic. Muscle memory builds in just a few minutes.
- You can change the key from N to any key that fits your grip.
- Some lineups require a runthrow — always test each lineup in a practice server first.
- If a lineup still feels inconsistent, check whether it requires a left, right, or center jump — your starting position matters too.