Inferno B isn't a linear path—it's three intersecting diagonals. Control their intersections to control the site.
When people talk about Inferno's B site, they often describe it as a straight line: "Banana—logs—site." But in actual play, you'll find it's actually three diagonal lines intersecting in the same space: one slicing from Banana entrance across the logs, one pressing down from second floor (underpass) to the center of the site, and one sealing off CT's retake from coffins. Whoever controls the intersections of these three lines first gains breathing room on the site.
First Diagonal: The "Narrow-Angle Smoke" at Banana Entrance Isn't for Blocking—It's for Cutting Vision
The most common mistake T-side makes with their first utility is throwing smoke directly into mid-Banana, trying to push CT back in one go. The problem is that this smoke cuts both ways: you block his line of sight, but he uses the smoke to switch his position from behind logs to underpass.
A more cost-effective approach is to place the smoke at the narrow angle near the sandbags at Banana entrance, so it only cuts off the vision between the logs and the cubby. This way, when CT looks in from CT spawn, the logs are bright and the cubby is dark, so his pre-aim naturally favors the bright spot; meanwhile, your players can hug the sandbags from the dark side and use a molotov to force the logs position to rotate. The value of this diagonal isn't in blocking, but in turning CT's "seeing" into "guessing."
The accompanying flash should come half a beat later. Smoke first, wait for CT's first peek to be blocked by the smoke, then flash. Aim the flash at the top edge of the logs rather than the center of the site, because when CT retakes from underpass, their line of sight is pressed downward, and a flash on the top edge is more likely to catch them fully.
Second Diagonal: The "Low-Throw Molotov" from Underpass to Site and Its Counter
The underpass position is discussed so much that no one has seriously calculated its utility line. Throwing a molotov from underpass to the site: a high throw will be partially eaten by the beam above the site, and the landing time is longer than you think; a low throw skims the floor and lands closer to the coffins side,正好 burning the default defuse position.
To defend against this line, CT can't just rely on "don't stand still." A more practical approach is to place a counter-diagonal smoke at the underpass exit in advance, letting the smoke slice from underpass to the center of the site, cutting off T-side's vision of underpass from Banana. This smoke doesn't need to be a hard block; it just needs to make T-side spend one extra confirmation before entering the site—that confirmation is exactly the time for CT to rotate from coffins.
Note that the soft edges of volumetric smoke mean both ends of this smoke will "leak." So positioning should follow the leak direction: if the smoke leaks toward logs, push half a step toward coffins; if it leaks toward coffins, hug the underpass wall. Don't stand in the middle of the smoke—that's a position where neither side can see clearly, and neither gains an advantage.
Third Diagonal: The "Delay Smoke" from Coffins to CT Spawn Retake
One of the most easily wasted utility in clutch situations is the delay smoke at coffins. Many treat it as a tool to block CT spawn entrance and throw it before entering the site. What you should really do is treat it as a timer: start counting the moment the smoke lands, and the window to cut into the site from the logs side is the moment the smoke starts to thin.
Because when CT retakes from CT spawn, their first reaction to the smoke is to go around, usually hugging the wall on the outside of underpass. If you place a molotov on their rotation path in advance, their rotation time will be extended by two to three seconds—enough for you to complete a post-plant reposition.
The key to this diagonal is "don't throw smoke and molotov at the same time." Throw them simultaneously, and CT will wait; stagger them, and CT will make decisions inside the smoke—and those who make decisions in smoke often expose their backs to the logs.
Closing: Treat the Three Diagonals as a Schedule
Inferno's B site has never been about "whoever has faster aim wins," but about who first schedules the intersections of these three diagonals. The narrow-angle smoke at Banana entrance determines when you can hug the sandbags; the low-throw molotov from underpass determines when CT must rotate; the delay smoke at coffins determines who moves first in the clutch. The three utilities don't need to be in place at the same time—they need to be in the right order. With the right order, the site opens up to you; with the wrong order, every smoke you throw helps the opponent re-establish their defense.
To practice this schedule, don't just practice landing spots in a workshop map. Find a teammate who only runs CT default retake routes and another who only runs T-side first-wave entry routes, and use voice comms to call out the three beats: "smoke lands—he rotates—you cut." Once you can call it smoothly, B site is no longer just Banana—it's a diagonal map you can read.