B on Inferno is a two-lane problem—banana for CT reads, balcony for viable plants. This piece breaks default, execute, and post-plant utility into a beat sheet so smokes, mollies, and flashes land on the same count.
Lead
Inferno B is never a single story. Banana decides whether CT can count bodies early; balcony and default plant spots decide whether T can drop the bomb somewhere they can leave, hold, and trade. Utility lives where those lanes cross—half a second late on the smoke wall and the ladder molly never touches anyone; pop the flash too early and the second-floor peek is not set. Below is a three-phase beat sheet—default, execute, post-plant—for lines that show up every scrim and ranked session.
Banana: default smoke buys ladder time, not permanent vision denial
CT default is usually one player tight on sandbags, one flex to answer banana. When T run a fake default into a real ladder take, the first line is often a deep banana smoke (sandbags plus corner vision). The goal is not a permanent block—it is to stop CT from solo pushing for info before it fades.
The second piece is a wall-hug molotov on the habitual sandbag or corner hold. Placement matters more than the smoke—too shallow and CT fall back to CT spawn and still see ladder movement; deep into the corner and CT either smoke again or give up banana info. T earn a 3–4 second window to sync the ladder.
On the push, flash over the corner pairs with deep smoke in two beats: beat one, smoke lands and CT swing the edge; beat two, flash to face and ladder players step out. Merge both into one beat while second floor is not ready and CT often need only one counter-clear flash to shut banana. In pro lobbies that failure is usually utility timing, not aim.
Balcony plant: ladder smoke, site fire, and CT counter-clear
Once T control the ladder, B utility revolves around the ladder–window–coffin triangle. Ladder smoke must block CT spawn sightlines to plant and defuse spots; window smoke cuts crossfire from balcony and CT or one molotov forces T off the bomb.
A common package: ladder smoke plus site fire. Fire on default defuse or coffin forces CT utility or new angles; smoke stops CT from flashing CT spawn the instant it fades. On a tight buy, ladder smoke only plus flash clear balcony—flash instead of window smoke, betting empty balcony. Win the bet, save a nade; lose and the site becomes a 1vX trade map.
CT answer: CT spawn pop-flash plus synced balcony peek. Flash must cover ladder–plant junction; balcony cannot show early or T pre-aim ladder. Success often hinges on waiting for plant audio or footsteps—early counter-clear confirms CT are still there for T; late means bomb down, utility set, retake cost spikes.
Post-plant lines: banana relief and vertical from balcony
With the bomb in coffin or default, T hold on two layers: banana stops CT spawn flashes; balcony stops vertical clears.
Banana side: deep smoke refresh plus close fire—smoke slows CT spawn; fire keeps them off the wall defuse. If CT already own banana, T sometimes stop refreshing banana smoke and block or fire between CT spawn and plant—cut retake path instead of vision.
Balcony side: window smoke or fire decides if CT can drop the ladder safely. Last T alive, one precise window fire often beats smoke—smoke gets spammed, fire forces movement; with plant angle, CT ladder down for HP or utility. Holding is not nade count—it is forcing CT to spend a new utility and open a new angle every clear.
Three beats for ranked
- Deep banana smoke syncs with ladder: smoke first, then flash—do not gift CT free info.
- Plant triangle: ladder smoke pins CT spawn, window line handles vertical, site fire pins defuse.
- Post-plant pivot: if CT hold banana, cut routes—do not dry peek CT spawn through smoke.
Inferno B utility is buy balcony with banana, buy plant with balcony, buy retake time with plant. Align the beats and you will climb faster than memorizing five fixed lineups.