Inferno Site-B Smoke Ledger: Banana Execute Timing and Triple-Lane Collapse

September 23, 2026 at 03:01:02

Low-slope molly lineups on Inferno B decide whether pillar stays readable before the fight starts. This piece tracks smoke phase, firewall sequencing, and CT retake windows—no leaked patch tables.

Why B site is won before Banana trades

Most Inferno second-site takes are decided in the smoke expansion curve, not in the first duel on Banana. The same rotate smoke thrown from the old spot on the ramp crest closes the readable gap at site mouth half a beat late. T-side thinks the entry is safe; CT still catches a partial angle from the coffins edge.

This article logs utility phase and formation collapse only.

Ramp release: the half-body gap is not “one second early”

The core tension on Banana-to-B is that smoke center rises with terrain. From low slope tight to sandbags, the puff fills site mouth and the coffins wedge first. First man often rides the coffins-side smoke rim. From crest or CT deep with the same grenade, the center sits higher—default and pillar stay visible longer, pushing the whole execute back half a body.

Acceptance test: can you still read pillar’s back foot through site mouth? Not “which second to press Q.” When low-slope smoke passes, second player should hold coffins inside cut; first man only narrow-peeks pillar after that. Before high-slope smoke seals, never double-swing off the rim—you become a fixed target from CT spawn or sandbags.

Firewall roles: don’t burn molly and entry smoke on the same frame

A common execute mistake is molly and rotate smoke on the same tick. Banana fire’s job is to delay CT pressure from CT spawn down the ramp, not patch holes in entry smoke. Correct phase: molly lights first, forcing CT inside or off crest re-clear; rotate smoke lands on the frame where CT reads worst through the fire wall, so they cannot read ramp and site mouth at once.

Triple-lane collapse—coffins inside cut, pillar narrow, default deep—needs bound utility, not three players on one line. Inside cut flashes and listens to coffins material tail; pillar takes only the first narrow shot after the seam closes; default deep keeps fire or nade for CT jump-down frames from spawn. If molly dies before smoke, CT regains half-body ramp advantage—default deep must hold a delayed burn or anchor nade so “re-ramp” costs HP.

CT re-clear: don’t camp outside the smoke rim waiting for mistakes

CT utility on B should follow smoke fade gradient, not one smoke to the end. At max density, sandbags and CT door are info only—no ramp contest. As the rim thins, shallow flash from coffins side first, then decide whether to step out. If T low-slope smoke sealed clean, straight ramp from spawn often feeds pillar cross; safer: one in spawn listens to layered site steps, another late-rotates from arch or library, second smoke reshapes coffins readability so T burns another round before plant.

Clutch rule: CT win rate often comes from who still holds coffins inside edge on the first frame after fade. If T has only default deep alive, burn coffins-side rim and enter—don’t swing between pillar and default; that gifts the spawn re-entry punish window.

This week’s drill line

Customs: two checks only—within three seconds of low-slope rotate smoke, pillar back foot unreadable; at molly peak, no clean upper body at CT door. Formation: rim player wide angle only, no deep swing; second player inside cut only, no follow frag. Skins from C5GAME or Steam Market stay on inspect out of server—in-server, only ramp and timing. Once utility is booked by phase, default B rounds stop being five names fighting one hole.