Inferno B Arc Smoke: Banana Second-Floor Plant Grid and CT Late Clear

September 24, 2026 at 03:01:02

How the first arc smoke anchors CT window vs plant back gap, what the second utility pays for, and why CT wins by delaying one beat instead of mirroring a three-nade B execute.

Lead-in

Inferno B is not Mirage mid—information does not ride one long connector trade. T-side more often cuts one tile behind Banana arc: whether smoke fully covers CT under-window, whether plant-back stays open, and whether the follow-up is molotov or flash decides if CT holds default for first contact or stacks behind sandbags for T’s second beat. This note covers second-floor plant utility only, not a generic B template.

First smoke behind the arc: window anchor ≠ plant-back seam

The common mistake on the first jump-throw from mid-Banana is aiming to “blanket all of CT corner.” CT under-window and the plant box edge sit half a tile apart on vertical sampling—when smoke edge alpha shifts, window can still show a legal pixel while plant-back is already broken. Pro default anchors the first puff to a fixed reference after the arc cut (bark seam or railing post shadow), smoke center slightly CT-side, prioritizing under-window peek over greedily sealing the whole site.

The second piece is often debt: smoke too T-side lets sandbags half-read numbers through the window; too CT-side and T must fire sandbags or flash hard into CT corner after plant. Timing is not “pop and go”—wait out CT’s default molly/nade cold window or you confirm T is still stacking Banana for CT.

CT late clear: one molly breaks the plant chain

CT does not need T’s three-nade script. Second-floor hold value is one beat late: when T’s wall lands, CT corner does not wide peek—molly from sandbags delays plant animation; T forced into a second incendiary or flash, then CT single-taps under window and flips phase from “free plant” to “no cover at plant-back, trade HP.”

Fast plant (one less smoke)? CT can delay a B-window smoke from CT spawn split—not to block T in, but to cut Banana retreat, turning end-round into 2v2 with plant info exposed. Goal is not first blood; it is one extra utility before timer starts, tied to next-round force-buy windows.

Lineup notes: do not copy coords across servers

Inferno arc wear and default volume versions make the same lineup feel half a beat different in community vs matchmaking. Lock tick rate and spawn side; check “pixel at under-window?” and “can you pre-aim through smoke at plant-back?”—no need to memorize third-party coord sites; inspect-skin pitch frames do not carry into live throws.

End-round: T with plant down and one flash left—pop CT corner feet during plant animation beats chasing sandbags. CT down numbers—hold defuser position over re-taking Banana; Banana is T’s exit, not CT’s sweep line.