A Lurk
LurkOne player holds Box, waiting for CT mistakes while others hold defaults.
Team stays deep in Tunnel to punish CT aggression.
How Anti Push B unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.
The Dust II T gameplans that call Anti Push B, and the economy states they run it on.
The alternative T semi buy tactics on Dust II a strategy can swap to.
One player holds Box, waiting for CT mistakes while others hold defaults.
Round is based on lurker's success on B Site while the rest of team making noise on Mid and A.
Split onto A through Mid and Long without much utility.
Fake pressure on A, fall back and then return for a sudden hit.
Noise and fake pressure toward B, then rotate for real hit at A.
Four players peek Mid for early duels, one lurks around B for rotations.
Focused Semi-Buy duels to punish Mid defenders.
Fast push through Box - focus on close-range duels.