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How to Entry On Anubis Without Feeding CT Crossfires

Anubis punishes sloppy entries harder than almost any CS2 map. This guide breaks down how to take space without walking into CT crossfires, with real callouts and practical timing tips.

CS2 player entrying A Main on Anubis with smokes and flashes covering Water and Connector

The fastest way to throw an Anubis round is to sprint out of A Main like you’re chasing a clip for TikTok, only to get pinched by Water and Connector before your crosshair even settles. I’ve seen it happen in Premier at 16k, in FACEIT pugs, even in scrims where everyone swears they “knew the crossfire was coming.” Anubis punishes lazy entries harder than most maps, and if you don’t read the CT setup before you hit spacebar, you’re basically donating a rifle and the round.

The good news? Entrying Anubis isn’t some mystical art. It’s just timing, spacing, and not walking into the most obvious headshot angle on the planet. You don’t need donk-level mechanics to do it, but you do need to stop treating every choke like Mirage A ramp. Anubis is a weird map in the best way — narrow lanes, brutal off-angles, and a lot of ways for CTs to layer utility into a double peek. If you’re taking space without a plan, you’re feeding crossfires for free.

Why Anubis punishes lazy entries so hard

Anubis has this nasty habit of making every “safe” push feel unsafe the second you commit. Mid-to-B and A Main both funnel you into angles where a CT can see you from two places at once, and that’s the whole problem. The map isn’t just about aim; it’s about not giving defenders the timing they want.

Take A site. If you run out of A Main without clearing Connector and Water pressure, you can get shot while still focused on the site boxes. Same thing on B when you explode through Main and forget that a CT can hold from Elbow while another player anchors lane-side. That’s a crossfire, not a “bad duel.” The map rewards patience before contact and speed after contact — weird little contradiction, but that’s CS2.

Source 2 made this even less forgiving

Subtick means your shot registration feels cleaner than old CS:GO nonsense, but it also means bad peeks get punished instantly. If your shoulder is exposed for even a fraction too long, the other guy’s Deagle or M4 is going to connect. And because Anubis has so many tight re-peek setups, you can’t rely on “I swung first” as an excuse.

The map’s pace changed a bit after the big CS2 updates too. Players got more comfortable with the timings, and that made default CT setups stronger, not weaker. If you’ve watched the pro side of it — think IEM Katowice or the Major runs where teams like Vitality and MOUZ hit perfect structure — you’ll notice they don’t just rush Anubis sites raw. They isolate, clear, then collapse.

Entrying isn’t about being first, it’s about being first with info

People love to say “entry fragging is just aim.” Nah. Not on Anubis. Real entry work starts before you leave cover. You need to know which CT angle can see you, which one can trade it, and what utility is still alive. If you don’t have that picture in your head, you’re gambling.

Here’s the basic rule I follow: don’t swing into a crossfire unless your teammate is already threatening the second angle. If you’re hitting A, someone needs to pressure Connector or Water first. If you’re going B, someone needs to make the Elbow player uncomfortable or smoke the line that lets him swing for free. Otherwise you’re just a highlight clip for the defender.

  • Clear one angle at a time.
  • Let utility do the boring work.
  • Trade immediately, not two seconds later.
  • Don’t over-rotate your crosshair after the first duel — that’s how the second CT farms you.

That list sounds basic because it is. The annoying part is actually doing it when your team is yelling “go, go, go” and your rifler is already halfway into the site.

How to hit A without getting farmed by Water and Connector

A on Anubis is where most pugs die with their monitor on. The site looks open, but the angles are layered like a cheap onion. You’ve got A Main pressure, Water, Connector, and site boxes all trying to kill you at different timings. If the CTs are disciplined, they’ll let your first guy clear one angle while the second guy gets deleted from the side.

The clean way in is simple: smoke Connector, then force Water to choose. If you’ve got a flash, pop it over the site so the anchor can’t hold both the front and the swing. The entry shouldn’t be the guy taking the first duel alone — it should be the guy turning a 2v2 into a 1v1 while the trader is already in position. That spacing matters more than the hero play.

Also, stop dry-swallowing the A Main corner every round. If you’re just wide-swinging the same line into a calm CT, you’re telling him exactly when to click. Mix in a late lurk, a slow clear, then a burst. Force him to guess. If you’ve ever watched s1mple take space on a map like this, that’s the lesson: he doesn’t just run in — he makes the defender move first, then he punishes the movement.

B site needs even more discipline

B is where teams get cocky. They think the site is “free” because the lane looks shorter, and then they get sandwiched between Elbow and Back Site like idiots. Don’t do that.

Best case, your team uses a smoke to cut off the strongest crossfire, then the entry clears the closest anchor while a second player is ready to trade the Elbow swing. If nobody is watching the trade, you’re not entrying — you’re dying in installments.

Here’s the thing that a lot of pugs miss: the CT on B doesn’t need to win the fight immediately. He only needs to stall you long enough for his teammate to swing. That’s why overcommitting your utility early is such a bad call. Save one flash for the post-contact swing, because that’s often where the round actually breaks open.

The economy side nobody wants to talk about

Entrying cleanly gets way easier when your team isn’t broke. A team on $1,900 and a pair of upgraded pistols is way more likely to force desperate peeks than a full-buy CT side with M4s, nades, and kit coverage. If you know they’ve got a rifle setup, you should respect it. If they’re on a weird half-buy with a Deagle and a Mac-10 pickup, then sure, take the fight — but still take it on your terms.

This is where Premier rating brains get separated from matchmaking chaos. Teams that understand economy don’t waste full executes on obvious stack rounds. They’ll punish the weak buy with fast spacing, and then slow down the next round when the CTs can afford double nades and a proper retake. That’s how good teams keep Anubis from turning into a coin flip.

And if you’re wondering why pro teams can make Anubis look so controlled in tournaments like the Major, it’s because they’re not guessing. They’re tracking utility, money, and rhythm. They know when the CT side can afford a molly on every choke and when the anchor is hanging on with a FAMAS and a dream.

Simple entry habits that actually win rounds

None of this is glamorous. That’s kind of the point. Good entrying on Anubis is a stack of small, boring habits that add up to winning fights you used to lose.

  • Pre-aim the second angle, not the first one you can see.
  • Use a teammate as moving cover — yes, really.
  • Don’t hop through smokes unless you know the swing timing.
  • If the first guy dies, the trade has to be immediate or the hit is dead.
  • Call the crossfire out loud: “Water and Connector,” “Elbow and site,” whatever it is.

The best Anubis entries I’ve seen lately don’t look flashy. They look controlled. One flash, one clean swing, one trade, then the whole defense collapses because the CT setup can’t keep both angles alive anymore. That’s the difference between “we hit A” and “we took A.” One is a hopeful push. The other is pressure, timing, and actual Counter-Strike.

If you want the blunt version, here it is: stop treating Anubis like a deathmatch map and start treating every entry like a mini puzzle. Clear the crossfire, force the rotation, then strike. If you can’t do that, what exactly are you entrying for?