Lobby / A Extremity
Usually starts around Lobby, Hut, Squeaky, T Roof, A Main support timings or late Ramp connections depending on spawn and the round plan. Can change responsibilities with the Outside player, roamer or AWPer between rounds, especially when the team wants to threaten upper, sell fakes or punish CT Lobby aggression. The player keeps the A site under pressure while the rest of the map develops: even quiet Lobby presence can freeze rotations and make upper defenders spend utility early.
Pathings and possibilities from starting Lobby
- Pressure Hut or Squeaky with utility and trade spacing to force upper reactions. (Aggressive)
- Hold passive Lobby angles to punish CT pushes and protect the default. (Defensive)
- Reconnect with Ramp or Outside pressure when the final call changes. (Situational)
Pathings and possibilities from starting T Roof / A support routes
- Support upper hits with flashes, smokes and trade spacing
- Delay contact to sell lower or Outside pressure first
- Lurk around Hut or Squeaky after CT rotations move away
Mid-round patterns
- Maintain Lobby control while Outside or Ramp pressure develops, making it difficult for CTs to over-rotate away from upper. Expect it in slow defaults and fake-heavy rounds.
- Convert Lobby pressure into a fast upper hit when CT utility is weak or rotations are late. The assignment often has to choose between being first contact, trading behind the entry or holding a late timing.
- Sell upper pressure before reconnecting to lower, Ramp or Outside. The goal is to pull defenders out of shape, then arrive where the final hit needs one more body or one more lurk timing.








