A Extremity
Usually starts around T Spawn, Fountain, Playground, Party, Bathrooms, Long or late Connector support routes depending on spawn and the default. Can change responsibilities with the Connector playmaker, B extremity or AWPer between rounds, especially when the team wants to pressure A control, punish CT aggression or hold rotations while B pressure develops. This player keeps the A side of Overpass dangerous even when the final hit is not A.
Pathings and possibilities from starting Fountain / Party
- Fight toward Bathrooms or Long with teammate utility to deny CT map control. (Aggressive)
- Hold passive anti-push angles against Fountain, Party or Connector aggression. (Defensive)
- Reconnect with Connector, Long or B pressure according to CT reactions. (Situational)
Pathings and possibilities from starting Bathrooms / Long
- Establish forward A control to threaten late site hits
- Use utility to force the A Anchor and AWPer off comfortable angles
- Delay presence to punish rotations after Connector or B pressure pulls attention away
Mid-round patterns
- Build A control through Bathrooms and Long while keeping the defense uncertain about the final finish. It works when the T side wants to drain CT utility before committing.
- Hold A extremity control while teammates pressure Connector or B. This can trap rotations, protect flanks and keep the A defenders from helping elsewhere. It appears in slow defaults and fake-heavy rounds.
- Convert late A control into a split or plant attempt when CTs over-rotate. The hard decision is reading whether A is thin enough to hit or whether the pressure should simply keep defenders locked in place.








