How to Take Long Control on Dust2 as T
Updated October 10, 2026 · MyCS2Guru crew
Long A is one of the most iconic fights in Counter-Strike. It's a wide-open lane with a set of double doors at one end and a CT who wants to hold it at the other. Win it and A site opens up from two directions. Lose it and you're stuck on one side of the map with two players dead. Here's how to take Long consistently.
Why Long control matters
Owning Long gives your team three things: a direct route to A site, information about where the CTs are playing, and a way to split A with Catwalk. It also forces CTs to commit players and utility there, which can open up B or mid. Even if you don't hit A, taking Long makes the CTs uncomfortable all round.
The setup
| Player | Position | Job |
|---|---|---|
| Player 1 (entry) | Long Doors | Peeks first after the flash |
| Player 2 (trader) | Right behind at Long Doors | Trades if the entry dies |
| Player 3 (support) | Outside Long / Blue | Throws flash and smoke |
| Player 4 | Mid / Catwalk | Pressures Short and splits CTs |
| Player 5 (lurker) | B Tunnels | Watches B and gathers info |
Three players toward Long and one on Catwalk is a strong default. The lurker in Tunnels keeps the B CTs honest.
The utility
| Utility | Thrown from | Purpose |
|---|---|---|
| Flash over Long Doors | Outside Long | Blinds CTs holding Long or Pit |
| Smoke Long Corner / cross | Outside Long or Long Doors | Blocks the CT angle from A site |
| Molotov Pit | Long | Forces out a deep CT |
| Molotov or HE on Blue / Long Corner | Long Doors | Clears close positions |
Step by step
- Get there early. Taking Long in the first 20 seconds catches CTs before they set up crossfires.
- Pop flash over the doors. The support throws it so it explodes as it comes over. The entry peeks on the pop.
- Trade instantly. The second player follows a step behind. If the entry dies, the trader should get the kill within a second.
- Clear Pit and Long Corner. Use a molotov on Pit if a CT is hiding there. Check Long Corner with a jiggle peek or utility.
- Hold Long, don't over-push. Once you have control, sit at Pit or Long Corner and wait for the team.
- Call what you saw. "One Long, killed him, nothing on Pit, probably two A."
- Execute A or fake. Hit A with a smoke on CT cross and a flash onto site, or keep pressure on Long while the team hits B.
Variations by buy type
| Buy | Long plan |
|---|---|
| Full buy | Slow, full-utility Long take, then a coordinated A split with Catwalk |
| Force buy | Fast Long push with two flashes and a molotov, hit A quickly |
| Eco | Skip slow Long control. Consider a five-player rush Long or B |
| After winning pistol | SMGs Long, aggressive, use the extra kill money |
What the CTs will try
Expect these counters so you're ready:
- Aggressive Long Doors peek: a CT pushes up early. Hold the doors with a teammate and trade.
- AWP on Long: don't dry peek. Flash or smoke the angle.
- Molotov on Long Doors: wait it out or go through mid instead.
- Fake retreats: a CT falls back to bait you deep. Don't chase into A site alone.
Common mistakes
- Peeking alone. No trader means a lost duel is a lost player.
- Pushing too far after the first kill. CTs rotate and you're caught alone.
- Wasting all utility on Long. Save something for the A execute.
- No info calls. Your team can't decide without your information.
- Taking Long every round. CTs adapt. Mix it with B and mid plays.
Practice drill
Load Dust2 in a private match with sv_grenade_trajectory_prac_pipreview 1. Practice the Long Doors pop flash until it explodes the moment it clears the doors without blinding you. Then practice the Long Corner smoke. Finally, play a few retake or deathmatch rounds on Dust2 focusing on Long duels. See our Dust2 callouts and flashbang guide.