Halloween Sale πŸŽƒ 10% off every service Β· applied automatically at checkout, no code needed Ends in 6 days Β· 1 Nov Shop the sale
BoostPirate logo BoostPirate
Become a booster
EN
CS2 Β· Movement

CS2 Movement Guide: Counter-Strafing, Peeks and Jumping (2026)

How to counter-strafe in CS2, what Valve banned in 2024, how fast each weapon lets you run, how jumping and bunny hops work after the January 2026 update, and a 10-minute movement routine.

Updated 2026-10-25 Β· 9 min read Β· by the BoostPirate crew
  • Stop, then shoot
  • Snap Tap gets you kicked
  • No jump stamina since Jan 2026
  • Walk = +sprint

Good aim in CS2 starts with your feet. A bullet fired while you're still moving goes somewhere you didn't aim, and a peek with the wrong timing gets you killed before you've seen the enemy. Movement has also changed more than anything else in CS2 since launch: Valve banned automated counter-strafing in 2024, rebuilt jumping on subtick timing in January 2026 and replaced the player animations in April 2026. This guide covers counter-strafing, what's allowed and what gets you kicked, how fast each weapon lets you run, how jumping and bunny hops work now, and a short routine to practise it. Checked 2026-10-25.

Short answer: counter-strafe β€” tap the opposite direction key to stop dead, then shoot β€” and only shoot moving at close range. Do it with your fingers: since 19 August 2024 Valve kicks players from its servers for "hardware-assisted counter strafing" and similar input automation, and binds that combine movement or attack actions are ignored. Since 21 January 2026 jumping and landing no longer cost stamina; landings are timed with subtick precision and a jump pressed within a small window around the landing counts as a bunny hop.
Key takeaways
  • Stop, then shoot: counter-strafe on every peek; Valve publishes no inaccuracy numbers, but the new dynamic crosshair shows the spread.
  • No automation: Snap Tap-style counter-strafing gets you kicked on Valve servers (since 19 August 2024).
  • Weapon weight matters: from 240 units/s with a MAC-10 down to 195 with an M249 (AWP 200, 100 scoped).
  • Jumping changed in January 2026: no stamina cost, subtick landings, a time window for bunny hops.
  • Walk is +sprint in CS2 (Shift by default) β€” silent footsteps at lower speed.

Counter-strafing: stop before you shoot

Every weapon is most accurate standing still. When you release a movement key your player slows down over a short time; pressing the opposite key for a moment stops you almost instantly. That's counter-strafing: strafe left to peek, tap right, shoot. Valve doesn't publish inaccuracy figures, but since 23 September 2026 the new dynamic crosshair styles "show you the real weapon spread and inaccuracy", so you can watch the crosshair close as you stop β€” the crosshair guide explains the styles.

  1. Peek with one key.

    Hold A (or D) to move out from cover.

  2. Tap the other key.

    Release A and tap D briefly β€” just long enough to cancel your speed.

  3. Shoot one or two bullets.

    Tap or burst; spraying while you start moving again throws the rest away.

  4. Strafe back.

    Move into cover and repeat. The rhythm is move – stop – shoot – move.

What Valve banned in August 2024

On 19 August 2024 Valve wrote: "Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers", with the result being a kick from the match. Its blog post the same day added: "We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills". In practice:

Allowed

  • Counter-strafing with your own fingers
  • One action per key β€” jump on the scroll wheel, for example
  • Binds that mix one action with other commands, like slot5; drop

Kicked or ignored

  • Snap Tap / SOCD features that release one key when you press the other β€” Valve: "disable the feature before you join a match"
  • Binds with more than one movement or attack action (null binds, jump-throw binds) β€” ignored
  • Analog binds that move you at in-between speeds β€” blocked by sv_quantize_movement_input since 27 November 2024
CS2 movement rules and running speeds: counter-strafe by tapping the opposite key before you shoot; automated counter-strafing such as Snap Tap gets you kicked on Valve servers since 19 August 2024; maximum running speed with the weapon drawn from Valve weapons data: MAC-10 240 units per second, P90 230, M4A4 225, FAMAS 220, Galil AR and G3SG1 215, AWP 200 and 100 scoped, M249 195; since 21 January 2026 jumping and landing no longer cost stamina
Stop, then shoot. Lighter weapons run faster β€” but every weapon shoots straightest standing still.Graphic: BoostPirate

How fast each weapon lets you run

Weapon drawnMax speed (units/s)Scoped
MAC-10240β€”
P90230β€”
M4A4225β€”
FAMAS220β€”
Galil AR215β€”
G3SG1215120
AWP200100
M249195β€”

Values from Valve's weapons.vdata (read 2026-10-25) for the weapons in that part of the file; others follow the same rule β€” the heavier the weapon, the slower you run. Switching to your knife or pistol to rotate is faster than running with a rifle.

Walking (+sprint, Shift by default β€” CS2's name for the old +speed) makes your footsteps silent at a lower speed, and crouching is slower still but steadies your aim. Neither replaces counter-strafing; they're for moving quietly and holding angles.

Jumping and bunny hops after January 2026

Valve's 21 January 2026 update was the biggest movement change since launch. In its words: "Landing time is now calculated with subtick precision", "Jumping and landing no longer affect stamina.", and "Any jump press within sv_bhop_time_window centered on the landing time … will be treated as a successful bunnyhop.". A follow-up on 22 January 2026 made how fast you're falling when you land affect the landing slow-down as well. What it means for you:

  • Consecutive jumps are consistent. No more stamina making the second jump of a combo shorter.
  • Bunny hopping is about timing a window, not a tick. A community analysis puts the window at about 7.8125 ms around the landing β€” tight, and a jump spammed too early is penalised.
  • Jump height is consistent anywhere on a map since 28 October 2024.
  • Private servers can switch back with sv_legacy_jump.
A Counter-Strike 2 Terrorist player model in front of a green animation graph from Valve's Animgraph 2 beta announcement
New animations, same rules. Valve's Animgraph 2 beta (1 April 2026) rebuilt how player models move β€” smoother ramps and crouch-jumps, with the movement rules unchanged.Screenshot: Valve via Steam

Every movement change since 2024

  1. 19 August 2024Snap Tap-style counter-strafe automation kicks you from Valve servers

    Multi-action binds ignored.

  2. 28 October 2024Jump height made consistent anywhere on the map

    cl_showpos 2 shows stamina at take-off.

  3. 27 November 2024sv_quantize_movement_input stops analog binds moving you at in-between speeds.
  4. 17 September 2025Subtick movement acceleration made independent of frame rate.
  5. 21 January 2026Landing timed with subtick precision

    Jumping and landing no longer cost stamina; bunny hops judged by a time window.

  6. 1 April 2026Animgraph 2 beta: new player animations, smoother ramps and crouch-jumps.
  7. 21 April 2026Camera recoil motion brought closer to CS:GO's β€” bullet paths unchanged.
  8. 23 September 2026New dynamic crosshairs show your real weapon spread while moving.

Smaller fixes matter too: air strafing that gave too much speed was fixed on 29 July 2025, the bunny-hop penalty stopped building up when you weren't jumping on 1 August 2025, and running too fast along walls was fixed on 19 August 2026.

Peeking: wide, shoulder and jiggle

Wide swing

Run past the angle fast and counter-strafe once you see the enemy. Best when they're holding a tight angle β€” and with a teammate swinging behind you.

Shoulder peek

Show a sliver and pull back to bait a shot, especially an AWPer's. You're not trying to kill β€” you're buying information.

Jiggle peek

Quick left-right taps at the edge of cover to see an angle without committing. Good for checking a spot before a utility throw.

Jump spot

Jump to see over or past cover. You're inaccurate in the air, so it's for information, not kills.

A 10-minute movement routine

  1. Two minutes of counter-strafes.

    On any map, strafe and stop between two walls, shooting one bullet at each stop. Watch the dynamic crosshair close.

  2. Three minutes of peeks.

    Peek a corner against bots on a practice server and tap the head each time β€” the practice config sets it up.

  3. Three minutes of jumps.

    Jump between two boxes and land on the far one with the post-January-2026 timing.

  4. Two minutes walking routes.

    Walk (Shift) your usual rotation and learn where you can run without being heard.

Help with movement and duels

Clean movement wins duels β€” and duels win rounds. A coach works on your peeks with you, or a Premier boost climbs while you practise.
Sources
Free: CS2 Rank Percentile & Rank-Up Calculators See what share of players your Premier rating or FACEIT Elo beats, how long the next tier takes, and when the season resets β€” instant, no login.

All free tools: calculators, percentiles & season countdowns β†’

FAQ

Common questions

How do you counter-strafe in CS2?
Release the key you're moving with and tap the opposite one for a moment, then shoot while you're standing still. Peek with A, tap D, shoot, strafe back β€” every weapon is most accurate when you're stopped.
Is Snap Tap allowed in CS2?
No. Since 19 August 2024 Valve detects movement and shooting input automation such as hardware-assisted counter-strafing on its official servers and kicks you from the match. Valve asks players to disable the feature before joining.
Did CS2 remove jump stamina?
Yes. Valve's 21 January 2026 update says jumping and landing no longer affect stamina, calculates landing time with subtick precision and treats a jump pressed in a small window around the landing as a successful bunny hop.
Which weapon runs fastest in CS2?
Of the weapons we could read in Valve's weapons data, the MAC-10 is fastest at 240 units a second, then the P90 at 230 and the M4A4 at 225. The AWP runs at 200 and only 100 while scoped.

Ready to climb?

More CS2 guides

What Is CS2 Boosting? How It Works, Prices & Safety (2026)CS2 boosting explained in plain terms β€” what a booster actually does, piloted vs duo, what it costs, how long it takes, and how to pick a service that won't burn your account. CS2 Premier Ranks Explained: All 7 CS Rating Tiers (2026)How the CS2 Premier CS Rating works, all seven colour tiers, how you unlock it, what Valve has said about seasons and medals, and what counts as a good rating. FACEIT Levels & Elo Explained for CS2 (2026)The official FACEIT level table for CS2 (1–10 plus Challenger), what decides the Elo you win or lose each match, what the Season 8 and 9 resets did, and what it takes to reach Level 10 and FPL. Is CS2 Boosting Safe? Bans, Risks & How to Reduce ThemAn honest look at the real risks of CS2 boosting β€” what can and can't get you banned, what Valve and FACEIT actually penalise β€” and the concrete steps that keep an account safe. How Long Does It Take to Rank Up in CS2? Realistic 2026 TimelinesRealistic timelines for climbing CS2 Premier, FACEIT and Wingman β€” daily rating/Elo rates and how to estimate your own target. CS2 Premier vs FACEIT: Which Should You Play?Premier or FACEIT? How the two CS2 ladders compare on anti-cheat, match quality, community and skill ceiling β€” and when to play each. CS2 Rank Distribution 2026 β€” What Rank Are You Really?The real CS2 rank distribution for 2026 (Leetify data, July 2026) β€” what share of players sits in each Premier tier and FACEIT level, with charts, and exactly how good your rank is. How to Rank Up Fast in CS2 (2026)A practical guide to climbing CS2 fast β€” the habits, settings and mindset that actually raise your rating, plus a realistic pace to expect.

All CS2 guides β†’