The CS2 Mechanics Reference
Counter-Strike 2 grenades fall at exactly 320 u/s², players at 800 u/s², and a grenade leaves every bounce at exactly 0.45× the speed it arrived with. This is a reference of CS2 mechanics measured from recorded matches and read out of the game's own binaries — each one published with its value, its unit, how it was derived, and the confidence tier that derivation earned.
Everything here comes from 2026 Counter-Strike 2 builds: the four IEM Cologne Major 2026 tournament demos, controlled captures on build 1.41.6.8/10847, the current game files, and the current game binaries. Measurements from older builds were deleted rather than aged — a pre-2026 demo is a different game, and a value derived from one is not slightly dated, it is unsourced.
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Mechanics
- Grenade gravity and flight
320 u/s² · VERIFIED · updated 2026-07-21 - Grenade bounce
0.45 · VERIFIED + CAPTURE-EXACT on current build · updated 2026-07-21 - Grenade throw speed and release
675 u/s · VERIFIED (oracle); throw-strength fractions are T3 code constants · updated 2026-07-24 - Jump-throw physics
jump instant + 0.100 s · TRANSCRIBED (T3) BYTE-VERIFIED; latched velocity DEMO-VERIFIED · updated 2026-07-24 - Air acceleration and strafing
12 · VERIFIED (algorithm RE'd + constants) · updated 2026-07-27 - Movement constants
800 u/s² · VERIFIED, CURRENT-BUILD ONLY (gravity); the rest MEASURED — see each fact · updated 2026-07-27 - Smoke voxel system
32 × 32 × 32 voxels · VERIFIED · updated 2026-07-14 - Molotov and fire
30.0° · TRANSCRIBED (T3), default BYTE-VERIFIED · updated 2026-07-04 - Bullet damage and falloff
floor, applied once at the end · VERIFIED · updated 2026-07-03 - Death ragdoll seed
+1 tick after player_death · VERIFIED (T1 from 2026 demos) · updated 2026-07-28 - Mouse sensitivity and scope zoom
−= counts × zoom × sensitivity × m_yaw · TRANSCRIBED (T3); physical count delivery UNVERIFIED · updated 2026-07-22
What the confidence tiers mean
VERIFIED — measured from a recorded corpus AND reproduced by a float32 replay within network quantization, across at least two demos and two maps.
CAPTURE-VERIFIED — reproduced tick-exactly against controlled captures recorded on the current game build, which is the only way to resolve facts a recorded match absorbs into its initial conditions.
TRANSCRIBED (T3) — ported from the game's own compiled code, with the constants read from the raw instruction listing. Where a recorded match can check it, the check is reported alongside.
MEASURED — derived from recordings with a converged estimator, but without the replay proof that would make it VERIFIED.
Two rules govern what appears here. Nothing is estimated: a mechanic with no extracted value and no proven measurement gets no number at all, and the gap is stated instead. And nothing is claimed from a pre-2026 recording, because CS2's netcode, models and physics tuning changed with the build.
Last updated 2026-07-28. Memorin is not affiliated with or endorsed by Valve; Counter-Strike 2 is a trademark of Valve Corporation.