Super Smash Bros. series

Spacing: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Rewritten to sound less like a guide; will likely need further cleanup and/or expansion.)
Line 1: Line 1:
{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
{{cleanup|Written more like a guide}}
{{cleanup|Written more like a guide}}
'''Spacing''' is the utilization of a character's range in comparison to the opponent's range to ensure the character's attacks make contact and that the opponent's do not.
'''Spacing''' is the utilization of a character's range in comparison to the opponent's range to ensure the character's attacks make contact and that the opponent's do not. Several factors contribute towards a character's ability to space. Characters with large attacks, like [[Donkey Kong]] and [[Ike]], can rely on sheer range to space their opponents: [[Ike]]'s [[forward aerial]] has massive horizontal and vertical range in front of him, making it one of the best spacing tools in the game. Disjointed hitboxes like swords can further improve a character's ability to space. Aerial speed and acceleration are also factors - characters like [[Wario]] and [[Jigglypuff]] can "fade in and out" with aerials using their amazing air speed, allowing them to compensate for their attacks' otherwise poor range.


To space, players have to take into account the range of the attack they plan to use and take steps to position themselves at the optimum distance from their opponent. The goal is to withdraw to the maximum distance possible; ideally, in this position their best attacks can hit while their opponents' cannot. Aerial speed is also a factor - characters like [[Wario]] and [[Jigglypuff]] can use their amazing air mobility to seemingly "fade in and out" with their aerial attacks. Other characters, like [[Donkey Kong]] and [[Ike]], can rely on sheer range alone: for example, Ike's [[forward aerial]] has enormous horizontal and vertical range in front of him, making it one of the best spacing tools in the game. Spacing is considered very effective for characters such as [[Marth]] - notably, his forward aerial has quick speed and very good range (especially in ''Melee''), while not having much [[landing lag]] either, making it very effective in [[SHFFL]]s (''Melee'') and [[SHFF]]s (''Brawl'').
Spacing is most commonly performed with aerials, but other attacks can be used to space as well. Tilts tend to be useful in this regard - Donkey Kong's and [[King Dedede]]'s [[forward tilt]]s are especially effective due to their incredible range. Certain special moves with long range, such as Zero Suit Samus's [[Plasma Whip]] and many [[Grab aerial|grab aerials]], can also be used to space, and many [[projectiles]] are especially useful as spacing tools due to their extreme range.


Contrary to what newer players may believe, spacing is character-specific and influenced by the stage being played. [[Platform]]s will drastically affect spacing.
Spacing is a key component in the [[neutral game]]; without the proper tools for spacing, a character will have a hard time [[approach|approaching]], [[camping]], or fighting against approaches or opposing camping. This can be somewhat mitigated depending on the stage, as [[platform]]s can drastically affect spacing: for example, [[Battlefield]]'s top platform can force approaches from below, which often limits the opponent's spacing options as few projectiles can travel upwards.
 
The true key to mastering spacing is experience - learning the range of other characters and how to space against them when faced with a given situation. To improve spacing, c-sticking aerials has also been advised as it can negate the momentum that aerials would have when using the "A" button.
 
However, spacing is not just limited to aerial attacks. Many tilts can be used for spacing with great effect, especially those such as Donkey Kong's and [[King Dedede]]'s [[forward tilt]], which is an excellent spacing tool due to its incredible range. Certain [[special move]]s such as Zero Suit Samus's [[Plasma Whip]] can be used with similar results. Almost all [[projectile]]s are incredible tools used for spacing because of their extreme range.
 
Spacing is known for being especially effective against characters with poor range, such as [[Wario]], making it more difficult for these characters to approach and land hits on their opponents.


==External links==
==External links==

Revision as of 14:54, February 3, 2017

An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: Written more like a guide
You can discuss this issue on the talk page or edit this page to improve it.

Spacing is the utilization of a character's range in comparison to the opponent's range to ensure the character's attacks make contact and that the opponent's do not. Several factors contribute towards a character's ability to space. Characters with large attacks, like Donkey Kong and Ike, can rely on sheer range to space their opponents: Ike's forward aerial has massive horizontal and vertical range in front of him, making it one of the best spacing tools in the game. Disjointed hitboxes like swords can further improve a character's ability to space. Aerial speed and acceleration are also factors - characters like Wario and Jigglypuff can "fade in and out" with aerials using their amazing air speed, allowing them to compensate for their attacks' otherwise poor range.

Spacing is most commonly performed with aerials, but other attacks can be used to space as well. Tilts tend to be useful in this regard - Donkey Kong's and King Dedede's forward tilts are especially effective due to their incredible range. Certain special moves with long range, such as Zero Suit Samus's Plasma Whip and many grab aerials, can also be used to space, and many projectiles are especially useful as spacing tools due to their extreme range.

Spacing is a key component in the neutral game; without the proper tools for spacing, a character will have a hard time approaching, camping, or fighting against approaches or opposing camping. This can be somewhat mitigated depending on the stage, as platforms can drastically affect spacing: for example, Battlefield's top platform can force approaches from below, which often limits the opponent's spacing options as few projectiles can travel upwards.

External links