Super Smash Bros. series

Spacing: Difference between revisions

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(Gave example from Myztek's Gamefaq discussion, found on link below.)
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{{cleanup|Written more like a guide}}
{{redirect|Space|the Dutch player|Smasher:Space}}
'''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.
{{for|the American smasher|Smasher:Space (New England)}}
{{cleanup|Needs elaboration on advanced spacing and more gifs to demonstrate precise interactions}}
[[File:Spacing.gif|thumb|250px|{{Sm|Zhu}} using {{SSBM|Falco}}'s aerial drift to space around {{Sm|Mew2King}}'s shield grab, showing very precise awareness of {{SSBM|Sheik}}'s [[grab]] range.]]
'''Spacing''' describes both a player's awareness of an opponent's options and said player's ability to avoid and counter them. At its core, spacing is the concept of gauging the distance between a player and their opponent(s), primarily during the [[neutral game]]. Spacing is an integral skill needed to succeed in competitive ''Smash'', as every single interaction is decided by who picked the better timing and position in an exchange of actions. This is a concept present in every fighting game in existence and can extend further into other genres.  


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]] 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'').
At its simplest form, spacing tests knowledge of how characters can move before, during, and after an action, and the periods of vulnerability and invulnerability of those actions. Every action in-game has a certain timing and area of effect; to "space around" an action means to use knowledge of both its timing and range to pick the appropriate option to counter it.  


Contrary to what newer players may believe, spacing is character-specific and influenced by the stage being played. [[Platform]]s will drastically affect spacing.
At the lowest level of competitive play, spacing only involves superficial comparison of the hitbox ranges of attacks with very little nuanced timing due to lack of [[tech skill]] and knowledge of positioning. At this level of play, the most successful characters tend to be characters with long raw hitbox range — particularly [[disjoint]]s — like [[Marth]], or characters with fast attacks such as [[Sheik]]. At this stage, attack animations are a common point of reference, and this can be misleading and lead to undershooting or overshooting one's attacks. This type of play is often rewarded in [[online play]], in which frame-by-frame interactions are often less important due to [[lag]] and input delay.  


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.
[[File:TerryThreatBubble.gif|250px|thumb|An overlap of all of {{SSBU|Terry}}'s moves from the same position, forming a threat bubble. Made by sids.]]
As the level of play increases, players reach a level at which they are able to extrapolate how hitboxes can move relative to their character's movement, as well as a vague awareness of their actual hurtbox. This is normally when a player has acknowledged the concept of threat bubbles, which are often instrumental for visual learners. At this level of play, players are able to move in and out of attack ranges by using footsies, albeit fairly imprecisely, with simple movement options like [[dash dancing]], [[short hop fast fall]]ing, or in ''Melee'', [[wavedashing]]. Players tend to get a grasp of how to bait out attacks and punish them, an important skill for succeeding all the way into high-level gameplay.  


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 [[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.
At the highest level of play, players have internalized the knowledge of their character's movement and attacks to the point where they can move around attacks at very precise distances. This is normally achieved by visualizing their character's threat bubble to consistently win interactions, as well as making better use of advanced grounded and aerial movement. Acknowledging that spacing must have a purpose is also essential, as pressure without purpose often leads to taking unnecessary damage, something a top-level player seeks to actively avoid. Patience and discipline is pivotal to succeeding, responding to the opponent's options and watching them more than oneself.  
 
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.
 
"For an example, if [[Fox]] is on the opposite side of [[Final Destination]], and you're playing a [[character]] that can't attack from that distance, then Fox has the advantage. He can laser you safely, because there is nothing you can do to retaliate. This forces you to approach, which instantly puts you at a disadvantage. The key to turning this specific situation around is to get close enough to [[Fox]] that he is unable to safely continue shooting lasers. And when I say close enough, I don't mean to run in and throw out an aimless [[aerial]] in frustration, because this is what Fox wants you to do. What you want to do is get close enough that you are still safe, but you impede Fox from continuing his onslaught of lasers. Once you get into this position, you can then look for openings or try to bait Fox into making a mistake that allows you to [[punish]] him." Quote used from Myztek's Gamefaq discussion.


==External links==
==External links==
*[http://www.youtube.com/watch?v=V9MSV9LTHRM INSANE CRAZY GUY's spacing tutorial]
*[https://www.youtube.com/watch?v=RfBuAo_Bfvw Lucien's spacing tutorial]


*[http://www.gamefaqs.com/boards/516492-super-smash-bros-melee/59000656]
{{AllGames|Techniques}}
{{AllGames|Techniques}}

Latest revision as of 05:58, February 8, 2024

"Space" redirects here. For the Dutch player, see Smasher:Space.
For the American smasher, see Smasher:Space (New England).
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: Needs elaboration on advanced spacing and more gifs to demonstrate precise interactions
You can discuss this issue on the talk page or edit this page to improve it.
Gif describes spacing around a shield grab.
Zhu using Falco's aerial drift to space around Mew2King's shield grab, showing very precise awareness of Sheik's grab range.

Spacing describes both a player's awareness of an opponent's options and said player's ability to avoid and counter them. At its core, spacing is the concept of gauging the distance between a player and their opponent(s), primarily during the neutral game. Spacing is an integral skill needed to succeed in competitive Smash, as every single interaction is decided by who picked the better timing and position in an exchange of actions. This is a concept present in every fighting game in existence and can extend further into other genres.

At its simplest form, spacing tests knowledge of how characters can move before, during, and after an action, and the periods of vulnerability and invulnerability of those actions. Every action in-game has a certain timing and area of effect; to "space around" an action means to use knowledge of both its timing and range to pick the appropriate option to counter it.

At the lowest level of competitive play, spacing only involves superficial comparison of the hitbox ranges of attacks with very little nuanced timing due to lack of tech skill and knowledge of positioning. At this level of play, the most successful characters tend to be characters with long raw hitbox range — particularly disjoints — like Marth, or characters with fast attacks such as Sheik. At this stage, attack animations are a common point of reference, and this can be misleading and lead to undershooting or overshooting one's attacks. This type of play is often rewarded in online play, in which frame-by-frame interactions are often less important due to lag and input delay.

An overlap of all of Terry's moves from the same position, forming a threat bubble. Made by sids.

As the level of play increases, players reach a level at which they are able to extrapolate how hitboxes can move relative to their character's movement, as well as a vague awareness of their actual hurtbox. This is normally when a player has acknowledged the concept of threat bubbles, which are often instrumental for visual learners. At this level of play, players are able to move in and out of attack ranges by using footsies, albeit fairly imprecisely, with simple movement options like dash dancing, short hop fast falling, or in Melee, wavedashing. Players tend to get a grasp of how to bait out attacks and punish them, an important skill for succeeding all the way into high-level gameplay.

At the highest level of play, players have internalized the knowledge of their character's movement and attacks to the point where they can move around attacks at very precise distances. This is normally achieved by visualizing their character's threat bubble to consistently win interactions, as well as making better use of advanced grounded and aerial movement. Acknowledging that spacing must have a purpose is also essential, as pressure without purpose often leads to taking unnecessary damage, something a top-level player seeks to actively avoid. Patience and discipline is pivotal to succeeding, responding to the opponent's options and watching them more than oneself.

External links[edit]