Spacing: Lines in the Sand

Fighting is difficult. You have to worry about mixups, frames, okizeme- the opponent is a thorn in your side, a problem. He has all of these options and you have to compensate for them. What if- you didn’t have to play his game at all? What if you could control the match and only engage the opponent when you wanted to?

There is a way- a very important concept that you may have heard of before. It’s called “spacing”. It is a technique that, when mastered, can make you impossible to hit- an untouchable master of your domain.

I’d like you to watch a short clip to illustrate what I mean.

(There’s some violence and strong language. Parental discretion is advised.)




Now that’s… good spacing!

Did you see what he did there? He drew a line on the floor with his sword.


Here’s the important part- here is the concept-

Cross the line and you will die.


Did you notice him fighting in a circle? Did you notice the arc of his sword (and his boot)? Anything that approaches the boundary gets destroyed.

Now you can’t physically see this boundary- but I’m sure some of you can imagine it- you can visualize it. It is most certainly there.

For lack of a better word, I personally call this a “killzone”. Just what it says on the tin- enter the killzone, somebody gets hurt.

Let’s see how this applies in the game.


Stage 1: Keepout

If you haven’t been doing so already, you should pay attention to the range of your attacks. How close do you need to be to hit? What’s the distance where if you throw out an attack you’ll whiff? You need to know these things. Most players can answer these questions naturally and intuitively; I need to be… around here, to hit, if I’m not in… this general area I can’t hit the other guy.

You get this from playing over and over again. In essence, you are memorizing your range as you play. Take note of this- your spacing skills will get better with experience. Or, rather, you must have lots of hours logged with the same character so you can intuitively feel exactly where you can attack and where you can’t reach. (This is reason #2 why you need to pick a “main”.)

Now, if you can feel this out, you can probably visualize where you need to be for your attacks to hit. It won’t be exact (at least if you’re not highly experienced) but it’s probably good enough.

---

2/7/2013 UPDATE - Here's a supplementary video, to assist in finding the range of your attacks. If you're having trouble, I recommend you give it a look-see!


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Let’s look at some pictures.


neutral.png


Pat vs. aPat, both are at neutral. What’s my killzone?


range.png


The main spacing tool I use is 66B. The range looks about like this. As you can see, aPat is just outside of my killzone. I have a feeling that he’s going to cross into my killzone very soon, so I input the move.


cross.png


Now, you can’t see the line, but if you can look back at the above picture, and mentally place, visualize that line, that killzone, on this picture, you may have noticed that aPat is a little closer. That is to say, he is now touching the killzone. If everything is as I say, he should be in danger right now, and I should hit him.


hit.png


And that’s that. aPat entered the killzone, and he… got killed. It’s a done deal.


Now, here’s the real concept I’m trying to get across, and that is:

Use your attacks to control the space in front of you.

You’re saying, “look, I own this space, this is mine, if you come in here you’re dead.”

If you’ve ever heard the phrase, “Hitting with the tip”, or heard people talking about fighting at “tip range”, what they are referring to is attacking opponents right as they enter the killzone. Hey, I own this space, I’m not letting you go any further.


Now, what you want to do, is hit them when they run in, when they advance. Right when they enter the killzone, metal needs to be flying in their face.

Well, how do you tell when they’re going to run in? Look at their tendencies.

Are they running in recklessly? Are they moving back and forth? Maybe they have a rhythm where a certain time passes and then they get anxious and decide to move in and start attacking.

Whatever method you use to figure out when they are going to approach, when you know they will run in, hit them!

If I have a life lead, I can win by time out and continue to hang back. The opponent will have to approach eventually if they want to land attacks on me so that they can gain a life lead themselves- and this is where I can continue to enforce my killzone. If the opponent continues to run in when they are repelled, they will lose (they end up destroying themselves!)


This is the basics of the “keepout” strategy. That is, I keep you out of my space. It is like a wall, a hurdle that the opponent has to jump before they can start fighting you for real.

To put it another way, it is… also like a shield. It is safety. If your opponent cannot reach you, they cannot hurt you. You are using an attack as defense. This is the true alternative to guarding- using your sword as your G button.

Proper keepout is really, really, really, really frustrating to fight against. By the time your opponent manages to break through your defenses and enter your space, he’ll be weakened and weary- and ripe for the kill.


La Verdadera Destreza

Let’s step aside for a moment so that you can see where I’m taking this concept from.

Drawing lines/circles and fighting with imaginary boundaries or “killzones” is nothing new. Here are pictures from a Spanish system (circa 16th century) of fencing based on geometry and logic.

You don’t have to understand Destreza to understand these pictures. Take a look.


destreza01.jpg
Spacing1.png
art_of_fencing_3.gif
essai.jpg
alfieri2-thumb.jpg
alfieri3-thumb.jpg
de2.JPG
Almanach-Old_Sword_Play_01-XIX.png

That’s real spacing.


Stage 2: Evasion

Now that we’ve talked about learning your own killzones and enforcing them, we have to talk about the other person’s killzones. Remember this quote?

"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle."

We know our killzones. But we can’t get better if we don’t know the other guy’s killzones, too!

Know your opponent’s range!

This comes with experience as well. After you have played against a character many times, you can start to feel where they will be able to hit you, and where they will miss if they try. You can start to visualize their killzones as well.

If you know your opponent’s range, well, what can you do with that information?

What you want to do is stay just outside of that range. Or, you can stay a little bit past the line, and then backdash out when you feel they’re going to attack. Or, you can step forward and back over and over across the line, as a provocation to your opponent, like “dancing” in front of them.

“Dancing”, or erratic, spastic movement, can also be used wholly outside of your opponent’s killzone, because it makes you look like you could possibly run in whenever you wanted. Even if this isn’t the case, moving rapidly like this blurs the edges of your killzone, making it difficult for your opponent to judge the distance properly.




The point of this is to trick your opponent into making a mistake and throwing out an attack too early. When they do, they will whiff, meaning you now have the advantage, and it is your turn to attack.

(This is why you need to know about advantage and disadvantage as a basic function of the game. In real life, it’s called “having the high ground”. Study it! Positions of strength and weakness control everything, from basic frames to spacing to matchups to okizeme. Flipping your situation and turning the tides, shifting your momentum, becomes key- if you are put into disadvantaged situations and you can turn them around and regain the advantage, you will win.)

When you want to move forward, you are at disadvantage (because the opponent can apply keepout before you can get into attack range). However, when the opponent whiffs, they are at disadvantage. When you both are at disadvantage, either-


- one will cancel out the other leading to a reset

or

- one will be bigger than the other leading to advantage or punishment (severe advantage).


If someone is playing the keepout game with you, but they are playing it rather safely- they are using moves that you can’t quite punish on whiff (or maybe your reactions are too slow to punish whiffs properly)- you still have the advantage! Run up and throw them when they whiff (i.e. force a 50/50 using the advantage that you have.) This is extremely effective and an excellent way to start an offense.


Stage 3: Zone Pushing

So far, I’ve been discussing ways to use spacing in a defensive manner- either by keeping opponents out, or by tricking opponents into whiffing.

Well, what about taking the initiative? What about being aggressive? I want to press buttons, I don’t want to wait. What about me?

You can still use spacing aggressively. You can do this by pushing your killzone onto your opponent.

If you know the range of your killzone, instead of keeping the opponent out of your space, you bring the killzone to them. You literally move forward until they are touching the killzone, and then you hit them.

You don’t go any further than the edge of your killzone- you keep the distance constant.

If the opponent tries to move forward, hit them. If they stand still, move forward, touch the killzone to your opponent, then hit them.

If your opponent tries to retaliate, since you are at range, your backdash will most likely be more effective- so just step backwards out of range. They whiff, they are probably now within your killzone (so you should hit them).




This sort of “aggressive spacing” is used most notoriously by Keev. Watch carefully how he is controlling the space as he moves forward or backwards. Watch his range, and watch his movement as it relates to his killzone and to RTD’s killzone.

You might notice that sometimes he approaches past his maximum killzone edge. Why?

You do this so you can conceal your intentions of pushing your killzone and staying at a certain range (if you are too obvious with your actions, you are going to get read and punished). When Keev does move forward, it is when he wants to move forward- he is allowing his controlled space to shrink for any number of reasons (I would believe mostly to provide a changing, varied attack style and become harder to predict).

When he is in close, the principle of the killzone does not change. Instead of using agA, BB, etc. to control space, he can use throws or 3K/1K/6K. These shorter-range tools have their own killzones that should be managed up close as well.


In Closing

If you’ve been playing the game for a while, these concepts should come relatively easy to you. Since you already know your range, it just means you have to pay more attention to enforcing your killzones and/or staying out of your opponent’s.

Everyone has spacing (ranged, relatively safe) tools of some sort. Check your movelist.

The farther out you are, generally the slower the moves are. That doesn’t matter, because you have all that space to work with. The closer you are, generally the faster the moves are. The concept of spacing still works the same, just at a much faster pace. (Check out these matches I had with banes and RTD. Intense spacing with little room for error!)

Remember that killzones apply to all moves. You can control the space in front of you with a simple BB. Don’t forget this!


If you’re not so good at spacing and you’re new, try playing a little longer. Pay attention to your range, where you can hit, where you can’t. Maybe fire up training mode and manually check your maximum ranges there.

Something you can also try is playing as Nightmare. Nightmare is the quintessential spacing character (he’s got a big honkin’ sword!) and at the same time he is suitable for new players as well.

Why?

Well, because Nightmare has great range on many of his attacks (even his 3K and 1K have more range than other similar kick attacks in the game) there is more margin of error for you to work with. If you don’t hit right at the tip, that’s OK, that’s why he’s got a big weapon, so you don’t have to be very precise.

(Of course, when you are precise with Nightmare, it makes you a very dangerous opponent…)


Head into the Global Colosseo, or maybe play some Ranked or a random Player Match room (or play against your friends). Try playing keepout with Nightmare. Use these moves:

agA (map a button to A+G. Input A~A+G, it works the same. No JF, but who cares? We’re just learning spacing.)

6A

3A (just 3A; 3AA is unsafe and easy to punish. 3A is unsafe, but will usually go unpunished because the opponent is hesitating waiting for the second strike. If 3A lands on CH you can follow with 3B. You can go for 3AA if you absolutely know it will hit, but that is generally whiff punish territory.)

B (just single B. You can use BB if you are sure you will get a CH on your opponent running in.)

3B (Don’t use it as a keepout tool- try to save it for when your opponent whiffs. Follow with NSS b:A or just plain NSS B if you can’t do NSS b:A.)

1B (Look at the range! Props to Engared for mentioning this.)

66A (Don’t go into GS and hold forward, just naked 66A.)

22_88A (just single 22A. You can 22AA if you are sure you will get a CH.)

K/6K/3K/1K/66K/A+B/CE (Use these up close. You shouldn’t have to use these if you’re playing keepout properly, but if the other guy gets up in your grill you’ll have to use faster attacks or defensive maneuvers.)


Now, if you look at this list, most of these moves are long-range, with not a lot of risk involved if they’re blocked. These are spacing pokes. The number of spacing pokes is not that much (about 5 or so here). Not too complicated, right?

Spacing is about visualization, timing, and reaction. That’s all- it’s really not hard to execute. You just have to play a different way.

When you’re playing as Nightmare, try not to let your opponent get too close unless you purposely allow him to. Control your space. Pay special attention to your distance and watch the imaginary boundaries in front of you. When they cross that line- hit them!


It is pretty fun stuff, try it, you might like it.


If you do not understand spacing well two consequences occur as a result:
  • You will be unable to approach your opponents.
  • You will whiff. We all know what that means.
Take some time and pay more attention to your range. You might find the game looks a lot different than how you perceived it before.

… Mind the gap, son!
 
Great read but...Maxi's Killzone is..laughable XD
Not quite.

If I recall, during the early days I played KrayzieCD a couple of times. He kept hitting me with 22A.

22A is... good range, horizontal mid, with this huge combo on counter-hit. Really effective when used properly.

Everybody has some sort of spacing tool. You might have numerous options up close or more effective options up close but you should be able to do something at range.


Besides, it's not the size of your killzone that counts (settle down kiddies). If your options are at close range, you use knowledge of spacing so that you can get inside that range. The point is to be playing your game and not theirs. When you can manipulate the spacing (for any character) you can ensure that your attacks are effective and the other person's attacks are not.
 
Ever hear about, 66B+K, 11A, 22B], 66A, 4A+B, or 66B? Best Maxi of live? Yup. ;)
11A is ass. I hope you meant 22A. No mention of 33B or 6A+B BE but you threw in 4A+B probably means you meant 11A. Tis a sad sad day. I means you could have even went with 11B.


Good read though Drake. Scrubs should be given a direct line to these articles.
 
11A is ass. I hope you meant 22A. No mention of 33B or 6A+B BE but you threw in 4A+B probably means you meant 11A. Tis a sad sad day. I means you could have even went with 11B.


Good read though Drake. Scrubs should be given a direct line to these articles.
Ever hear about, 66B+K, 11A, 22B], 66A, 4A+B, or 66B? Best Maxi of live? Yup. ;)
11A= free launch punish 66B= free punish. Stop talking broski lol
 
11A is ass. I hope you meant 22A. No mention of 33B or 6A+B BE but you threw in 4A+B probably means you meant 11A. Tis a sad sad day. I means you could have even went with 11B.
Still has range and damn I knew I was forgetting some stuff. I'm not that familiar with Maxi though. Just go off what I do already know.
11A= free launch punish 66B= free punish. Stop talking broski lol
Not if they get hit lol
 
Still has range and damn I knew I was forgetting some stuff. I'm not that familiar with Maxi though. Just go off what I do already know.

Not if they get hit lol
11A is - on hit and launch punishable
and ur an idiot for even saying that XD
 
Ask anyone who's ever played me. I have a wild, hyper-aggressive, risky rushdown style.
Well, I'm in your boat in that regard!

I agree on the rest too, I was pointing out people who abuse range to dramatically slow down the match - usually losing in the process, but still grinding the game on.

If someone uses legitimate spacing on me, like Keev does in his videos, I would probably lose to it something awful - but I think it's important to point out to people that backing up for some hopeful whiff to punish, endlessly, are just counter-productive.

Too much of a good thing... thing ^^
 
11A has whiffing issues. Even at close range.
I abuse this move whenever I get him from EM or random and I have had it whiff about 5 times. Ever. Seems pretty consistent to me. Might just be lucky though.
11A is - on hit and launch punishable
and ur an idiot for even saying that XD
I've never been LNC punished for it when I cancel the stance transition and if the wiki's right, than, you should probably know that -9 is NOT LNC punishable. lol
 
Scrubs should be given a direct line to these articles.
Well, the thing is, people have misconceptions of the game because they just don't know.

Here's a little aside, it's some meta stuff.

Some people don't know they don't know. As in, they don't even know that this is a possibility, they don't know that "you're actually thinking about this when you're playing?! I thought it was just 'hit the other guy'!", etc., etc.

I put out as much informational resources as I can, I'm trying to expand people's horizons. This is part of the game, here's something you might not have thought of, etc.

People don't know but people need to know. And if everyone knew you certainly wouldn't have complainers. (Well, maybe those who like misery for the sake of it.)

I think Namco would not have had to market the game at all if everyone truly knew how to play. It's a fun game when you can see it for what it is.
 
I abuse this move whenever I get him from EM or random and I have had it whiff about 5 times. Ever. Seems pretty consistent to me. Might just be lucky though.

I've never been LNC punished for it when I cancel the stance transition and if the wiki's right, than, you should probably know that -9 is NOT LNC punishable. lol
It whiffs way too much to be used as a spacing tool.

It is launcher punishable ON HIT. Hell Alpha can get a double twister or his 2143B:B combos ON HIT. The only thing that can save you is the B+K aGI and that is death on whiff or your opponent can bypass EVERYTHING and get a FREE CE ON HIT.

It's only use is for killing someone or forcing a BL mix-up after 44B and I would only use it then if I could threaten a RO with BL K BE.

TRUST ME THE MANNER IN WHICH YOU USE IT SHOWS HOW ASS THE MOVE REALLY IS+HOW MUCH YOUR OPPONENTS DON'T KNOW Maxi.
 
Aah i remember that match of mine against Signia, an important lesson for me in regards to exactly what you're talking about here Drake.
Mmm yep, Drake's discussion about "dancing" is identical to how I approach the ranged neutral game.

I wanted to write up something like this, but he beat me to it. If I wrote an article about spacing it would be very similar to this. I could swear he drew inspiration from some of my posts in the past, lol.

http://8wayrun.com/threads/patroklos-pre-release-discussion.7135/page-18#post-313127

Or he came to same conclusions from the same sources as me. The "dancing" that I do is just like the technique in Smash Melee which is called "dash dancing," which is the hallmark of spacing in that game.


I would go further and discuss how other aspects of the game affect spacing, such as the fact that various moves are unsafe to just throw out so you don't have to count that as part of their killzone, or how limiting their options can shrink their zone.


To go into more detail about how a close range character can utilize this system, close range character's killzones are generally more powerful than a long range character's. So while you can't space outside of a longer ranged character's killzone without being outside of your own killzone, proper spacing is now when you're both inside each other's zones.

Second best is when neither of you are in each other's killzones. Getting caught between those -- when you're in their zone and when they're not in yours -- is the worst position. This is when you need to move! As a close range character you have judge which is closer or easier to get to: either press forward into your deadly killzone, or back away and find another way in later.

When an opponent has clearly just given up their advantage to adjust their spacing, they're likely to attack when you're about at tip range. It's much easier here to back away and possibly get them to whiff rather than fight their clear intention to keep you away, since you're closer to the other end of the danger zone.

When you're getting outspaced it's also the ideal time to JG. Run in JG all day
 
If I wrote an article about spacing it would be very similar to this. I could swear he drew inspiration from some of my posts in the past, lol.

http://8wayrun.com/threads/patroklos-pre-release-discussion.7135/page-18#post-313127

Or he came to same conclusions from the same sources as me. The "dancing" that I do is just like the technique in Smash Melee which is called "dash dancing," which is the hallmark of spacing in that game.
Hehe. I did not hang out much on 8WR pre-release. Actually, I "learned" spacing from observing and playing RTD, SU, Link, et al. in the MLG May Gamebattles tournament.

I considered myself pretty good at the time, but these particular guys, I noticed I couldn't really start anything. Link in particular, every time I tried to run in I would get CH 3B 6B8.

It was really frustrating and difficult to play against. But, a lesson I learned, can't remember if it was from Sirlin or from my old master, was that any time I felt that way, frustrated, angry, emotionally disturbed, that signified strength. And any time you notice strength, you need to take it for yourself.

So, I shamelessly copied from these players, watching their movements and maneuvers carefully. Voilà, some people would say now that I have good spacing. And of course, since I am copying from the best, after all.

---

Anyway, at the end of the day, it is a community effort. Everyone should contribute what they can (well, what is realistic for them) so that everyone can get stronger. All input is welcomed, as we'll have a more solid, integral understanding, working "open-source".

I say this to the general community as well- don't let me steal all the limelight, I'm sure there are players more qualified than I that people would love to hear speak.
 
something u can do against characters that dominate the range game is run up to them just outside their throw range and jg. it really limits their options.
 
Good stuff. Something else to consider when attempting to determine what your "killzone" (to borrow terminology from the article) is: it's important to think not in terms of "what is my best move?" or "what is my most effective range?" when establishing space. This may seem counterintuitive, but bear with me.

A character like Maxi, for example, is most effective at point blank range, and that's precisely where you want to end up, but not all point blank range is created equal. Specifically, you can end up there at advantage or disadvantage. The difference between being on your heels and being able to push mixups onto your opponent is a direct result of how well you negotiate in the mid- and long-range game. In Maxi's case, some of the most important spacing tools to consider are 44K, 66K, and 66A. Each of those moves has substantially better range than most of his arsenal, and set up favorable situations/ranges on hit (and, in the case of the kicks, on block). Though none of these moves exactly hits like a truck, they tend to create situations opponents want to avoid, and thus a smart player will take steps to minimize the impact of these tactics while looking to mount an offense.

Put simply, good spacing comes down to putting in work with the best tools available which necessarily provoke a response from the opponent. Move into range and force your opponent to commit to a crouch, sidestep, backdash, or block in order to deal with your horseshit. Once he's trained to do so, use his commitment to get in, step out, etcetera. The threat of attack covers movement and allows for continued space control.
 
“Dancing”, or erratic, spastic movement

Hey, erratic, spastic movement describes how I dance IRL also.

But more on topic, I got fucked up by hilde spacing at MLG. You can find the videos somewhere. They're cringe worthy, but they demonstrate spacing and making someone whiff.
 

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