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Spacing is the utilization of a character's range in comparison to the opponent's range to ensure a character's attack makes contact while the opponent's attack does not. Spacing is performed by accounting the range of the attack the player plans 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.

Spacing is character-specific and influenced by the stage being played. Platforms will drastically affect spacing. Air speed is also a factor with characters like Jigglypuff, who can use their amazing air mobility to "fade in and out", also called hit-and-running with their aerial attacks. Other characters, however, like Donkey Kong and Ichigo, can rely on sheer range alone. Characters like Wario can get spaced-out more easily, due to their lack of range and disjoints.

Tilts can also be used for spacing to great effect, especially Donkey Kong and Ichigo's forward tilts, which are excellent spacing tools due to their good range. Special moves, like Zero Suit Samus's Plasma Whip, can be used to similar results. Almost all projectiles are good tools for spacing, too.

Sweet spot

MG icon.svg Main article: Sweet spot

Zelda spacing in order to hit Pichu with her down tilt sweet spot.

Spacing is crucial to land attacks' sweet spots, hitboxes whose power or utility is greater than other hitboxes in the same attack. It is most notably seen in most of Marth attacks, at the tip of his sword, as well as Zelda's Lightning Kicks.

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