TAG_FILTER

#Formation

19 terms tagged

staging

Staging

aka ステージング / 集結

Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.

DIFF
2/5
REL × 11
crossfire

Crossfire

aka クロスファイヤ / 挟み撃ち射線

Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.

DIFF
3/5
REL × 13
space

Space

aka スペース / 空間制圧

Physical control over the favorable parts of the map — high ground, routes, sightlines.

DIFF
3/5
REL × 18
forward-hold

Forward Hold

aka フォワードホールド / 前抑え

Holding a defensive formation pushed into enemy territory to disrupt their regroup.

DIFF
4/5
REL × 18
high-ground

High Ground

aka ハイグラウンド / 高所 / HG

Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.

DIFF
2/5
REL × 15
pinch

Pinch

aka ピンチ / 挟撃

Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.

DIFF
4/5
REL × 8
collapse

Collapse

aka コラプス / 集結 / 詰め込み

Multiple players converging from different angles to instantly surround and eliminate one target.

DIFF
4/5
REL × 6
defender-advantage

Defender Advantage

aka ディフェンダー有利 / 守り有利 / 防衛有利 / Defensive Advantage

The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.

DIFF
3/5
REL × 5
rotation

Rotation

aka ローテーション / ロテ / Rotate / 回し

Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.

DIFF
3/5
REL × 4
split-push

Split Push

aka スプリット / Split / スプリットプッシュ / 二手分け

Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.

DIFF
4/5
REL × 5
zoning

Zoning

aka ゾーニング / Zone / エリア拒否 / 牽制エリア

Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.

DIFF
3/5
REL × 5
power-position

Power Position

aka パワーポジション / Power Corner / Power Spot / 強ポジ / 要所

A map-specific position that combines strong cover and forward sightlines near the objective — the anchor of most setups.

DIFF
3/5
REL × 5
anchor

Anchor

aka アンカー / アンカリング / Anchor Tank / 錨

Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.

DIFF
3/5
REL × 6
isolate

Isolate

aka アイソレート / Cut Off / 孤立化 / 切り離し

Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.

DIFF
4/5
REL × 6
choke-control

Choke Control

aka チョーク管理 / チョークホールド / Choke Hold / チョーク

Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.

DIFF
2/5
REL × 6
igl

In-Game Leader

aka IGL / インゲームリーダー / 司令塔 / メインコーラー

The player with final tactical authority in-game — setting the macro strategy and unifying all calls.

DIFF
5/5
REL × 5
choke-break

Choke Break

aka チョーク割り / チョークブレイク / 隘路突破 / Breaking the Choke

The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.

DIFF
3/5
REL × 5
main-lane

Main Lane

aka メインレーン / Main / Flank Lane / メイン / サイドレーン / 高所ルート

The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).

DIFF
2/5
REL × 6
ready-check

Ready Check

aka レディチェック / レディコール / カウント / 3-2-1コール

A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.

DIFF
3/5
REL × 4