TERM_DEFINITION · ID: 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
PRO
5/5
Role TankDPSSupport
Style PokeBrawlHybrid
Phase MacroSetup
§ Breakdown [AI-translated — feedback channel coming soon]

Attackers gain no space until they "break" the choke, while defenders can manufacture a numbers advantage by setting up crossfire and sightlines in front of it. Who holds the choke determines the initiative in neutral and where the next fight starts, which places it at the very top of the macro decision chain. The means of breaking a choke differ by comp: dive's high-mobility entry, rush's accelerated breakthrough, poke chipping down the sightline, and so on. By building a crossfire, the defending side stacks multiple sightlines onto the single choke and forces the attacking side into an engagement on the defenders' terms.

When to Use [AI-translated — feedback channel coming soon]

Attackers break the choke with minimal attrition and secure space before entering the fight. Defenders set their formation in front of the choke first, forcing attackers to break it in an unfavorable shape.

Failure Modes [AI-translated — feedback channel coming soon]

Fixating on breaking the choke burns CDs and HP until you no longer want the fight past it. Defenders over-commit to the choke, the Forward Hold comes late, and space is handed to the enemy.

Related Cards
space

Space

aka スペース / 空間制圧

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

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.

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.

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.

sightline-denial

Sightline Denial

aka サイトライン管理 / 射線管理 / 射線切り / Sightline Control

Deliberately preventing or opening long sightlines through positioning and cover to dictate where the enemy's hitscans and snipers can operate.

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.