TERM_DEFINITION · ID: 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
PRO
4/5
Role TankDPSSupport
Style RushHybridBrawl
Phase ResetSetup
§ Breakdown [AI-translated — feedback channel coming soon]

After winning the fight, push forward immediately to lock down space and pressure the enemy's path back from respawn. Dive comps hold the high ground; Brawl comps hold the entrance. High risk, high reward — when it clicks, the round ends in one push; when it doesn't, you give back the entire advantage.

When to Use [JA only — English translation pending]

Stagger成功直後、Ult差が圧倒的に有利な時、KOTHでTimeが80%以上ある時。

Failure Modes [JA only — English translation pending]

Forward Holdに固執してUlt多重を返され、後ろから挟まれる。サポートのSafe Spotが消失。

Related Cards
stagger

Stagger

aka スタッガー / 時間差リスポーン

Delaying an enemy kill so they respawn out of sync with their team for the next fight.

space

Space

aka スペース / 空間制圧

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

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.

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.

ninety-nine-percent

99% Stop

aka 99%ストップ / 99キープ / 100-99 / ナイティナイン / %止め

The critical 99% moment in KOTH/Flashpoint where a single contest call can force overtime and reset the win.

backcap

Backcap

aka バックキャップ / 裏取りキャップ / バックキャッピング / Back Cap

One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.

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.

respawn-distance

Respawn Distance

aka リスポーン距離差 / 湧き距離 / スポーン有利 / Spawn Advantage / 湧きアド

The gap between each team's respawn point and the fight zone, determining post-fight tempo and how far a winning side can push.

natural-cover

Natural Cover

aka ナチュラルカバー / Cover / カバー / 遮蔽

Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.

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.

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.

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.

spawn-camp

Spawn Camp

aka スポーンキャンプ / Spawn Trap / リスキャン / Spawn Lock

After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.

spacing

Spacing

aka スペーシング / Tank Spacing / 間合い管理

Maintaining the distance where you can deal damage but can't be reached by enemy cooldowns — constant range management that denies engagement on the enemy's terms.

overcommit

Overcommit

aka オーバーコミット / Over-extend / オーバーエクステンド / 突っ込みすぎ

Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.

last-point-hold

Last Point Hold

aka ラストポイントホールド / 最終防衛 / ラスホ / Final Hold

The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.

bunker-comp

Bunker Comp

aka バンカー編成 / バンカー / 立て籠もり / Bunker

A defensive setup that protects a high-damage dealer like Bastion behind shields and defensive cooldowns, fortifying one position.

pirate-ship

Pirate Ship

aka 海賊船 / パイレーツシップ / Bastion Payload

An attacking gimmick that places a high-damage dealer like Bastion on the payload and advances it under shield and pocket heal protection.