TERM_DEFINITION · ID: 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
PRO
4/5
Role TankDPS
Style DiveHybrid
Phase SetupMid-Fight
§ Breakdown [AI-translated — feedback channel coming soon]

Four players push from the front; one flanker comes from the back or above. The enemy can't watch both angles — react to one and the other opens up. Strongest when Echo / Sombra / Tracer flanks align with a main tank's push. The macro-scale version of an off-angle crossfire.

When to Use [JA only — English translation pending]

Mapがサブルート多め(Numbani 1st, Esperança等)、敵がOff-angleケアを怠っている時。

Failure Modes [JA only — English translation pending]

Flank側が早すぎて単独死、メインも勢いに乗れず1人欠落。

Related Cards
flank

Flank

aka フランク / 裏取り

Taking a secondary route to enter the enemy backline or blind spots.

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.

dive

Dive

aka ダイブ

High-mobility composition that bursts down enemy supports and disengages immediately.

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.

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.

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.

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.

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).