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

You "have space" when the enemy can't step into an area, even without you firing a shot. Once you control it, the enemy is forced onto side routes — losing time and formation. Conversely, giving up space is the early-warning sign that tempo is slipping away.

When to Use [JA only — English translation pending]

Re-group後の押し出し、敵側Pointへのアプローチ前、特にOT前のニュートラル時。

Failure Modes [JA only — English translation pending]

Spaceを取ったが射線管理が甘くPickされ、結局Spaceごと返却。Spaceに固執して時間配分を間違える。

Related Cards
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.

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.

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.

tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

numbers-advantage

Numbers Advantage

aka 人数有利 / 数的優位 / ナンバーズ / Man Advantage

Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.

free-value

Free Value

aka フリー / Free Hit / Free Damage / タダ

Gaining damage or space uncontested because the enemy cannot fire back or use cooldowns.

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.

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.

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.

mega-control

Mega Control

aka メガ管理 / ヘルパ管理 / Mega / Health Pack Denial / 回復パック管理

Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.

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.

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.

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.

kite

Kite

aka カイト / Kiting / カイティング / 引き撃ち

Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.

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.

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.