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Visualizing Spacing

Jackie

Smash Journeyman
Joined
Jan 4, 2011
Messages
214
Location
Tucson, AZ
Spacing is a skill, but it's entirely visual. Inexperienced players base it off what the character looks like when they are attacking. Advanced players know the hitboxes, including the funky deceiving hitboxes, i.e.
:troll:,
so they imagine the red shading that is shown during debug.

How do you visualize spacing?

In basic terms, synesthesia is a neurologically-based condition where when you see one thing, your brain processes a secondary vision for it. For example, when people with color synesthesia read, letters are perceived as inherently colored. A's are always red, B's are always yellow, et cetera. This color can actually assist with memorization of tough-to-spell words, along with some other useful applications.



Do you have something along the lines of "Smash synesthesia"?

I imagine a shifting, oscillating bubble surrounding the character. Characters have the biggest bubble when they are standing still, just beyond the range of their longest attack. The extra range puts into consideration their movement, your reaction, and your opponent's reaction. Fast characters like Fox have a larger bubble when they move since they are so fast and you have to consider reaction even more. When a character is performing a move, the bubble shrinks or distorts in shape. If they are moving during this, the bubble becomes oblong. If they are standing still, the bubble shrinks and distorts considerably since their options are limited. When they are in lag from a move, the bubble becomes a green light to attack.

When I am playing offensively, I feel like I am more focused on my own character's bubble and keeping it as large as possible. When I'm playing defensively and avoiding punishment, I feel like am focused far more on my opponent's bubble, waiting for their mistake to shrink their bubble leaving them vulnerable.

Versus characters with disjointed hitboxes like Marth, I visualize two bubbles — a red one for the sword, a green one for his body. The two weave in and out of each other. When the two cross like a Venn diagram, you would attack if you want to trade hits (like attacking someone out of a Firefox recovery but hitting the flames as well to aid your own recovery). The general goal is to get the red bubble as far from the green bubble as possible, or to minimize the size of the red bubble.

I could expand into more detail but it would probably sound redundant, and I'm more interested in your perceptions of your own spacing.

Especially Hungrybox.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Synesthesia is a sensory cross-connection in the brain that causes one to confuse senses with one another. One might see music, smell phrases, or associate colors and textures with symbols or intangible entities. I don't really think it's a good analogy to visualizing potential hitboxes.
 

Bill_the_Duck

Smash Cadet
Joined
Nov 20, 2011
Messages
48
I stay far away and throw bombs at their face. And then I hit them in teh face with a sword.
I r pro
 

oukd

Smash Lord
Joined
Apr 21, 2010
Messages
1,464
It's almost impossible to track a visual cue like that to your opponent without severe lag since their movements are extremely erratic...focusing on your own 'bubble' is more of a possibility since you know exactly what you'll be doing. I just go off of general distances/areas and such.
 

Varist

Smash Lord
Joined
Feb 7, 2011
Messages
1,603
Location
Austin
never do any of that bubble ****, i just hit them. it seems to work. fox is pretty fast.
 

GawdImFoxy

Smash Journeyman
Joined
Jul 6, 2007
Messages
262
Location
West Frankfort, IL
Lol I think everyone might be missing the gist of the question. I think he wants to know if you guys see a character use an attack and try to decide whether or not your safe based on the hitbox or based on the character's animation.

If that's what you're asking, I always try to decide what to do based on the hitbox. For instance, I'm prepared to tech spacy downsmash when I'm recovering from below the ledge. I know it doesn't look like it should hit slightly below the stage, but I know it does. so I visualize when I'm going to get hit and try to time my tech accordingly. Obviously this isn't the only situation where it's helpful, but it's an example of when I do this sort of thing.
 

Zodiac

Smash Master
Joined
Aug 10, 2005
Messages
3,557
I studied all the hit box's and just memorize the spacing, during some moves (Likes peaches dsmash or falco's fsmash) I visualize the hit box's the moves actually have. in fact during 90% of falco's moves I visualize the hit box's
 

Geenareeno

Smash Lord
Joined
Aug 10, 2010
Messages
1,102
Location
Saskatoon, SK
I'm wondering if op's method is working because he's hella smart his power level is off the charts or he's playing at a level where everything is slow enough for him to process all this and make it work. Honestly beyond basic spacing, inferences, reads, and hitbox knowledge, you can't do anything else. But I could be wrong.
 

Wretched

Dankness of Heart
Joined
Aug 6, 2010
Messages
4,166
Location
New Mexico
Actually, I don't think hitboxes are as big of a part as movement, but rather spacing is being able to look ahead and anticipate where your opponent can and will be within 60 frames, or a second, but it is hard to constantly break down this spacing considering the constant exploration of options. The best a player can do is to constantly put his opponent in a position where you have his options remembered.

I kinda see every moment as a rail system, and your character is bound to the tracks like a train, but the thing is, the train has options like these (All options are not covered. Only basic, common options are displayed):

The first square is Marth, and I have broken down possible movements from his current position within a second. I'll explain each:
1. Jump onto anywhere on the platform, wavelanding or not.
2. Wavedash backwards near the ledge, run backwards, or roll back near ledge
3. Roll forward, wavedash forward, run forward
4. Double jump and land on platform, wavelanding or not.
5. The possible position if a waveland is performed during 4
6. Wavedash backwards onto ledge or onto cloud
A. The area that is taken up when a forward smash is performed
B. The area that is taken up when an utilt is performed
C. The area that is taken up when an utilt is performed
D. The area that is taken up when a short hop Forward Air is performed
E. The area that is taken up when a short hop Fast Fall or Double Forward air is performed
F. The area that is taken up when a short hop Nair is performed


But the thing about all of this is that there are many more options. Seeing all of them is impossible. Only seeing the most common options is a viable playstyle. Players like Mango see this, and therefore they begin to play with unorthodoxy.
 
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