Part III · Lesson 11

Distances

Read distance as a relative property of the current move, not a fixed number of bodies between players.

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Scuba Guides source note. This lesson is based on the older Scuba Guides and the supplied source archive. It is an independent community clarity rewrite, not an official GunZ publication; mechanics are not verified for the current Steam/remaster client.

Lesson content

The concept of distance to your opponent is different for each person and based around their style and learned patterns and the state of the fight. Someone that’s hyper aggressive will prefer to be closer, someone who’s more interested in countering will want to be slightly further. Here’s a quick rule of thumb breakdown that you’ll want to modify to your liking. While a hyper aggressive pro wants ½ a step distance at any given time, a noob wants 1½ maps between you and them. This concept takes time, testing, and overall experience to master.

As a note, when I say 1 move, I mean at most a Single standing Bfly distance away from your opponent. The distance itself will change depending on the move you plan on doing - A Ground slash has less distance than a full momentum butterfly for example.

Ideal Distance

As stated above, the ideal distance will change from person to person and moment to moment, depending on the state of the fight. If you’re Neutral, you want to be directly outside of the tip slash zone. This offers you the ability to retain control of the fight through skill, and seamlessly transition into an offensive advantage.

If you have the advantage in a fight, you don’t want to get outside of ½ a move from an opponent. By sticking as close as possible with full control, you keep the opponent pinned into a disadvantage. This opens up your attacking possibilities during the offense, and is actually about the safest thing you can do, especially if you learn how to dodge massives properly either through the mirror rule or iframes.

If you have the disadvantage in a fight, you want to create 1½ moves (If you don’t have a massive) or 2 moves (if you have a massive) distance from you and the opponent. This will allow you to get out of the disadvantage and return it to a neutral fight, while also slightly putting you in a more advantageous position, since your opponent will have to open themselves up to counters to keep you at a disadvantage.

Danger Distance

Counter to what you might think, the danger distance in a gladiator fight is anything over 1 move. The reasons are simple.

You lose control of the fight. Any time you lose control, the fight is a tossup of whoever hits first, and typically isn’t so much skill based as luck based - unless you specifically aim for counters.

By being more than 1 move away from your opponent, you open yourself up to being tip slashed by virtue of ping delay.