Ranges

When I'm exploring a character I like to outline every range for them including favorable and unfavorable ranges. I'll use Rainbow Mika for this. She is a short-range character that wants to be very close to her opponent because of her powerful throws. Even though her gameplan is to stay close, there are ranges where it's better for her to create distance.

Range 1 is where she's the strongest. She has a plethora of fast advantageous on block attacks and access to all her throws. From here she can throw her opponent even after they block a few of her attacks.

Range 2 is also a good range for her. It's at the tip of her plus on block light attacks, medium punch, and Irish Whip. Her longest ranged throw still reaches from here.

Range 3 is where forward medium kick and crouching medium kick hit. From here she has a mixup where she can cross-up and jump behind her opponent or splash and stay in front. If I'm in this range it's usually because I plan to walk into Range 2 or want a cross-up mixup.

Range 4 is the tip range of shoulder tackle. From this range it's safe on block. It's a good attack to move her forward to get into Range 1. I walk backwards into this range often because I use shoulder tackle a lot.

Range 5 is the tip range of her slide. It moves her forward and results in a knockdown. If the opponent expects this and crouch blocks, I'm getting punished. I don't like playing in this range.

Range 6 is my preferred jump in range. I know she can jump from farther away but I like jumping from here because it leaves her very close to her opponent.

Range 7 is where she can dash in and end up in Range 2. Her dash is very fast and difficult to react to so she can surprise the opponent from this range.

Range 8 is the tip range of her charged dropkick. I don't want to play in this range but if I'm here at least I have an option.

Here are all the ranges.

Remember that your favorable ranges change when fighting different characters. I don't like playing in Range 5 but if my opponent's favorite poke is easily whiff punishable at that range, I'll stay in it for longer than I usually do. Or if my opponent is stronger than me at my preferred range, I should find a different range to fight at.

We'll jump into the next chapter.