Faut juste y penser en match. Pendant que tu joues contre quelqu'un faut te dire "ah putain il m'a touché d'ici, j'étais trop près", et tu testes les distances jusqu'à bien les connaitre. Faut pas voir seulement le personnage mais la zone qu'il contrôle (C'est ce qu'ils disent dans la vidéo avec l'ANA de Fox). Dans le topic de Wobbles que j'avais traduit, y'a une partie sur le spacing (j'sais que t'es bon en anglais donc je te la met en VO :p) :
Spacing
ChozenOne asked me why this has its own separate section. It's for two reasons:
One, spacing is not quite the same as technical skill. Yes, it is reliant on timing, a big factor of technical skill, but it also depends on simple spatial perception. Accurately gauging the distance between you and the opponent is crucial to spacing, and this is not related to your technical skill.
Two, spacing is an amalgamation of all three previous aspects (NDW : Technique, mindgame et tactique). It is based on technical skill because, as I mentioned, timing is one of the components of spacing. It is based on your mindgames because Smash is a very fluid game with a lot of movement and motion; your opponent is moving around a lot, and you have to combine your timing with an accurate guess of where the opponent will move next to space a move properly. And of course, you might be at the right distance to punish a d-smash but not an f-smash, so you need to know which your opponent will do before you try to space your response. And lastly, you might be spacing your moves excellently but choosing them wrong. You might be hitting me with the tip of your attack, which would normally keep you safe, but my neutral air will out prioritize it (unless you had attacked just a tiny bit earlier). In a way, you spaced your move well; but you picked the wrong one, so for all practical purposes, you spaced your move poorly. Knowing those tactics is essential to spacing.
The concept is simple, the execution difficult. In a constantly moving game, you are trying to place yourself JUST out of reach of your opponent's moves so they whiff an attack and you can punish the lag. You want to sit still, then move ever so slightly so when you start your up-tilt, your character's model changes and their attack misses, then your attack lands and you get to deal major damage. You want to interrupt their move with a tipper at just the right moment. You want to be in a zone where you can react to their attacks. With good spacing, you will have these kinds of abilities.
Without it, you will do the right attack at the right time, execute it perfectly, and be in the wrong place for it. There are few feelings worse than whiffing an attack that you timed right and called correctly, but missed by a pixel.
How can you make sure this sort of thing doesn't happen? Well, when you're playing with an opponent, focus on the time-honored advice of Isai and don't get hit. Try and stay just out of range. Learn the range of your attacks and the attacks of characters who outrange you. Learn to focus not just on the characters, but on the empty area between them. See your character and the opponent's simultaneously--and once you can do that, learn to see where you think the opponent will be moments from now when he decides to finally dash in for an aerial.