HOME WORLD FORUMS WIKI VIDEOS RECORDS
5943 members and stacking!
     Welcome guest, please login or sign up

Live Stream Calendar
12 Pages V  1 2 3 > »   
Reply to this topicStart new topic
> 4-Wide Guide, library of knowledge regarding 4-wide combos
Rating  4
ZeroT
post May 21 2010, 01:13 AM
Post #1


Tetris Specialist
Group Icon
Posts: 275
Joined: 28-January 10



1. 4-Wides Burst on the scene- The 4-wide was not a new technique at the time, but when Secret Salamander featured the middle-gap 4-wide in his epic playoff match versus Blink in HDO2, people were left in awe. Salamander eventually lost the match, but won an astounding 7 of 10 matches in which he used the 4-wide.

the match

This was perhaps one of the most influential recent match-ups as it has spread like a wildfire throughout the Tetris realm.



2. Middle vs. Side stacked- There are two effective ways in which to stack for a 4-wide, in the middle and on the side. Both have advantages and downfalls.

a. Middle- The middle stacked 4-wide was revolutionized by Secret Salamander and unveiled spectacularly in his match-up versus Blink. This version of the technique is the more difficult of the two to preform, as it takes a lot of practice to learn the stacking methods that go into the middle gap. However, this has much more power potential than the side stacked. You can stack higher, will less risk of topping out. Because the stacking method is more difficult, players often find themselves clearing lines in the center in order to greaten the potential of the combo. This means that this stacking method takes longer to build, than side stacked.

b. Side- This more traditional combo method has different advantages than the alt. method. Since its staking method is much simpler, it is much quicker to build and begin your combo. However, the power potential is much less since there is a fairly high likely hood of a top out.



3. Starts- There are 4 basic starts when beginning a 4-wide: S/Z, alt. S/Z, I, and L/J.

Please see fumen of the starts at the bottom.



4. Previews- its is important to use your previews continuously during the comboing process. Make sure to play out in your head the next few pieces to capture the best possible approach.



5. Hold- It is imperative you use your holds wisely when comboing using 4-wide. The best pieces to save are the I, O, and T blocks as they are useful is most situations you may encounter.



6. Piece Selection during combo- Most newbie 4-widers have the most trouble in this particular skill of 4-wide. This is unfortunate because THIS IS THE MOST IMPORTANT PART! Most throw the combo away making little mistakes here and there, nullifying the power of the 4-wide completely. You must strive to keep a "start"-like situation for the next block to continue.

Salamander's situational map

also: see fumen at end



7. Use of 4-wide- Though not as effective as it once was (see blink 3-wide Smile.png) the 4-wide is still hated by many who have meet a quick doom. Many swear by this tactic and almost exclusively use it. For others is it a feel, match-up, or simply the only hope they have. For slower players, the power of the 4-wide is the only chance for one to steal a victory off of the elite.



8. Combo Garbage-for combo chains the lines sent are as follows: (combo#, lines sent), (1.0)(2,1)(3,1)(4,2)(5,2)(6,3)(7,3)(8+,4)



9. Fumen library-

Sample builds of middle combo (from SS v Blink)

With S/Z Start-

With I Start-


4-starts-

S/Z-

I-

Alt. S/Z- 1

L/J-



NOTE: Both S/Z starts give you a greater amount of options than the others. "I" start is vastly over rated (IMO), also L/J Start is not very practical.



Sample combo piece placement-




Sample stacked methods-

Middle-
Side-



~ Video Example


10. Conclusion You will not learn this overnight, this will take a lot of practice to gain a feel and develop your own style. We will continue to add on to this so please leave suggestions, note errors, ask questions etc. Grin.png Good Luck

This post has been edited by ZeroT: Jan 24 2011, 06:59 AM


--------------------
☠ ZeroT
User is offlinePM
Go to the top of the page
+Quote Post
blazen_azn
post May 21 2010, 01:18 AM
Post #2


Tetris Apprentice
Group Icon
Posts: 166
Joined: 3-March 10



QUOTE(ZeroT @ May 21 2010, 01:13 AM) *

*blazen_azn will add a video tutorial later on biggrin.gif enjoy

LOL WUT?
User is offlinePM
Go to the top of the page
+Quote Post
Blink
post May 21 2010, 01:19 AM
Post #3


Tetris God
Group Icon
Posts: 2,665
Joined: 24-June 09



Yeah kotetsu definitely made 4wide middle combo gap popular after the HDO2 playoff match. When he pulled it on me, I didn't know what to do because I never faced this strategy before. I think I've figured out a pretty good counter now though, and the neatness of TF's garbage was another thing I should have taken into consideration before sending him garbage he could send back to me as soon as he finished his combo. This is a good guide, i'm sure it will help alot of players who are trying to learn this (although I find combo starters annoying!) . icon13.gif
User is online!PM
Go to the top of the page
+Quote Post
chowmain24
post May 21 2010, 03:24 AM
Post #4


Tetris Apprentice
Group Icon
Posts: 167
Joined: 15-November 09



there are no downfalls for middle unless you suck. its faster once you get it down by far


--------------------
User is offlinePM
Go to the top of the page
+Quote Post
SecretSalamander
post May 21 2010, 03:30 AM
Post #5


Tetris Expert
Group Icon
Posts: 484
Joined: 26-June 09



3. Starts- There are 4 possible starts when beginning a 4-wide: S/Z, alt. S/Z, I, and L/J.
not true, there are many ways to set up/execute a 4-wide combo, and do NOT try to memorize my chart as the ultimate reference, that's ONLY if you want to play with 3 pieces of "junk" (you don't have to) and there are a few states that I didn't even take into account when making that. (I won't add them any time soon btw)

I did this as a "throwaway" technique; I saw someone do it on TOJ, I thought it was broken so I tried it out. It didn't work at all against Maserati, but I tried it against Blink anyway since that was the only practical way I could get points against him. In the end it still didn't work (7-15, not 7-10) so I threw it away. I tried it again on TOJ and rowaks, Hebo-MAI, etc will simply flat-out not let you do it.

So I threw it away again and never use it unless I'm playing around, or someone says "I saw your game! Show me 4-wide!!!" Not like I have to do it myself since everyone seems to be doing it, nowadays.

Simply put: it's overrated, and if you try to rely on it to win, you won't get far. If you think you're hot stuff just because you can open with it every game, NEWSFLASH: you're not.
User is offlinePM
Go to the top of the page
+Quote Post
blazen_azn
post May 21 2010, 04:00 AM
Post #6


Tetris Apprentice
Group Icon
Posts: 166
Joined: 3-March 10



QUOTE(SecretSalamander @ May 21 2010, 03:30 AM) *

3. Starts- There are 4 possible starts when beginning a 4-wide: S/Z, alt. S/Z, I, and L/J.
not true, there are many ways to set up/execute a 4-wide combo, and do NOT try to memorize my chart as the ultimate reference, that's ONLY if you want to play with 3 pieces of "junk" (you don't have to) and there are a few states that I didn't even take into account when making that. (I won't add them any time soon btw)

I did this as a "throwaway" technique; I saw someone do it on TOJ, I thought it was broken so I tried it out. It didn't work at all against Maserati, but I tried it against Blink anyway since that was the only practical way I could get points against him. In the end it still didn't work (7-15, not 7-10) so I threw it away. I tried it again on TOJ and rowaks, Hebo-MAI, etc will simply flat-out not let you do it.

So I threw it away again and never use it unless I'm playing around, or someone says "I saw your game! Show me 4-wide!!!" Not like I have to do it myself since everyone seems to be doing it, nowadays.

Simply put: it's overrated, and if you try to rely on it to win, you won't get far. If you think you're hot stuff just because you can open with it every game, NEWSFLASH: you're not.


agreed. i use it to have quick matches, especially on tf where competition is lower and combos are overrated

ive ventured away from it after losing in hdo3 and playing SS in nullpomino

however huge speed and a three gap might be in consideration
User is offlinePM
Go to the top of the page
+Quote Post
Dagorath
post May 21 2010, 09:00 AM
Post #7


Tetris Novice
Group Icon
Posts: 94
Joined: 24-February 10



I do 4wide and 3wide all the time.
I simply do combo in the beginning and after combo spam tetrises and TSD's like I usually do. I don't lose anything by doing so then why not.
Btw I wanted this tutorial but it come out after I learned everything myself biggrin.gif
User is offlinePM
Go to the top of the page
+Quote Post
Paul676
post May 21 2010, 10:05 AM
Post #8


Tetris Grand Master
Group Icon
Posts: 2,298
Joined: 22-July 09



Put simply, it's another tactic. It'll work on some players on some games, and not against other players in other games. Just as on tf low tspins are a bad start but on toj they're good (Oversimplification I know but by and large it's true), 4 wide is good against some players (I remember playing an HDO match against TomatoKirby and without using it, I'd have lost hard, but with it I won) and bad against others (I got hammered by Trance when I tried to use it). The elite won't let you get away with it but it's a nice tactic against slower players.


--------------------
User is offlinePM
Go to the top of the page
+Quote Post
post May 21 2010, 10:16 AM
Post #9




Posts: 0
Joined: --



really nice tutorial


well in my opinion combos are just... lame. i mean, don't get me wrong, i do combos too, but not like combo starters, i'm kinda good with combos while downstacking, and SOMETIMES i do combo starters.

BUT the thing that i love about tetris is just that i sit and play without thinking.

And whenever you face a player who is comboer, who does mid gap 4 wide all the time... the FUN is over.

its all about finding a way to survive the initial combo and thats the point where the real game begins... and my point is, if i play a game of tetris i get excited, and whenever i play combo player im like "not this sh** again".

Sure i can do 4 wide too, and counter the combo, but i really don't like it that much. Stacking for 4 wide is boring as hell ;/ I have nothing against players who combo from time to time, but i simply hate playing against ppl who do combos only. Its just boring.

Oh and if someone wins with 4 wide combo only, can't call himself a good player. Good player is someone who can win with others playing without combos, that is tspins or even better tetrises. you call yourself a good player ? prove it in every game, not only combo/tspin friendly one smile.gif

peace out !


make tetrises not wars !
User is offlinePM
Go to the top of the page
+Quote Post
ZeroT
post May 21 2010, 10:36 AM
Post #10


Tetris Specialist
Group Icon
Posts: 275
Joined: 28-January 10



Guys, this is a strategy. PERIOD. not some sort of philosophy or religion. There is no point of bickering back and forth about the merits of using this verses not using this. It is a strategy, just like bravo openings. Are they the best thing to use every time you play, of course not. This is a weapon to have in one's arsenal, if one choses to use it every time time, thats their choice.

I made this guide because I have been asked by at least 10 people to teach them this tactic and if they want to learn, let them. There was a large lack of organized 4-wide material so I tried to bring everything together so people can find their way through it like we did when we were first learning t-spins.

This is exactly what the title says "a guide to 4-wide combos" not a bible preaching that these are the greatest thing since sliced bread :/


--------------------
☠ ZeroT
User is offlinePM
Go to the top of the page
+Quote Post

12 Pages V  1 2 3 > » 
Reply to this topicStart new topic
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 

©2009-2013 Hard Drop Community & Forum
harddrop.com is not sponsored or endorsed by The Tetris Company or its subsidiaries.