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| ===OZJ Setup=== | | ===OZJ Setup=== |
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| OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece have been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a [[Double_Triple_Cannon_2_(DT2)|Double Triple 2]] setup. The ZZJ variation is useful for S/Z starts. | | OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece has been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a [[Double_Triple_Cannon_2_(DT2)|Double Triple 2]] setup. The ZZJ variation is useful for S/Z starts. |
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Revision as of 19:00, 31 March 2014
Back-to-Back T-spin Triple is a difficult maneuver in some SRS based games, which in (for example) Tetris DS sends a total of thirteen garbage rows to the opponent. It requires the player to make two T-spin Triples Back-to-Back.
Setups notched on side
LT/JT
LT/JT is the simplest set up. Its flaw is its heavy dependence on T tetrominoes, which could otherwise be held to complete the T-spin.
Setups involving S and I
S/Z Core Replacement
The core of LT/JT can be replaced with two S or Z tetrominoes:
OZJ Setup
OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece has been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a Double Triple 2 setup. The ZZJ variation is useful for S/Z starts.
ZZJ Setup
ZZJ
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Overhang left over
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Cleaned up with a slide
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Or twist
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JZJ Setup
This setup has a
T-Spin Double bonus and no overhang to clean up afterward.
JZJ
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T-Spin Double bonus
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Done
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Setups notched in center
Setups containing I:
Mirror possible: (IO)
Switching sides
A player may switch sides to clear Back to Back T-spin Triples indefinitely.
Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs.
These two have interchangeable parts.
Back-To-Back-To-Back
Simple additions to patterns can lead to more than 2 T-Spin Triples:
Stacking JT/TL
OZJ Enhanced
4 TST's
LSOZJ
5 TST's
TJLSOZJ
Imperial Cross Cannon
When building the other side, leave a notch in the bottom TST to turn it into an Imperial Cross.
See also
- Twist - Explanation of twists such as T-Spins