From Hard Drop Tetris Wiki
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Spin Complete | Spin Complete | ||
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{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | |T|G|G|G|G|G|G}} | |||
{{pfend}} | |||
Line Clear | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow|L| | | | | | | | | }} | |||
{{pfrow|L| | | | | | | | | }} | |||
{{pfrow|L|L| |T|G|G|G|G|G|G}} | |||
{{pfend}} | |||
Start Again | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow|L| | | | | | | | | }} | |||
{{pfrow|L| | | | | | | | | }} | |||
{{pfrow|L|L| |T|G|G|G|G|G|G}} | |||
{{pfend}} | |||
Place L | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | |T| | | | | | }} | |||
{{pfrow|L| |T|T| | | | | | }} | |||
{{pfrow|L| | |T| | | | | | }} | |||
{{pfrow|L|L| |T|G|G|G|G|G|G}} | |||
{{pfend}} | |||
Place T | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | |T| | | | | | }} | |||
{{pfrow|L| |T|T|G|G|G|G|G|G}} | |||
{{pfrow|L| | |T|G|G|G|G|G|G}} | |||
{{pfrow|L|L| |T|G|G|G|G|G|G}} | |||
{{pfend}} | |||
Stack | |||
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== Creating the Base == | == Creating the Base == | ||
Having the correct shape is important to be able to stack indefinitely. Note that these are not the only ways to create the shape, and that the first three are most likely the best/most efficient way to start the build. | Having the correct shape is important to be able to stack indefinitely. Note that these are not the only ways to create the shape, and that the first three are most likely the best/most efficient way to start the build. | ||
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== Recognizing the Shape == | == Recognizing the Shape == | ||
The necessary shape is a ''three-wide'' space with ''one block'' on either adjacent side. | |||
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{{pfrow|G|G|G|G|-|-|-|G|G|G}} | {{pfrow|G|G|G|G|-|-|-|G|G|G}} | ||
{{pfend}} | {{pfend}} | ||
Both options<br> | Both options<br>practical | ||
|{{pfstart}} | |{{pfstart}} | ||
{{pfrow| | | | | | | | | | }} | {{pfrow| | | | | | | | | | }} | ||
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=== Mid-game === | === Mid-game === | ||
1: | |||
{| | {| | ||
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{{pfrow|G|G|G|G|G|G| |G|G|G}} | {{pfrow|G|G|G|G|G|G| |G|G|G}} | ||
{{pfrow|G|G|G|G|G|G| |G|G|G}} | {{pfrow|G|G|G|G|G|G| |G|G|G}} | ||
{{pfend}} | |||
|} | |||
2: | |||
{| | |||
|- valign="top" | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow|G|G|G|G| | | | | | }} | |||
{{pfrow|G|G|G|G| | | | |G|G}} | |||
{{pfrow|G|G|G|G| | | | |G|G}} | |||
{{pfrow|G|G|G|G|-|-|-|G|G|G}} | |||
{{pfend}} | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow|G|G|G|G| | | |T| | }} | |||
{{pfrow|G|G|G|G| | |T|T|G|G}} | |||
{{pfrow|G|G|G|G| | | |T|G|G}} | |||
{{pfrow|G|G|G|G| | | |G|G|G}} | |||
{{pfend}} | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow|G|G|G|G| | | |T| | }} | |||
{{pfrow|G|G|G|G|L| |T|T|G|G}} | |||
{{pfrow|G|G|G|G|L| | |T|G|G}} | |||
{{pfrow|G|G|G|G|L|L| |G|G|G}} | |||
{{pfend}} | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | |S|S| | }} | |||
{{pfrow|G|G|G|G| |S|S|T| | }} | |||
{{pfrow|G|G|G|G|L| |T|T|G|G}} | |||
{{pfrow|G|G|G|G|L| | |T|G|G}} | |||
{{pfrow|G|G|G|G|L|L| |G|G|G}} | |||
{{pfend}} | {{pfend}} | ||
|} | |} | ||
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By the law of SRS rotation, the dotted square below must be filled for the system to register as a counted spin. | By the law of SRS rotation, the dotted square below must be filled for the system to register as a counted spin. | ||
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Therefore something like this performed mid-game will not count. | Therefore something like this performed mid-game will not count. | ||
{| | {| | ||
|{{pfstart}} | |{{pfstart}} |
Revision as of 13:01, 30 July 2010
ZST Stacking is a Back-to-Back S/Z-Spin Triple setup. This method of stacking is arguably the easiest and most efficient way to perform Z or S-Spin Triples. Compared to normal B2B ZST/SST, this method is faster, uses less pieces, leaves no overhang, and allows for the addition/continuation of the Triples. The player utilizes SRS Roofless Kicks. Given proper stacking and flow, this setup allows for theoretically infinite Z or S-Spin Triples.
- See: Back-to-Back S/Z-Spin Triple
- See: Twists
Z-Spin Triple Stacking
Back-to-Back Z-Spin |
Clockwise Rotate |
Spin Complete |
Line Clear |
Clockwise Rotate |
Spin Complete |
Back-to-Back S-Spin |
Counterclockwise |
Spin Complete |
Line Clear |
Counterclockwise |
Spin Complete |
Line Clear |
Start Again |
Place L |
Place T |
Stack |
Creating the Base
Having the correct shape is important to be able to stack indefinitely. Note that these are not the only ways to create the shape, and that the first three are most likely the best/most efficient way to start the build.
1. LIT |
2. LJT |
3. LOT |
4. LST |
5. LLT |
6. LTT |
7. LOS |
8. LOI |
9. LIZ |
10. LLZ |
11. LL |
Recognizing the Shape
The necessary shape is a three-wide space with one block on either adjacent side.
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Both options |
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Using an L |
Stack |
Or Using a J |
Stack |
Mid-game
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Empty S/Z Triples
By the law of SRS rotation, the dotted square below must be filled for the system to register as a counted spin.
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Therefore something like this performed mid-game will not count.
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