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== Setups notched on side == | == Setups notched on side == | ||
LT/JT | ===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. | |||
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Setups involving S and I | ===Setups involving S and I=== | ||
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The core of | ===S/Z Core Replacement=== | ||
The core of LT/JT can be replaced with two S or Z tetrominoes: | |||
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===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 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 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. | ||
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{{pfend}} | {{pfend}} | ||
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===ZZJ Variation=== | |||
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|{{pfstart}} | |{{pfstart}} | ||
{{pfrow| | |SG|SG|SG|SG|SG|SG|SG|SG}} | {{pfrow| | |SG|SG|SG|SG|SG|SG|SG|SG}} | ||
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{{pfrow| |SZ|SZ|SG|SG|SG|SG|SG|SG|SG}} | {{pfrow| |SZ|SZ|SG|SG|SG|SG|SG|SG|SG}} | ||
{{pfend}} | {{pfend}} | ||
ZZJ | |||
ZZJ Setup | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | |SG|SG|SG|SG|SG|SG|SG|SG}} | |||
{{pfrow| | | |SG|SG|SG|SG|SG|SG|SG}} | |||
{{pfrow| |SZ|SZ|SG|SG|SG|SG|SG|SG|SG}} | |||
{{pfend}} | |||
Overhang left over | |||
|{{pfstart}} | |{{pfstart}} | ||
{{pfrow| | | | | | | | | | }} | {{pfrow| | | | | | | | | | }} |
Revision as of 03:45, 17 February 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.
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TLTL | JTJT | TLJT | JTTL |
Setups involving S and I
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LSIL | JZIJ |
S/Z Core Replacement
The core of LT/JT can be replaced with two S or Z tetrominoes:
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JSSL | JZZL |
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TIOT | JZTT |
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 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 2 setup. The ZZJ variation is useful for S/Z starts.
OZJ |
I Abort |
DT2 Transfer |
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ZZJ Variation
ZZJ Setup |
Overhang left over |
Cleaned up with a slide |
Or twist |
Setups notched in center
Setups containing I:
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JILS | IIS | IIJ |
Mirror possible: (IO)
Switching sides
A player may switch sides to clear Back to Back T-spin Triples indefinitely.
File:Tds-t-spin-IO-IO.gif | File:Tds-t-spin-JSSLI-IOZZJ.gif | File:Tds-t-spin-OLIJS-IIZ.gif | File:Tds-t-spin-IIS-IIZ.gif |
Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs.
File:Tds-t-spin-TTT.gif | File:Tds-t-spin-JIJ(T).gif | File:Tds-t-spin-TTIJ(T).gif |
These two have interchangeable parts.
File:Tds t spin iij 2.gif | File:Tds-t-spin-TTTIIJ(T).gif |
Back-To-Back-To-Back
Simple additions to patterns can lead to more than 2 T-Spin Triples:
Stacking JT/TL
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OZJ Enhanced
4 TST's
LSOZJ
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5 TST's
TJLSOZJ
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Imperial Cross Cannon
When building the other side, leave a notch in the bottom TST to turn it into an Imperial Cross.
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See also
- Twist - Explanation of twists such as T-Spins