Back-to-Back T-Spin Triple: Difference between revisions
*>DIGITAL No edit summary |
*>DIGITAL No edit summary |
||
Line 130: | Line 130: | ||
{{pfrow|J| | |G|G|G|G|G|G|G}} | {{pfrow|J| | |G|G|G|G|G|G|G}} | ||
{{pfrow|J|Z| |G|G|G|G|G|G|G}} | {{pfrow|J|Z| |G|G|G|G|G|G|G}} | ||
{{pfrow|Z|Z| |G|G|G|G|G|G|G}} | {{pfrow|Z|Z|I|G|G|G|G|G|G|G}} | ||
{{pfrow|Z| |I|G|G|G|G|G|G|G}} | {{pfrow|Z| |I|G|G|G|G|G|G|G}} | ||
{{pfend}} | {{pfend}} |
Revision as of 23:28, 26 March 2007
Back to back T-spin triple is a difficult maneuver in 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, the simplest set up. Its flaw is its heavy dependence on T tetrominoes, which could otherwise be held to complete the T-spin.
|
|
|
| ||||
TLTL | JTJT | TLJT | JTTL |
Setups involving S and I:
|
| ||
LSIL | JZIJ |
The core of JTTL can be replaced with two S or Z tetrominoes:
|
| ||
JSSL | JZZL |
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.
OZJ |
I Abort |
Setups notched in center
Setups containing I:
|
|
| |||
JILS | IIS | IIJ |
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.
See also
- Twist - Explanation of twists such as T-Spins
- T-Spin methods - Various methods of creating T-Spins