Back-to-Back T-Spin Triple: Difference between revisions
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'''Back to | '''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 [[Line clear|Back-to-Back]]. | ||
== Setups notched on side == | == Setups notched on side == | ||
Line 51: | Line 51: | ||
| TLTL || JTJT || TLJT || JTTL | | TLTL || JTJT || TLJT || JTTL | ||
|} | |} | ||
Setups involving S and I: | Setups involving S and I: | ||
Line 107: | Line 108: | ||
| JSSL || JZZL | | JSSL || JZZL | ||
|} | |} | ||
{| | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | |G|G|G|G|G|G|G}} | |||
{{pfrow| | | | |G|G|G|G|G|G}} | |||
{{pfrow|T|T|T| |G|G|G|G|G|G}} | |||
{{pfrow|I|T| | |G|G|G|G|G|G}} | |||
{{pfrow|I|O|O| |G|G|G|G|G|G}} | |||
{{pfrow|I|O|O| |G|G|G|G|G|G}} | |||
{{pfrow|I|T| | |G|G|G|G|G|G}} | |||
{{pfrow|T|T|T| |G|G|G|G|G|G}} | |||
{{pfend}} | |||
|{{pfstart}} | |||
{{pfrow| | | | | | | | | | }} | |||
{{pfrow| | | |G|G|G|G|G|G|G}} | |||
{{pfrow| | | | |G|G|G|G|G|G}} | |||
{{pfrow|T|T|T| |G|G|G|G|G|G}} | |||
{{pfrow|T|T| | |G|G|G|G|G|G}} | |||
{{pfrow|T|T|Z| |G|G|G|G|G|G}} | |||
{{pfrow|T|Z|Z| |G|G|G|G|G|G}} | |||
{{pfrow|J|Z| | |G|G|G|G|G|G}} | |||
{{pfrow|J|J|J| |G|G|G|G|G|G}} | |||
{{pfend}} | |||
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| TIOT || JZTT | |||
|} | |||
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. | 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. |
Revision as of 06:56, 27 March 2007
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, 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 |
The core of JTTL can be replaced with two S or Z tetrominoes:
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JSSL | JZZL |
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TIOT | JZTT |
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.
OZJ |
I Abort |
Setups notched in center
Setups containing I:
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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