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− | '''Back |
+ | '''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 == |
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| TLTL || JTJT || TLJT || JTTL |
| TLTL || JTJT || TLJT || JTTL |
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|} |
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+ | |||
Setups involving S and I: |
Setups involving S and I: |
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Line 106: | Line 107: | ||
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|- |
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| JSSL || JZZL |
| JSSL || JZZL |
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+ | |} |
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+ | |||
+ | {| |
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+ | |{{pfstart}} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | |G|G|G|G|G|G|G}} |
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+ | {{pfrow| | | | |G|G|G|G|G|G}} |
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+ | {{pfrow|T|T|T| |G|G|G|G|G|G}} |
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+ | {{pfrow|I|T| | |G|G|G|G|G|G}} |
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+ | {{pfrow|I|O|O| |G|G|G|G|G|G}} |
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+ | {{pfrow|I|O|O| |G|G|G|G|G|G}} |
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+ | {{pfrow|I|T| | |G|G|G|G|G|G}} |
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+ | {{pfrow|T|T|T| |G|G|G|G|G|G}} |
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+ | {{pfend}} |
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+ | |{{pfstart}} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | |G|G|G|G|G|G|G}} |
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+ | {{pfrow| | | | |G|G|G|G|G|G}} |
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+ | {{pfrow|T|T|T| |G|G|G|G|G|G}} |
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+ | {{pfrow|T|T| | |G|G|G|G|G|G}} |
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+ | {{pfrow|T|T|Z| |G|G|G|G|G|G}} |
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+ | {{pfrow|T|Z|Z| |G|G|G|G|G|G}} |
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+ | {{pfrow|J|Z| | |G|G|G|G|G|G}} |
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+ | {{pfrow|J|J|J| |G|G|G|G|G|G}} |
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+ | {{pfend}} |
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+ | |- |
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+ | | TIOT || JZTT |
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+ | |} |
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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 [[T-Spin Double Triple|Double Triple 2]] setup. |
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+ | {| |
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+ | |{{pfstart}} |
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+ | {{pfrow| | |G|G|G|G|G|G|G|G}} |
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+ | {{pfrow| | | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J|J| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J| | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J|Z| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|Z|Z| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|Z| | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|O|O| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|O|O| |G|G|G|G|G|G|G}} |
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+ | {{pfend}} |
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+ | OZJ |
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+ | |{{pfstart}} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | |G|G|G|G|G|G|G|G}} |
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+ | {{pfrow| | | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J|J| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J| | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J|Z| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|Z| |I|G|G|G|G|G|G|G}} |
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+ | {{pfend}} |
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+ | I Abort |
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+ | |} |
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+ | |||
+ | {| |
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+ | |- valign="top" |
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+ | |{{pfstart}} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | |G|G|G|G|G|G|G|G}} |
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+ | {{pfrow| | | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|O|O| |G|G|G|G|G|G|G}} |
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+ | {{pfend}} |
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+ | DT2 Transfer |
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+ | |{{pfstart}} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow|J|J| | | | | | | | }} |
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+ | {{pfrow|J| | | | | | | | | }} |
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+ | {{pfrow|J|Z| | | | | | | | }} |
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+ | {{pfrow|Z|Z|G|G|G|G|G|G|G|G}} |
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+ | {{pfrow|Z| | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|O|O| |G|G|G|G|G|G|G}} |
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+ | {{pfend}} |
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+ | |{{pfstart}} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | | | | | | | | | }} |
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+ | {{pfrow| | |G|G| | | | | | }} |
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+ | {{pfrow| | | |G| | | | | | }} |
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+ | {{pfrow|J|J| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|J| | | |G|G|G|G|G|G}} |
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+ | {{pfrow|J|Z| |G|G|G|G|G|G|G}} |
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+ | {{pfrow|Z| | |G|G|G|G|G|G|G}} |
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+ | {{pfrow|O|O| |G|G|G|G|G|G|G}} |
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+ | {{pfend}} |
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|} |
|} |
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Line 160: | Line 255: | ||
== Switching sides == |
== Switching sides == |
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− | A player may switch sides to clear Back to Back T- |
+ | A player may switch sides to clear Back to Back T-spin Triples indefinitely. |
{| |
{| |
||
|[[Image:Tds-t-spin-IO-IO.gif]] |
|[[Image:Tds-t-spin-IO-IO.gif]] |
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Line 168: | Line 263: | ||
|} |
|} |
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− | Any T- |
+ | Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs. |
{| |
{| |
||
|[[Image: IIO.gif]] |
|[[Image: IIO.gif]] |
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Line 181: | Line 276: | ||
|[[Image: Tds-t-spin-TTTIIJ(T).gif]] |
|[[Image: Tds-t-spin-TTTIIJ(T).gif]] |
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|} |
|} |
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+ | |||
==See also== |
==See also== |
||
+ | *[[Twist]] - Explanation of twists such as T-Spins |
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− | *[[Main Page]] |
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+ | [[Category:T-Spin Methods]] |
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− | *[[Twist]] |
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+ | [[Category:T-Spin Kick Methods]] |
||
− | *[[ST stacking]], a method of making back-to-back T-spin ''doubles'' |
||
+ | [[Category:T-Spin Combo]] |
Latest revision as of 06:05, 26 October 2019
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.
|
|
|
| ||||
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 |
|
| ||
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. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a Double Triple 2 setup.
OZJ |
I Abort |
DT2 Transfer |
|
|
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