The secret of t-spins in multiplayer is not to be able to set them up, but to be able to see how a small manipulation of the playing field will create the opportunity for one.įor example, the playing field looks like so and your next pieces are to the side:Īs you can see, it is possible to use every piece to make a setup,and unlike T-Spin Triples, the opportunities arise often if you can spot them (usually only needing one or two pieces), without you even trying to set them up.īefore attempting doubles it is best to take a second to glance up to your next pieces to make sure that the t-piece is in your next seven blocks. Also you may not always get the T piece resulting your pieces to pile up really high. Another disadvantage is that the setups are easily ruined by mistakes or banana items, and the playing field you will be left with will be pretty awful. They also send more garbage per line cleared than Tetrises, so you can send lines quicker because you don't need to place as many pieces down.ĬONS: Standard setups can be tricky to do quickly, and against a good opponent, it is likely you will have recieved enough garbage to kill you before you can pull off the maneouver. PROS: They allow you to send huge amounts of garbage in a small timeframe (2 pieces). Here are some pro's and con's to using T-Spins online: The S/T setup allows you to clear lines with T-spins, as you go along. Back-to-back T-spin triple setups require you to create the shape, and then clear the lines with t-spins, meaning your stack can get dangerously high. Here is a basic portrayal of how it works:Īnother advantage of this setup (which isn't shown in the above images) is that lines can be cleared while constructing the field. This shape needs to be built without using S or T blocks, as they are needed to complete the doubles. The main shape requires a continuous back-to-back t-spin triple setup (two blocks, gap, two blocks, gap etc.) which is three blocks away from the wall of the playing field. In practice however, it is usually not quite that simple. The main benefit to this setup is that it can allow the use of T-spin doubles indefinitely. To counter this triples are usually setup back-to-back, to get the greatest return for a messed up playing field. While making them it can cause you to stack high around the setup, and once the T-Spin is done, you are left with an awkward and unbalanced playing field. T-Spin triples are pretty useless on their own. This allows you to make them with improvisation (rather than by following certain setups), converting a possibly awful field into a very beneficial one. It's something you really have to try to grasp, I feel.It is helpful to know these setups and to be able to recognise them. They do look really strange and I sometimes get lost when I see someone build them becaue they *look* like mistakes. I honestly don't think me trying to explain TST kicking in text is the best way to explain it. Harddrop has an article that explains the mechanics in depth at, if you want to read up on it some more Just remember that you need to rotate the piece the right way - twisting pieces into holes like this is one of the few times you need to know which rotation button you're tapping you can't just hit the wrong one three times. However, if you want to understand how they work better by getting a general "feel" for them, I reccomend trying to build one for yourself. You don't really need to learn TST setups if you're planning to play casually - chances for them happen rarely. What you need to remember is that there are a few ways the game will try to move tiles around the grid that all count as valid and what you posted is *one of the most* controversial results. This is all confusing if you dont know what it means and that's okay. Either way, there's a (1,2) kick that happens if none of the other 4 kicks it tries first works, and thats what happens with that setup. By far the most common kick is (0,-1), which just lifts a tile up one - it happens every time you have a tile laying flat on the ground and turn it so it's standing up. What happens is that when you rotate a piece, it rotates around a set tile, and if it ends up inside a wall it "kicks". This video from S2LSOFTENER explains it pretty well but there is definitely some jank stuff with kicks in SRS tetris (which this game uses).
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