

Note that Parapets are very easy to upgrade to a BT cannon. Not a TST setup, but it is one possible consideration – but note that this is often impractical due to heavy reliance on J pieces. J overhangs are easy if you memorize the following piece combinations to stack over it to create the cavity for the B2B TST towers:įlat L or J overhangs can also be easily topped with a Z piece in this case for a B2B TST tower:Īs an alternative, if you see the situation below, you can do a DT STSD. Just do the following and freestyle a bit: I overhangs are likewise very easy to upgrade to B2B TST towers.

However, as an even more powerful attack, you can do the one on the left for 2 x TSTs. The above O overhang can easily be upgraded to TSS followed by a Tetris and TSD in the left diagram. This may require a lot of time which may not be available in a match. Note that one should exercise caution when using them as they involve very heavy upstacking.

In my studies of Kazu’s playstyle, I have streamlined and summarized the most common and efficient methods he uses to upgrade existing T-spin setups to B2B T-spin Triples. Here are some examples of my gameplay demonstrating the methods in this guide: TSD -> B2B TST Upgrades Therefore, too many TSTs is not advised even with the best players. Note that putting a T in the stack will mess up parity which may mandate another T to stabilize. This is often okay due to the compensated efficiency of B2B TSTs. However, for B2B T-spin Triples, it is highly likely that you will due to the high upstack. Note that normally one is encouraged not to waste too many Ts in the stack. Therefore, here are some methods to increase one’s TST foresight considerably.
TETRIS T SPIN HOW TO
T-spin triples are very powerful and can boost one’s efficiency very sizably if one knows how to use them. Fortunately, I was right – the giant UFO was just cloaked and flew away before detection. Given the evidence, I was pretty sure that the above hypothesis was correct. An example can be shown here: where I spin the piece into place where normally a piece can’t fit without the SRS.Above: Yesterday, Twitch shut down, together with Amazon, CNN, Reddit etc. If one of those rotation positions would allow for the piece to fit, then it “kicks” the piece into that slot, which is why some of the spins in SRS seem so crazy, because it’s literally not possible to spin them into position without some sort of wall hook or otherwise. Essentially, when a rotation fails, before the game decides to give up on trying to rotate the piece, it tries again in difference successive rotation positions, relative to the central rotation tile. If you’re asking for how the piece gets spun into the position in the first place, I implemented the Super Rotation System (SRS), the standard rotation system nowadays. This is because it turns out that it isn’t possible to fill 3/4 corners of a central piece without a T-Spin. If 3 out of 4 of those tiles are occupied by another piece, then a T-Spin is confirmed. After a successful rotation, a check is done looking at the tiles diagonal of the central piece. However, this view is slightly nauseating to look at potentially? Feedback on how this looks would be greatly appreciated.Įach piece has a central key piece that is the center of rotation.
TETRIS T SPIN FULL
As of now, the way it’s structured is a continuous stream of firing events from one client to another, but I’m wondering if polling the enemy status would be a better solution, but I’m not quite sure yet what would be more consistent.Īdditionally, the 1v1 game angles have been changed to face the camera so the player can see the game in full view without having to worry about clipping or bleeding of the frame being confusing. In terms of the battle 1v1 mode, if people can give feedback on the smoothness of the enemy’s pieces and movement that would be great. If anything breaks, I would really love to know how, as I haven’t encountered any bugs as of yet, but there are definitely some out there. Game should now support mobile, as well as have an entry tutorial for non-mobile users for the control scheme setup. Curious as to whether this flat look better suites the game or not.
