Friday, May 4, 2012

4-Wide Strategy Tutorial


“The wider the gap
the longer the combo,
 the wider the gap,
 the harder to stack”

There many kinds of combo set ups, the 2 wide, 3 wide , and the very famous 4 wide.  I think 4 wide is the best strategy to use in 6p battle, also works well 2p battle. To be a good 4 wider you should  know how to look ahead, use hold effectively, using the right piece and can rotate in both directions.  I think stacking is the hardest part at  first because you need to stack only on 6 matrix columns,  but as you play and practice you wouldn’t even notice that you are getting better at stacking.  I recommend that you watch 4 wide videos on youtube, it’ll help you get the idea how 4 wide works.

Thursday, May 3, 2012

Z-Spin Tutorial (The Troublesome Red Tetrimino)

Case 1:  (Z spin, hit  Z then Z) This needs a pre-rotation which means the tetrimino needs a specific rotation before you soft drop. If you accidentally hit clockwise first instead of counter clockwise, do this:
                                            1. You accidentally hit clockwise "up arrow key"
                                            2. Hit "z" twice or counterclockwise 2 times
                                            3. Soft Drop
                                            4. Counterclockwise "z"





Case 2: (Opposite of Case 1) This type of situation happen sometimes  so this might come in handy. If you happen to hit counterclockwise first instead of clockwise, do this:

                                            1. You accidentally hit counterclockwise "z"
                                            2. Hit clockwise twice or up arrow key 2 times
                                            3. Soft Drop
                                            4. Clockwise "up arrow key"





Case 3: Useful at times..


How to counter combo starters and combo users?


WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT

Combo users are annoying opponents coz' they can knock your ass out fast on the game.

At the start of 2p battle, take a glance at your opponent’s window to know what kind of strategy is he/she using. When he starts with 2 wide, 3 wide or 4 wide, BE WARNED your opponent is a combo user. 

The key here is to note when your opponent will start his combo. At the time he started his combo, or at his 2nd-4th combo, all you have to do is to WAIT, WAIT, WAIT, WAIT and watch your opponent finished showoff combo and just watch your red line meter rise, just don't let your tetrimino lock down  (means when you can no longer move a tetrimino), when your tetrimino is about to lock down while your opponent is still  busy doing his combo, remember you have the HOLD option or you can rotate repeatedly your tetrimino to delay its lockdown. After your opponents combo, it's now time to do your thing, rain him with back to back tetris, resume your combo or do something quickly before he start another round of combo again..

With this method they will only knocked you out ONCE rather than a couple of times. I guarantee you it's worth waiting.You have to watch your opponent occasionally for his next wave of combo and you'll have to do this method again and again. 

A short clip on how this method works:






Wednesday, May 2, 2012

TETRIS TERMINOLOGY


Matrix: The rectangular arrangement of cells that create the active game area, usually 10 columns wide by 20 rows high. Tetriminos fall from the top-middle just above the top of the matrix (off-screen) to the bottom.


Hold: “c” or “shift key” This action removes the Tetrimino in play and places it into the Hold Queue. If there was a Tetrimino in the Hold Queue already, it will start to fall from the top of the Matrix, beginning from its originating position and orientation. You must Lock Down the swapped out Tetrimino before you can perform a Hold again.

Hold Queue:  The storage place where players can hold any falling Tetrimino for use later. When called for, the held Tetrimino swaps places with the currently falling Tetrimino, and begins falling from the top of the Matrix.


Next Queue:  The Next Queue shows the player what the next five Tetriminos will be. The top Tetrimino in the Next Queue (inside the circle) will begin to fall once the previous Tetrimino locks down.


Lock Down:  Condition after landing when a Tetrimino can no longer move. (There is a brief period once a Tetrimino lands in the Matrix where it can still be moved.)

Soft Drop: “down arrow key” An action that causes the Tetrimino to drop at an accelerated rate (about 20 times the normal speed) from its current location.

Hard Drop: “space bar”v. An action that causes the Tetrimino in play to drop straight down instantly from its current location and Lock Down on the first surface it lands on. Once performed, the player cannot further manipulate the Tetrimino.
Line Clear: The result of when a horizontal row is completely filled with blocks and removed from the Matrix. All pieces above the Line Clear shift down to fill the space. Most Tetris variations award scoring or other bonuses for the number of lines cleared at one time. These are known as "Line Clear Bonuses."


Tetris: The result of using a vertical I-Tetrimino to clear four lines at the same time—the maximum possible—for a large scoring bonus. The plural form is Tetrises (for example, Back-to-Back Tetrises).


T-Slot: n. Any Block formation such that when a T-Tetrimino is spun into it, any three of the four cells diagonally adjacent to the center of the T-Tetrimino are occupied by existing Blocks.


 T-Spin: An action achieved by first landing a T-Tetrimino, then rotating it in a T-Slot before it Locks Down.


Back-to-Back: A description of two major bonus actions, such as a Tetris and a T-Spin Double, are performed before a Single, Double or Triple Line Clear occurs.


Combo: A chain of one or more Line Clears performed consecutively. If a Tetrimino locks down without clearing a line during a Combo, the Combo chain is broken. Longer Combo chains will yield more points resulting in a higher score.
Block Out: The Game Over condition that occurs when part of a newly generated Tetrimino cannot fall due to an existing block in the Matrix.


Lock Out: The Game Over Condition occurring when a Tetrimino Locks Down completely above the top of the Matrix.