TETERI
Versus play
Combo Pressure: Why Small Attacks Can Beat Big Ones
Continuous garbage denies your opponent the quiet piece they need to survive.
A four-row clear sends four rows in one hit. A nine-link combo sends a similar total, spread across nine pieces. The second is frequently more dangerous, and the reason is timing rather than volume.
The quiet piece
Garbage lands when a player places a piece that clears nothing. To survive incoming pressure, your opponent needs to build a cancelling clear, which usually takes two or three placements.
Against one big hit, they have that time. The four rows sit in their meter while they set up, and they cancel it cleanly.
Against a combo, they never get a quiet moment. Every piece they place while building is a piece that might not clear, and every non-clearing placement lets the current queue land. They are forced to clear immediately, with whatever is available, which is usually a single that sends nothing back.
Building for combos
A combo stack is the opposite of a scoring stack: low, with several rows nearly complete, so almost any piece finishes something. The usual shape is a staircase descending across the well.
It is fragile by design. There is no spare room, so one piece that fits nowhere breaks the chain.
When to use it
Opening pressure. A combo in the first twenty pieces, before your opponent has a well established, can end a duel outright.
Against a heavy stacker. If they are building a nine-column well waiting for an I, they are committed. Continuous garbage forces them to abandon it, and a half-built well is worth nothing.
When you are behind. Combos convert a messy board into pressure, and a messy board is exactly what you have when you are losing.
When not to
When they are comboing too. Trading small attacks favours whoever has the cleaner board, and if you started the exchange from a mess you lose it.
Late, with a tall stack. Combo stacks are low by nature. If you are already high, you do not have room to build one.
Read next
- How Garbage WorksYour clears become rows in your opponent's well, rising from the floor with a single gap in them.
- Cancelling: Why Attacking Is How You DefendYour outgoing attack eats incoming garbage before any of it lands. There is no defensive option.
- The Attack Table: What Each Clear SendsEvery clear type converted into rows of garbage, plus the bonuses that stack on top.
- How to Open a DuelThe first twenty pieces decide more duels than anything that follows.
- How the Author Finally Got PaidThe rights reverted in the mid-1990s, and Pajitnov co-founded the company that has licensed the game ever since.
- How the Seven-Bag Randomiser WorksPieces are not drawn at random. Every group of seven contains each shape exactly once, which makes the queue countable.