TETERI
Rules and mechanics
Hard Drop and Soft Drop: When to Use Which
One slams and locks instantly, one accelerates and keeps your options open. They are not interchangeable.
Two ways to send a piece down, with genuinely different consequences.
Soft drop
Holding down accelerates gravity. The piece falls faster, and when it lands the normal lock delay applies, so you still have your grace period to slide or rotate it.
It scores one point per row dropped. That is small, but it accumulates over a long run.
Soft drop is the safe fast option. You are speeding up the descent without giving up the ability to change your mind at the last moment.
Hard drop
Pressing hard drop slams the piece to its landing position and locks it immediately. No lock delay, no adjustment, no reconsidering.
It scores two points per row, double the soft drop rate, because it commits.
When each is right
Use hard drop when you are certain. It is faster, worth more, and the overwhelming majority of placements in a well-played run are hard drops, because the decision was made before the piece even spawned.
Use soft drop when you are still deciding, or when the placement involves a tuck under an overhang that you need the grace period to complete. Also use it at very high levels for the piece you are least sure about, since the extra moment is worth more than the extra point.
The speed argument
There is a real tempo case for hard dropping. The pieces-per-second rate that matters in versus play comes overwhelmingly from committing early and often. A player who soft drops everything is slower not because the piece falls slower but because they are still thinking while it does.
The strong habit is: decide during the previous piece, hard drop this one.
The cost of getting it wrong
Hard drop is unforgiving in exactly one situation: you meant to rotate first. The piece locks flat, and you have created an overhang you now have to dig out. Everyone does this. The fix is not to hard drop more slowly, it is to finish deciding before your thumb moves.
Read next
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- The Super Rotation System, ExplainedFour defined states per piece and a table of fallback offsets, which is what lets a piece spin into a gap it should not fit.
- Wall Kicks: Why Your Piece Moved When You Rotated ItA blocked rotation tries a list of nudges before giving up. Knowing that list turns a quirk into a tool.
- Lock Delay: The Half-Second That Saves Your RunA landed piece does not lock immediately, and nudging it restarts the clock, up to a limit.
- Puzzle Games and the Flow StateAbsorbed, time-distorted play requires difficulty to track ability closely. This genre does that automatically.
- The Specification That Made Every Modern Version Feel the SameRotation, kicks, the seven-bag, hold and scoring were unified into one rulebook — and it changed how the game is played.