TETERI
Versus play
The Attack Table: What Each Clear Sends
Every clear type converted into rows of garbage, plus the bonuses that stack on top.
The complete conversion from clears to garbage in TETERI.
Base attack
| Clear | Rows sent |
|---|---|
| Single | 0 |
| Double | 1 |
| Triple | 2 |
| Four rows | 4 |
| T-spin single | 2 |
| T-spin double | 4 |
| T-spin triple | 6 |
| Mini T-spin single | 0 |
| Mini T-spin double | 1 |
Bonuses
Back-to-back: plus one row on any difficult clear that follows another difficult clear. This never turns a zero into an attack, so a back-to-back single still sends nothing.
Combo: additional rows as the chain lengthens. Nothing for the first few links, then a growing bonus, up to five extra rows on a very long chain.
Perfect clear: plus ten rows. This is enormous and usually decisive.
What the table tells you
Singles are worthless offensively. Zero rows. If you are taking singles in a duel, you are effectively not attacking at all.
T-spin doubles match four-row clears. Four rows each, but the T-spin needs three columns rather than a whole well and sets up faster. In versus, T-spins are often the better attack.
Combos are underrated. Nine consecutive small clears send more total garbage than two four-row clears, and they send it continuously, which is far harder to cancel.
Perfect clears win games. Ten extra rows against an opponent with a mid-height stack is usually fatal.
Reading it as a plan
Two viable attacking styles fall straight out of the numbers.
Heavy: build a well, land four-row clears with back-to-back for five rows at a time. Large, spaced-out hits that a good opponent can cancel.
Continuous: keep a low messy stack and chain combos. Smaller hits arriving constantly, which denies your opponent the quiet moment they need.
Neither dominates. Against a player who cancels well, continuous pressure is usually stronger.
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.
- Combo Pressure: Why Small Attacks Can Beat Big OnesContinuous garbage denies your opponent the quiet piece they need to survive.
- How to Open a DuelThe first twenty pieces decide more duels than anything that follows.
- Rendering: Sprite Caches and Layer BakingDrawing four hundred glowing blocks per frame is slow. Drawing four hundred cached bitmaps is not.
- The Song Everyone Associates With Falling BlocksA nineteenth-century Russian folk tune about a pedlar, and how it became the most recognisable video game music ever written.