does anyone on here know the exact implementation details of Tetris Effect's IRS/IHS? I've heard that it used to have different behaviour compared to TGM's IRS (think it was that you could wallkick w/ IRS in TE, but not in TGM), but I also believe that this behaviour was adjusted and now it functions more or less the same as TGM. but i've also gotten the impression from some of those comments that it does have some slight implementation differences and I'm wondering what those are, if there even are any
(specifically talking about Type A setting, since that's the TGM-esque one; I know Type B is the Tetris Friends-style "IRS" that works when you tap the button during ARE, and not while you're holding the button at the end of ARE)
i partly ask this because I seem to be a lot more prone to using IRS/IHS by accident in TEC Master compared to TGM3 Shirase, despite the fact the ARE is roughly the same between both modes (TEC following the guideline standard of ~6f, and TGM3 Shirase 300+ is about that as well according to tetris.wiki). so i'm wondering if that's just due to the environmental differences in presentation and sound design impacting my play or something, or if there's actually some difference in behaviour.
is the trouble arising due to Shirase 300+ ARE possibly being slightly longer due to TGM having a couple "lock flash" frames that are technically not part of the ARE framecount (afaik)? or is there some difference between TEC and TGM's behaviour here, like maybe it checks for the rotation/hold input on the first frame of ARE rather than the last? or is there no actual difference and I'm just suffering from some kind of nocebo effect lol