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


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in reply to @Tiyenti's post:

IRS in the original PS4 release would do nothing for O's or pieces you couldn't rotate, but otherwise it would rotate the piece, then move its leftmost mino to column 4 (1-indexed from the left) and its bottommost mino to row 20 (1-indexed from the bottom). Notably, the block out check was at the start of entry delay, as was the only check for whether or not you were holding the button.

With the Epic Games release, they made it less "sticky" by having a second check at the end so you could un-rotate your piece during entry delay! However, there's no entry delay in Zone and the block out check is still at the beginning, so this didn't affect high Zone clears. They also stopped moving the pieces to column 4, making the game play better (no "teleporting" pieces) and allowing for the center 2-wide strategies of today.

Since then, the PS4 version was brought up to date and the behavior described so far was renamed to Type A with the addition of a Type B option ("sticky" like TF or the original release).

Aside from the block out check, TEC and TGM should work similarly but it definitely feels like TGM has a longer entry delay! Looking at the frame data, it's the same, and I think the difference is just lock delay. On Shirase 300, I've got time to plan out how I'll use the 6 frames of entry delay, while at M30, I'm just trying to keep up with the rhythm. There could maybe be a difference in frame timing since TEC is millisecond based (which often costs a frame of perceived entry delay, and what you perceive matters more than the actual window where inputs are accepted).

i see, thank you!

in my case i'm not sure if it's lock delay that's affecting my accidental IRS habits since even at M1-M10 speed I seem to have more trouble with it compared to Shirase, and that's obviously way slower lol

i guess that perceived inconsistency due to ms-based timings could possibly be throwing off my internal clock? but i also wouldn't be surprised if something about the sound design was also causing me problems - more specifically how the SFX for piece locking and stuff is queued for the earliest available beat on the background BGM, instead of playing at the exact moment the piece locks, so audio isn't a reliable timing cue either? weirdly enough i don't think I have as many problems w/ it in other TEC modes, but I guess Master would naturally exacerbate anything that causes timing problems given it's more direct "lol, fast" nature

dunno, i might just be going crazy pff