The two Battle variants give you the opportunity to taste Tetris combat against formidable foes. In Battle 2P, you’ll face off against one other opponent; in Battle 6P, you’ll take on five opponents at a time. Clear multiple lines and perform big moves and combos to force your opponents to the brink. When you take on tough opponents in the Battle games, you better have an understanding of all of your weapons: T-Spins, Tetrises, and Combos are all valuable tools.

When you perform these moves in Battle 2P, you’ll send penalty lines to your only foe; in Battle 6P, a target will move randomly from opponent to the next, making it difficult (but not impossible!) to attack a specific opponent. The number of lines you send depends on the quality of the move you just performed; check out the chart below to discover the best ways to attack your opponents.

When you send penalty lines to your opponent (or when an opponent throws some your way) there is a slight delay before the lines get added to your Matrix. This brief window is an opportunity for the player to cancel out some of the penalty lines via special moves. For example, if you’re about to get hit with three penalty lines, performing a Tetris will prevent that from happening. In addition, since Tetrises are worth a total of four penalty lines, you’ll send the remaining penalty line back to your opponent!

• Let the game come to you: if you see opportunities for Tetrises, do them; if you see chances to pull of T-Spins, do them. Don’t get trapped into one style.

• Perform Combos with caution: they can be devastating to your opponent, but setting them up can fill up your Matrix and leave you vulnerable to a swift attack.

• Clearing lines quickly is always a good defense. If you find yourself against the ropes, clear lines as quickly as possible—you may even luck into a few Combos while you’re at it.

• Get a head start with Maps in Battle 6P. You can choose to start the game with pre-arranged blocks to mix up the action.

Penalty Line Information
The following chart shows how many penalty lines you will send per move. Notice that clearing one line at a time will not send any lines—you’ll need to pull off better moves than that if you expect to win! Here are a couple of terms you need to know to read the chart accurately:

  • B2B (Back-to-back)
    Pulling off Back-to-Back moves of the same kind are worth more than doing two of those moves individually. For example, A T-Spin Single will send two penalty lines; if you pull off another T-Spin single immediately after the first one, it’s worth three penalty lines. Stack up big moves for additional damage.

  • Perfect Clear
    After beginning a game, if you manage to clear your entire Matrix of blocks you’ll score 10 penalty lines. Fair warning: this is a lot tougher than it sounds!

  • T-Spin Mini
    Perform a T-Spin mini by creating a three-Mino-wide flat area with one block overhanging it. Drop the T-Tetrimino next to the overhanging Mino, then spin it at the last moment so it comes to rest with the T-side facing down.

Move Lines Sent (Lines per combo step)
Single 0
Double 1
Triple 2
Tetris 4
B2B Tetris 6
Perfect Clear 10
T-Spin 0
T-Spin Mini Single 1
T-Spin Single 2
T-Spin Double 4
T-Spin Triple 6
B2B T-Spin Mini Single 2
B2B T-Spin Single 3
B2B T-Spin Double 6
B2B T-Spin Triple 9
0 Combo 0 (0)
1 Combo 1 (1)
2 Combo 2 (1)
3 Combo 4 (2)
4 Combo 6 (2)
5 Combo 9 (3)
6 Combo 12 (3)
7 Combo 16 (4)
... Combo ... (4)

Check out these recommended concepts for Tetris Battle:
The Tetris / The T-Spin / Combinations.

Both Tetris Battle 2P and Battle 6P use a ranking system to match up players of similar skill.
Click here to find out more.

The Tetris

Tetrises are an easy way to cripple your opponent in the Battle games: Clearing four lines at a time, known as getting a Tetris, is one of the most important strategic concepts to know.

Leave a one-square-wide gap on the side of the Matrix to prepare for a Tetris. Build up Tetriminos on the opposite side of the gap to avoid blocking the gap. Don’t drop the I-Tetrimino into the gap until you have at least four complete lines built up in your stack. You’ll have to be quick—the opponents won’t wait for you to finish your nice stack before attacking.

Tip: The I-Tetrimino is the only one that will clear four lines at once, making them extremely valuable; you want to be ready for when one appears. The best thing to do is build up a stack of Tetriminos, leaving one column on either the far left or far right side open. Concentrate on not leaving any gaps in the stack. You can let this stack grow and grow while you wait, because once you nail a Tetris the stack will shrink considerably. Be careful, though—leave one misplaced block over that long open gap and you’re in big trouble!

The T-Spin

To perform a T-Spin, you must first create a T-Tetrimino-shaped hole in the Matrix (called a T-Slot) with one extra block hanging over one side of it. There are many ways to set up this situation; the best way to practice setting them up is to play Marathon mode very slowly—that way you won’t run out of time.

As the T-Tetrimino falls, turn it so that it is upright and so the cross of the T faces away from the overhanging block above the T-Slot. As the Tetrimino comes to rest inside the T-Slot, turn it toward the open space under the block.

Tip: You receive plenty of points for executing T-Spins, but the real bonuses come when you can pull them off and clear one or two lines at the same time (moves called T-Spin singles and T-Spin doubles).

Clearing Lines With T-Spins
A T-Spin Single is the name for performing a T-Spin while clearing a single line, and a T-Spin Double is the reward using the move to clear two lines. A T-Spin Single clears only one line but is worth as much as a Tetris (800 base points); a T-Spin Double is worth 1,200 base points. T-Spin Doubles are worth 1.5 times the points for performing a Tetris.

* Note that in past Tetris variants, other forms of T-Spins have been possible. In Tetris Friends, only the method we’ve discussed will be credited. You can still perform other types of T-Spins, but you won’t get bonus points for them.


Combos are both rewarding and dangerous in Battle 2P and 6P. Effective combos take a long time to set up, leaving you vulnerable for a while. But if you manage to pull off a long combo, you have the potential to knock your opponent out in one blow. You have to be virtually perfect during the creation of Combo opportunities—a minor mistake could render the whole exercise useless.

It’s best to set up a Combo a couple rows from one side, such as with the third and fourth or seventh and eight columns. Stack Tetriminos neatly to each side as high as you can. When you can’t go any higher, start dropping Tetriminos into the gap. Because every Tetrimino is at least two squares wide except for the I-Tetrimino, you’ll clear a line with every drop. Don’t worry about packing in the Tetriminos into the gap—open spaces are just opportunities for longer combo chains.

Tip: Keep line clears to a minimum while performing your combo. The less lines you clear with a single tetrimino, the longer your combo can be.

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