Maximizing Critical Tile..need help

What are some tips or guides for setting up whitecrit.png
hits on the AI. I know there are some moments where you have no choice in the matter (Magneto creating bluetile.png
for Storm’s Windstorm,) but sometimes I know I won’t have enough for the 11 required so I want to optimize the critical tile damage as mush as I can for that turn. What are your thoughts on the matter?

It’s a good idea to practice optimizing damage either way, as it’ll help you defeat higher level nodes where you need more than 1 windstorm to win.

Basic:

  1. The critical resolution has changed so that all matches using the critical are counted. This means that you can get up to 4 matches on a single crit, eg:
    bluetile.png
    greentile.png
    purpletile.png
    redtile.png
    yellowtile.png

greentile.png
bluetile.png
purpletile.png
blacktile.png
yellowtile.png

blacktile.png
blacktile.png
whitecrit.png
bluetile.png
bluetile.png

yellowtile.png
purpletile.png
redtile.png
blacktile.png
blacktile.png

greentile.png
bluetile.png
redtile.png
greentile.png
yellowtile.png

However, if you have characters with a matching passive, eg, OBW, Daken, sometimes crits resolve mid-air and inefficiently.

  1. I believe, (but haven’t confirmed) that the position of the critical tile in a match doesn’t make a difference in the damage. Eg:
    whitecrit.png
    blacktile.png
    blacktile.png

blacktile.png

blacktile.png

does the same damage as
blacktile.png
whitecrit.png
blacktile.png

blacktile.png

blacktile.png

and the same as
blacktile.png
blacktile.png
whitecrit.png
yellowtile.png
blacktile.png

yellowtile.png
blacktile.png

  1. If you have a choice between making a 4-line clear and a 5-crit, even though the 4-line clear might do more damage initially, it’s usually better to go for the crit and the extra turn.

Patterns:
4. Learn to recognize patterns. I’m assuming that you’ve seen the basic single move 5’s, but don’t forget these:
blacktile.png
bluetile.png
greentile.png
greentile.png
yellowtile.png
blacktile.png
greentile.png
yellowtile.png
yellowtile.png
redtile.png
bluetile.png
bluetile.png
greentile.png
redtile.png
blacktile.png
yellowtile.png
redtile.png
greentile.png
redtile.png
purpletile.png
Matching yellow will give you a green crit.
redtile.png
yellowtile.png
bluetile.png
greentile.png
yellowtile.png
yellowtile.png
blacktile.png
greentile.png
greentile.png
purpletile.png
yellowtile.png
yellowtile.png
blacktile.png
purpletile.png
yellowtile.png
Matching green will give you a yellow crit.
greentile.png
blacktile.png
yellowtile.png
bluetile.png
purpletile.png
blacktile.png
blacktile.png
yellowtile.png
blacktile.png
purpletile.png
purpletile.png
greentile.png
purpletile.png
blacktile.png
bluetile.png
purpletile.png
Matching the lower right purple will give you a black crit. This is usually better than going with the black line clear and purple match.

Polarity:
5. Don’t forget that 5’s give you an extra turn, and Polarity Shift doesn’t end the turn. For example, if you have
greentile.png
bluetile.png
purpletile.png
redtile.png

greentile.png
yellowtile.png
blacktile.png
purpletile.png

redtile.png
greentile.png
bluetile.png
bluetile.png
A common mistake (or underoptimization) is to use 2 of the blue like this:
greentile.png
bluetile.png
purpletile.png
redtile.png

greentile.png
bluetile.png
blacktile.png
purpletile.png

redtile.png
bluetile.png
bluetile.png
bluetile.png
However, you can place it like this:
greentile.png
bluetile.png
purpletile.png
redtile.png

greentile.png
bluetile.png
blacktile.png
purpletile.png

bluetile.png
greentile.png
bluetile.png
bluetile.png
giving you both green and blue AP. This of course assumes that your other moves don’t shift the board in this location.

What? how? If you swap the bottom left purple with the black above you’ll end like this:

greentile.png
blacktile.png
yellowtile.png
purpletile.png
blacktile.png
blacktile.png
blacktile.png
blacktile.png
bluetile.png

and this is not a crit.

If you swap the upper left purple with the same black you’ll end like this:

greentile.png
blacktile.png
yellowtile.png
blacktile.png
blacktile.png
blacktile.png
purpletile.png
purpletile.png
purpletile.png
purpletile.png
blacktile.png
bluetile.png

And this is still not a crit (both the purple and the black rows will resolve at the same time without letting you make a black cross for the crit)

Crap, thanks. I truncated the example mistakenly. Have fixed it now by adding the 4th column.

I used to think like you until I noticed it made absolutely no difference. The crit tile will be on exactly same place. The only difference is that you will have to move the tile while making it automatically match will not.

Auto match will deal damage and generate a crit on said place; moving to match will deal damage and make a crit tile on exactly same place, but you will have to match it manually.

Either way you will still have your turn because PS doesn’t ends it anyway.

But auto match is better because you can’t screw it up accidentally. Sometimes clearing a row with a 5match can bring a 3 match in a place that unset a crit in a second place in the board that you prepared with PS.

Safer and easiest (laziest too) way it to just auto match crits when possible.

I do think it’s conditional, and depends on the rest of the board and who else you’re using, eg what AP you need.

I really should have originally provided an example like this:

blacktile.png
bluetile.png
tutile.png
purpletile.png
bluetile.png

blacktile.png
purpletile.png
redtile.png
redtile.png
yellowtile.png

Where the team-up blocks you from making a straight forward 5, but you can make it like:
bluetile.png
bluetile.png
tutile.png
bluetile.png
bluetile.png

blacktile.png
purpletile.png
bluetile.png
redtile.png
yellowtile.png

in this case I agree, but the other one, in L shape, it’s different. Also sometimes the L shape one or T shape will alredy have two or three tiles where it’s better to use less placed tiles to complete a crit, but if you can make it automatic with same number of placed tiles just do it.