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	<updated>2026-04-09T05:38:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Glossary_of_terms&amp;diff=270</id>
		<title>Glossary of terms</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Glossary_of_terms&amp;diff=270"/>
		<updated>2021-05-31T03:51:59Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are terms of art that are used when discussing Petal Crash play.&lt;br /&gt;
&lt;br /&gt;
; 48/64&lt;br /&gt;
: A known bug where the AI may occasionally grow twice in a row with at least 48 blocks on its board, [[overgrow|overgrowing]] itself in the process&lt;br /&gt;
; accepting&lt;br /&gt;
: Allowing [[garbage]] to fall&lt;br /&gt;
; ahead on bar&lt;br /&gt;
: ''Also known as '''plus'''''&lt;br /&gt;
: The state of having pushed the [[battle bar]] into the opponent's side&lt;br /&gt;
; bare chain&lt;br /&gt;
: A linear chain composed only of clears of 2 [[petal|petals]] at a time&lt;br /&gt;
; battle barring&lt;br /&gt;
: ''Also known as '''barring'''''&lt;br /&gt;
: Intentionally playing to win via the [[battle bar]], rather than [[overgrow|overgrowth]]&lt;br /&gt;
; behind on bar&lt;br /&gt;
: ''Also known as '''minus'''''&lt;br /&gt;
: The state of having the [[battle bar]] pushed into your side&lt;br /&gt;
; blocking&lt;br /&gt;
: Preventing [[garbage]] from falling by clearing, without necessarily [[counter|countering]]&lt;br /&gt;
; blueprint chain&lt;br /&gt;
: A chain which is planned far in advance rather than built on the fly, generally referring to a large opening chain built around the outside of the board&lt;br /&gt;
; bracing&lt;br /&gt;
: A block placed to keep other blocks from moving out of position during a chain&lt;br /&gt;
; bulky chain&lt;br /&gt;
: ''Also known as '''fancy chain''', '''power chain'''''&lt;br /&gt;
: A chain with a large number of [[petal|petals]] compared to its length&lt;br /&gt;
; checkerboarding&lt;br /&gt;
: When the board is full of [[petal|petals]] but few or no adjacent petals are of the same color, which generally occurs when growing many times in succession&lt;br /&gt;
; corner cases&lt;br /&gt;
: The set of rules for determining the direction a [[petal]] moves when pushed from several directions simultaneously&lt;br /&gt;
; counterpressure&lt;br /&gt;
: The ability to continue sending [[garbage]] while digging through your own garbage&lt;br /&gt;
; CPM&lt;br /&gt;
: Clears per minute&lt;br /&gt;
; cut&lt;br /&gt;
: Unintentional clears that interrupt a chain in the middle, or when [[petal|petals]] are pushed by early links of a chain into a position that interrupts later links, making the chain shorter&lt;br /&gt;
; cyclicity&lt;br /&gt;
: A property of chains wherein the full chain can be set off from any constituent link&lt;br /&gt;
; DAS&lt;br /&gt;
: Delayed auto-shift, via which the cursor quickly repeats inputs that are held down for a brief period (only applicable on keyboard or controller)&lt;br /&gt;
; digging&lt;br /&gt;
: Focusing on clearing [[garbage]]&lt;br /&gt;
; fuse&lt;br /&gt;
: An extension added to a warhead, making a single long, bulky chain&lt;br /&gt;
; GPM&lt;br /&gt;
: [[Garbage]] sent per minute&lt;br /&gt;
; head&lt;br /&gt;
: The beginning of a chain, generally where one finds the intended trigger&lt;br /&gt;
; linear chain&lt;br /&gt;
: A chain with no branches&lt;br /&gt;
; link&lt;br /&gt;
: One clear involved in a chain&lt;br /&gt;
; lock-out&lt;br /&gt;
: A board state from which [[overgrow|overgrowth]] is inevitable, even if there are valid moves available&lt;br /&gt;
; material&lt;br /&gt;
: Usable [[petal|petals]]&lt;br /&gt;
; organic chain&lt;br /&gt;
: A chain, usually a [[sprout]] or [[V-split]], assembled mostly or completely by spawners—as such it is non-compact and easily interrupted by future spawners, at which point it becomes checkerboarding&lt;br /&gt;
; [[overgrow|overgrowth]]&lt;br /&gt;
: A board state where all spaces are filled with either [[petal|petals]] or [[garbage]], so there are no valid moves, causing the player to lose the game&lt;br /&gt;
; PPC&lt;br /&gt;
: [[Score|Points]] per clear&lt;br /&gt;
; rescue&lt;br /&gt;
: Winning a game from a deeply unfavorable state, such as a 2-stock deficit with lots of [[garbage]] on the board&lt;br /&gt;
; rendezvous chain&lt;br /&gt;
: ''Also known as '''traveling chain'''''&lt;br /&gt;
: A chain wherein at least one link is formed by several [[petal|petals]] in motion whose trajectories intersect&lt;br /&gt;
; reversibility&lt;br /&gt;
: A property of chains where both ends of the chain can function as the head&lt;br /&gt;
; RUDL&lt;br /&gt;
: A mnemonic for the same-distance priority order (right, up, down, left), pronounced either &amp;quot;roodle&amp;quot; or &amp;quot;ruddle&amp;quot;&lt;br /&gt;
; skull&lt;br /&gt;
: An easter egg AI difficulty where the AI plays as fast and as smart as possible, accessible in [[Versus Mode]] by pressing right 5 times while the maximum challenge level is selected&lt;br /&gt;
; tank &amp;amp; send&lt;br /&gt;
: Accepting [[garbage]] that could have been [[counter|countered]] in order to ensure your opponent receives garbage as well&lt;br /&gt;
; tail&lt;br /&gt;
: The last group(s) to be cleared within a chain&lt;br /&gt;
; trigger&lt;br /&gt;
: The group of [[petal|petals]] intended to set off a chain&lt;br /&gt;
; warhead&lt;br /&gt;
: A short, but very bulky chain, which can become destructive when extended&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Counter&amp;diff=183</id>
		<title>Counter</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Counter&amp;diff=183"/>
		<updated>2021-01-28T10:45:30Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When [[Garbage]] is queued on a player's board, but hasn't yet been placed on the playfield, it can be mitigated before it has a chance to drop. Queued garbage won't drop until the player makes a move that does not result in clearing any [[Petal|petals]] - this allows a player with many clear opportunities available on their board to delay the impact of garbage by several moves.&lt;br /&gt;
&lt;br /&gt;
If any of these moves results in a clear that would send garbage to the opponent - such as a [[Chain]] - instead of sending garbage, it will reduce the player's own garbage queue by the amount that would otherwise be sent in addition to delaying its deployment. It's possible for small, successive chains to whittle down the impact of a large incoming garbage attack this way. If the queue is reduced to 0 , any excess garbage is sent to the opponent as normal.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
If two players make chains of similar sizes and execute them around the same time, they will typically cancel out, so a large garbage attack is most effective when the opponent doesn't have a chain set up to counter it.&lt;br /&gt;
&lt;br /&gt;
While an incoming garbage attack can be mitigated by a large chain, a player in a position to do this may instead choose to '''Tank and Send''' - deliberately making a move that allows the incoming garbage to drop before setting off their own chain, ensuring that all of the garbage sent goes toward attacking the opponent rather than countering the incoming attack. This may be an advantageous strategy if a player is in a better position to deal with incoming garbage than their opponent, or if the amount of incoming garbage is comparatively small compared to the amount the player can send back. It is a much more dangerous strategy to employ in game modes such as [[Trash Attack]] where dropped garbage appears fully-formed, with a high likelihood of immediately interrupting chain setups.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=The_Baz&amp;diff=182</id>
		<title>The Baz</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=The_Baz&amp;diff=182"/>
		<updated>2021-01-28T10:43:33Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| image = BazIdleBig.gif&lt;br /&gt;
| sacredblossom = ???&lt;br /&gt;
| type = Human&lt;br /&gt;
| gender = Male&lt;br /&gt;
| likes = Storms, glory, his whip&lt;br /&gt;
| dislikes = Missing out, losing, being spurned&lt;br /&gt;
| occupation = Reject&lt;br /&gt;
| theme = [https://michaelstaple.bandcamp.com/track/born-to-storm-the-baz Born to Storm]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Baz''' is a secret character in Petal Crash. He traces his history back to a Street Fighter II concept character, and his present name comes from the text &amp;quot;Zubaz&amp;quot; that was on his shirt at the time. His first real appearance was in an indie fighter named Divekick, and since then, he has appeared in other games such as Shovel Knight. He was bought into the game during the Kickstarter, and the people responsible for this are listed under ''The Baz Everywhere System'' in the backer credits. He does not have a Sacred Blossom but his background contains the windflower.&lt;br /&gt;
&lt;br /&gt;
A wandering warrior with the power to command The Storm, Baz is a formidable opponent, though he has trouble gaining respect and acceptance due to his strange fashion sense and disagreeable personality - he is boisterous, brash, and arrogant, though quick to shed tears when things don't go his way.&lt;br /&gt;
&lt;br /&gt;
The Baz is not available when playing [[Story Mode]]. When controlled by a computer, he borrows his AI from [[Strelitz]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Libbie&amp;diff=181</id>
		<title>Libbie</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Libbie&amp;diff=181"/>
		<updated>2021-01-28T10:40:38Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| image = LibbieIdleBig.gif&lt;br /&gt;
| sacredblossom = ???&lt;br /&gt;
| type = Cyberoryx&lt;br /&gt;
| gender = Female&lt;br /&gt;
| likes = Organizing, documents, open source&lt;br /&gt;
| dislikes = Messes, errors, layabouts&lt;br /&gt;
| occupation = Manager&lt;br /&gt;
| theme = [https://michaelstaple.bandcamp.com/track/lets-work-together-libbie Let's Work Together]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Libbie''' is a cyberoryx and secret character designed by [https://tysontan.com/ Tyson Tan]. She can be used by holding the costume change button when Lilibri is selected on the character select screen. Libbie was originally created as a [https://twitter.com/TysonTanX/status/913430461866704896 mascot for the LibreOffice suite], but the entry was unsuccessful. She was bought into the game during the Kickstarter and her backers can be found under ''The Libbie Fund'' in the backer credits. While she does not have a Sacred Blossom, she is associated with the lotus.&lt;br /&gt;
&lt;br /&gt;
Originally designed to be a manager in an office setting, she is cheerful, confident, and competent, though her artificial nature gives her a few eccentricities, causing her to occasionally encounter errors or speak in code.&lt;br /&gt;
&lt;br /&gt;
Libbie cannot be used in [[Story Mode]]. If Libbie is controlled by a computer, she will use the same AI as [[Yosoti]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Mimi&amp;diff=180</id>
		<title>Mimi</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Mimi&amp;diff=180"/>
		<updated>2021-01-28T10:37:53Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| image = MimiIdleBig.gif&lt;br /&gt;
| sacredblossom = ???&lt;br /&gt;
| type = Mimic&lt;br /&gt;
| gender = Female&lt;br /&gt;
| likes = Biting, menacing, disguises&lt;br /&gt;
| dislikes = Heroes, swords, magic&lt;br /&gt;
| occupation = Monster&lt;br /&gt;
| theme = [https://michaelstaple.bandcamp.com/track/encountered-a-baddie-mimi Encountered a Baddie!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mimi''' is a secret character who was designed and bought into the game during the Kickstarter by [https://twitter.com/kazeugma Kaz]. She is a mimic and has no Sacred Blossom of her own but is associated with the crysanthemum. She is a monster with an appetite for criminal mischief, and loves nothing more than causing problems on purpose.&lt;br /&gt;
&lt;br /&gt;
You cannot play as Mimi in [[Story Mode]]. When controlled by the AI, Mimi will copy the AI of her opponent. If it is a mirror match, she will randomly select another character's AI.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Penny_and_Deony&amp;diff=179</id>
		<title>Penny and Deony</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Penny_and_Deony&amp;diff=179"/>
		<updated>2021-01-28T10:36:52Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character&lt;br /&gt;
| image = PennyIdleBig.gif&lt;br /&gt;
| sacredblossom = Peony&lt;br /&gt;
| type = Human&lt;br /&gt;
| gender = Female (Penny), Male (Deony)&lt;br /&gt;
| likes = Being together, getting paid, fashion&lt;br /&gt;
| dislikes = Being apart, stingy people, bad luck&lt;br /&gt;
| occupation = Tailor Twins&lt;br /&gt;
| theme = [https://michaelstaple.bandcamp.com/track/perfect-fit-penny-deony Perfect Fit]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Penny and Deony''' are human teenagers who are in possession of the Peony. They are orphaned twins, but have a tailor shop where Penny takes care of the sales and business side and Deony works on the clothes. Penny is loud and brash, while Deony is much more subdued, but they always have each others' backs.&lt;br /&gt;
&lt;br /&gt;
=== Play style ===&lt;br /&gt;
&lt;br /&gt;
Penny and Deony take turns controlling the AI every 15 seconds. Penny moves quickly and without thinking ahead much like [[Strelitz]], while Deony moves more slowly and deliberately and can set up large chains like [[Yosoti]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Arlet&amp;diff=178</id>
		<title>Arlet</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Arlet&amp;diff=178"/>
		<updated>2021-01-28T10:35:58Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Infobox character&lt;br /&gt;
| image = ArletIdleBig.gif&lt;br /&gt;
| sacredblossom = ???&lt;br /&gt;
| type = Unknown&lt;br /&gt;
| gender = Male&lt;br /&gt;
| likes = Dresses, his father, snow&lt;br /&gt;
| dislikes = Being scared, fighting, yelling&lt;br /&gt;
| occupation = Far from home&lt;br /&gt;
| theme = [https://michaelstaple.bandcamp.com/track/like-a-bellflower-arlet-ft-will-bowerman Like a Bellflower]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Arlet''' is a cameo character in Petal Crash. He originally appeared in another Friend &amp;amp; Fairy production, [https://grappleforce.com Grapple Force Rena]. He does not have a Sacred Blossom, but his background contains the bellflower (as well as enemies from the game he came from).&lt;br /&gt;
&lt;br /&gt;
Arlet appears small and weak, with a timid personality to match, though he secretly harbors great power - young and inexperienced, he hasn't reconciled his innate strength with his meek nature, and his self confidence is lacking for it. &lt;br /&gt;
&lt;br /&gt;
He appears in [[Story Mode]] if the player is playing at medium difficulty or higher and has completed a 7-chain at any point in their first five fights. If this condition is achieved, he appears before the sixth fight (usually [[Rosalia]], or [[Lilibri]] if the player is playing as Rosalia) accompanied by the text '''New Challenger Approaching'''. This is hinted if you complete Story Mode without using a continue. After defeating Arlet, he becomes available for use in other single player modes ([[Time Trial]], [[Turn Trial]], and [[Puzzle Mode]]) and  [[Versus Mode]], but he has no Story Mode of his own.&lt;br /&gt;
&lt;br /&gt;
Losing to Arlet in Story Mode does not cause the player to use a continue, but the fight will not be retried. Additionally, it makes the player ineligible for the true final stage. This can make it easier to attain the 1-credit clear achievements for high difficulties.&lt;br /&gt;
&lt;br /&gt;
=== Play style ===&lt;br /&gt;
&lt;br /&gt;
Arlet's AI is in some ways the opposite of [[Lilibri]]. Where she is temporarily incapacitated upon accepting [[garbage]], Arlet instead plays faster when under garbage pressure. This means that any strategies that involve whittling away at an opponent with many small garbage sends are likely to backfire against Arlet, and even when playing for large, intermittent garbage sends, Arlet may just build up battle bar advantage while you are building your next chain. This makes him one of the more dangerous opponents for a given challenge level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Counter&amp;diff=177</id>
		<title>Counter</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Counter&amp;diff=177"/>
		<updated>2021-01-28T10:30:37Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: Created page with &amp;quot;When Garbage is queued on a player's board, but hasn't yet been placed on the playfield, it can be mitigated before it has a chance to drop. Queued garbage won't drop unti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When [[Garbage]] is queued on a player's board, but hasn't yet been placed on the playfield, it can be mitigated before it has a chance to drop. Queued garbage won't drop until the player makes a move that does not result in clearing any [[Petal|petals]] - this allows a player with many clear opportunities available on their board to delay the impact of garbage by several moves.&lt;br /&gt;
&lt;br /&gt;
If any of these moves results in a clear that would send garbage to the opponent - such as a [[Chain]] - instead of sending garbage, it will reduce the player's own garbage queue by the amount that would otherwise be sent in addition to delaying its deployment. It's possible for small, successive chains to whittle down the impact of a large incoming garbage attack this way. If the queue is reduced to 0 , any excess garbage is sent to the opponent as normal.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
If two players make chains of similar sizes and execute them around the same time, they will typically cancel out, so a large garbage attack is most effective when the opponent doesn't have a chain set up to counter it.&lt;br /&gt;
&lt;br /&gt;
While an incoming garbage attack can be mitigated by a large chain, a player in a position to do this may instead choose to '''Tank and Send''' - deliberately making a move that allows the incoming garbage to drop before setting off their own chain, ensuring that all of the garbage sent goes toward attacking the opponent rather than countering the incoming attack. This may be an advantageous strategy if a player is in a better position to deal with incoming garbage than their opponent, or if the amount of incoming garbage is comparatively small compared to the amount the player can send back. It is a much more dangerous strategy to employ in game modes such as [[Trash Attack]] where dropped garbage appears fully-formed, with a high likelihood of immediately interrupting chain setups.&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
	<entry>
		<id>https://petalcrashers.net/mediawiki/index.php?title=Garbage&amp;diff=176</id>
		<title>Garbage</title>
		<link rel="alternate" type="text/html" href="https://petalcrashers.net/mediawiki/index.php?title=Garbage&amp;diff=176"/>
		<updated>2021-01-28T10:13:08Z</updated>

		<summary type="html">&lt;p&gt;FlutterSprite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;petalboard width=&amp;quot;7&amp;quot; height=&amp;quot;3&amp;quot;&amp;gt;,,,,,,;,x1,x2,x3,x4,x,;,,,,,,&amp;lt;/petalboard&amp;gt;&lt;br /&gt;
Garbage in various states of spawning.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Garbage''' blocks are blocks that cannot be moved by the player, but can be destroyed by clearing adjacent [[petal|petals]]. They can be pre-placed on puzzle boards or sent to your opponent in VS. matches by clearing chains or combos of larger than 2 petals. They spawn into the board after 4 turns, as opposed to normal petals, which take 8. As such, they can easily interrupt growing in addition to blocking off your board.&lt;br /&gt;
&lt;br /&gt;
When you receive garbage, it is queued up for a short period of time before it is deployed to your board as pending garbage. The amount of queued garbage is visible on the top left of the board for player 1, and the top right for player 2. When garbage is queued, the receiving player can [[Counter]] the garbage, delaying its deployment by clearing petals or canceling it out completely by clearing chains and combos.&lt;br /&gt;
&lt;br /&gt;
Unlike spawning petals, spawning garbage cannot be blocked by existing petals. If garbage is set to spawn on a square that already has a petal, the garbage will simply take over that square.&lt;br /&gt;
&lt;br /&gt;
=== Garbage formula ===&lt;br /&gt;
&lt;br /&gt;
The amount of garbage you send is based on the length of the chain (capped at 5), and the total number of petals cleared in the chain. It is always zero if you clear 2 petals in a 1-chain, but otherwise the formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
floor(floor(max(floor((PetalsCleared)*(1+(min(Chain, 5) * ChainMultiplier))), 0) * GarbageMultiplier) * GarbageEscalation&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, this means that large combos will have the same effect on the resulting garbage regardless of where they appear in the chain, and maximally efficient chains in VS are bulky 5-chains. By default, &amp;lt;code&amp;gt;ChainMultiplier&amp;lt;/code&amp;gt; is 0.3, but this can be configured in the custom VS mode settings as &amp;quot;Chain Power&amp;quot;. &amp;lt;code&amp;gt;GarbageMultiplier&amp;lt;/code&amp;gt; is 0.5 by default. &amp;lt;code&amp;gt;GarbageEscalation&amp;lt;/code&amp;gt; is generally just 1, but if you are playing Trash Attack mode or have &amp;quot;Escalation&amp;quot; turned on in the custom settings, it will increase by 0.2 every 20 seconds starting at 280 seconds (4 minutes 40 seconds), capping off at 3 when the game time hits 460 seconds (7 mintues 40 seconds).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Garbage table for standard VS rules&lt;br /&gt;
! !! 1 chain !! 2 chain !! 3 chain !! 4 chain !! 5+ chain&lt;br /&gt;
|-&lt;br /&gt;
! 3 petals&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 4 petals&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 5 petals&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 6 petals&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 7 petals&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 8 petals&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 9 petals&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;background: #404040;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! 10 petals&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! 11 petals&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
! 12 petals&lt;br /&gt;
| 7&lt;br /&gt;
| 9&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
! 13 petals&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! 14 petals&lt;br /&gt;
| 9&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! 15 petals&lt;br /&gt;
| 9&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! 16 petals&lt;br /&gt;
| 10&lt;br /&gt;
| 12&lt;br /&gt;
| 15&lt;br /&gt;
| 17&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! 17 petals&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! 18 petals&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 17&lt;br /&gt;
| 19&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! 19 petals&lt;br /&gt;
| 12&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! 20 petals&lt;br /&gt;
| 13&lt;br /&gt;
| 16&lt;br /&gt;
| 19&lt;br /&gt;
| 22&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
! 21 petals&lt;br /&gt;
| 13&lt;br /&gt;
| 16&lt;br /&gt;
| 19&lt;br /&gt;
| 23&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! 22 petals&lt;br /&gt;
| 14&lt;br /&gt;
| 17&lt;br /&gt;
| 20&lt;br /&gt;
| 24&lt;br /&gt;
| 27&lt;br /&gt;
|-&lt;br /&gt;
! 23 petals&lt;br /&gt;
| 14&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
| 25&lt;br /&gt;
| 28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>FlutterSprite</name></author>
		
	</entry>
</feed>