User:Arcorann/T-Spins: Difference between revisions

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* 2 only gives minis (sideways-pointing minis) that may or may not be immobile.
* 2 only gives minis (sideways-pointing minis) that may or may not be immobile.
* 3 leads to the alternate way of the classic TSD kick (if going to d) and the only way to get upwards-pointing minis.
* 3 leads to the alternate way of the classic TSD kick (if going to d) and the only way to get upwards-pointing minis.
* 4 is the Neo MTSD kick if going to d. If going to u, mini is also possible. It's not clear if there's a legal setup for getting full 3-corner with the kick going to either d or u (doesn't look like it).
* 4 is the Iso TSD or Neo MTSD kick if going to l/r (which one depends on whether it's full or mini).
* 5 is the TST kick, but only gives TSTs if starting from u; if starting from d it is the Fin TSD kick. If l/r, it becomes another up-kick similar to 4 when starting from l/r.
* 5 is the TST kick, but only gives TSTs if starting from u; if starting from d it is the Fin TSD kick. If l/r, it becomes another up-kick similar to 4 when starting from l/r.


Line 513: Line 513:
3t-  
3t-  
</playfield>
</playfield>
Mini or full (but can we get here?)
Mini or full


| n/a
| n/a
Line 536: Line 536:
|}
|}


We have one potential situation. In order to get here, though, we'd need to use either kick 4 or kick 5, which would require us to have more space below the setup, which again raises the question of how we get in in the first place. Probably won't be able to clear lines with this (certainly not for a mini spin). In any case, rotate right, right, right, left from here:
We have one potential situation. In order to get here, though, we'd need to use either kick 4 or kick 5, which would require us to have more space below the setup, which again raises the question of how we get in to that space in the first place. An example of using kick 4 to get in -- rotate right, right, right, left from here:


<playfield>
<playfield>
Line 548: Line 548:
</playfield>
</playfield>


For the full spin, we'd have to manoeuvre around point 1 somehow to get there, which probably precludes any doubles.
For the mini spin, it's obvious we need to enter somewhere else:
 
<playfield>
gg--
g---g
gg-1
---g
gt-
gtt
gtg
</playfield>
 
For the full spin, we'd have to manoeuvre around point 1 somehow to get there:


<playfield>
<playfield>
Line 562: Line 574:
</playfield>
</playfield>


An example of manoeuvering: once we use the TST kick to get in, soft drop, rotate left, move right, rotate right to get:
An example of manoeuvering to get a single: once we use the TST kick to get in, soft drop, rotate left, move right, rotate right to get:


<playfield>
<playfield>
Line 575: Line 587:
g-ggggg
g-ggggg
</playfield>
</playfield>
Then soft drop, rotate right, move left, rotate left, move left, soft drop, rotate right, right, right -- to get a t-spin single.
Then soft drop, rotate right, move left, rotate left, move left, soft drop, rotate right, right, right to get a t-spin single.
 
 
It is possible to get a double out of this, though. In the below setup, after the first TST kick we soft drop, rotate left, rotate left to get another TST kick.
 
<playfield>
gggg-
gg---
gg-ggg
g---gg
gg---g
---1tg
g--ttg
g---tg
g-gggg
</playfield>
 
Then rotate right, move left, rotate right, right, right to get a t-spin double.


=== Analysis of Kick 5 ===
=== Analysis of Kick 5 ===


==== l/r -> d ====
Again, two setups; this can only give mini. Note that in either setup we can simply move pieces downward to get the piece into position.
<playfield>
g g
4ttt
-tg
1--
-2
</playfield>


==== l/r -> d ====


Again, two setups; this can only give mini. Adding grey corners:
Setup 1:


<playfield>
<playfield>
Line 594: Line 633:
{| class="wikitable"
{| class="wikitable"
| from u
| from u
|
|<playfield>
|
g g
|
t g
xtt
-2
</playfield>
|<playfield>
g g
-tg
1ttt
-2
</playfield>
|<playfield>
g g
- g
1-t
txt
</playfield>
| n/a
| n/a
|
|<playfield>
gtg
4ttt
-5g
1--
-2
</playfield>
|-
|-
| from d
| from d
|
|<playfield>
|
g g
- g
xtt
t2
</playfield>
|<playfield>
g g
- g
1ttt
-x
</playfield>
| n/a
| n/a
|
|<playfield>
|
g g
xtt
t g
1--
-2
</playfield>
|<playfield>
g5g
4ttt
-tg
1--5
-2
</playfield>
inverse
|}
|}
Setup 2:


<playfield>
<playfield>
Line 619: Line 709:
{| class="wikitable"
{| class="wikitable"
| from u
| from u
|
|<playfield>
|
g g
|
t g
xtt2
- 3
  3
</playfield>
|<playfield>
g g
-tg
1ttx
- 3
  3
</playfield>
|<playfield>
g g
- g
1-t2
ttt
  3
</playfield>
| n/a
| n/a
|
|<playfield>
gtg
4ttt
-5g
1--2
- 3
  3
</playfield>
|-
|-
| from d
| from d
|
|<playfield>
|
g g
- g
xtt2
t 3
  3
</playfield>
|<playfield>
g g
- g
1ttx
-t3
  3
</playfield>
| n/a
| n/a
|
|<playfield>
|
g g
xtt
t g
1--2
- 3
  3
</playfield>
|<playfield>
g5g
4ttt
-tg
1--2
- 3
53
</playfield>
inverse
|}
|}


Line 636: Line 783:
==== l/r -> u ====
==== l/r -> u ====


This one is full only.
This one is full only. Again, we can get the T into position for the last kick through just moving downward:


<playfield>
<playfield>
gt4
ggg-
ttt4
g---
g-gg
--tg
gtt-
g-tg
gg-g
</playfield>
 
 
<playfield>
gtg
ttt
g2-  
g2-  
2--1
2--1
Line 650: Line 808:
|
|
<playfield>
<playfield>
g 4
g g
  4
   
g2t  
g2t  
2ttx
2ttx
Line 658: Line 816:
|
|
<playfield>
<playfield>
g 4
g g
  4
   
gx-  
gx-  
xtt1
xtt1
Line 666: Line 824:
|
|
<playfield>
<playfield>
g 4
g g
  4
   
g2-  
g2-  
2t-1
2t-1
Line 675: Line 833:
|
|
<playfield>
<playfield>
gt4
gtg
ttt4
ttt
g2-  
g2-  
2--1
2--1
Line 686: Line 844:
|
|
<playfield>
<playfield>
g 4
g g
  4
   
g2-  
g2-  
2ttx
2ttx
Line 694: Line 852:
|
|
<playfield>
<playfield>
g 4
g g
  4
   
g2-  
g2-  
xtt1
ttt1
3x-  
3t-  
</playfield>
</playfield>
| n/a
| n/a
|
|
<playfield>
<playfield>
g 4
g g
  ttx
  ttt
g2t  
g2t  
2--1
2--1
Line 711: Line 869:
|
|
<playfield>
<playfield>
g 4
g g
ttt4
ttt
gx-  
gt-  
2--1
2--1
33-  
33-  
Line 719: Line 877:
|}
|}


So in this case only the inverse works.
So in this case we have a few possibilities as well.


== Test cases ==
== Test cases ==

Revision as of 23:46, 19 January 2022

T-Spin notes.

T kicks in SRS

Oshisaure had a table somewhere but I lost it, so here it is again. Note that CCW kicks are mirrored.

Rotation Initial state Kick 1 Kick 2 Kick 3 Kick 4 Kick 5
u, CW
 T
TTT
 T
-TT
 T
T-
TT-
T1
T
TT
T--
21
 -
---
 X
 TT
 T

impossible

2-
---
T1
TT
T
r, CW
 T
 TT
 T
 -
TTT
 T
 -
1TTT
 -T
 -
1--2
 TTT
  T
TTT
 T
1--
 -2
TTT
 T
1--2
 - 3
  3
4TTT
 -T
1--
 -2
4TTT
 -T
1--2
 - 3
  3
d, CW
TTT
 T
 T
TT-
 T
 1T
-TT
 -T
  T
 XT
--T
 -

impossible

 12
---
 T2
TT
 T
 12
---
 -T
4TT
 4T
l, CW
 T
TT
 T
 T
TTT
 -
 T-
TTT1
  -
 2-
2T-1
TTT
  T
 TTT
 2-
2--1
33-
 T4
TTT4
 2-
2--1
33-

Kicks that can satisfy 3-corner

Rotation Kick 1 Kick 2 Kick 3 Kick 4 Kick 5
u -> r/l Yes (either) Yes (mini) Yes (mini) n/a Yes (either)
r/l -> d Yes (either) No Yes (full) Yes (either) Yes (mini)
d -> l/r Yes (either) Yes (mini) n/a Yes (either) Yes (mini)
l/r -> u Yes (either) No Yes (mini) Yes (either) Yes (full)

Notes by kick:

  • 1 is base rotation
  • 2 only gives minis (sideways-pointing minis) that may or may not be immobile.
  • 3 leads to the alternate way of the classic TSD kick (if going to d) and the only way to get upwards-pointing minis.
  • 4 is the Iso TSD or Neo MTSD kick if going to l/r (which one depends on whether it's full or mini).
  • 5 is the TST kick, but only gives TSTs if starting from u; if starting from d it is the Fin TSD kick. If l/r, it becomes another up-kick similar to 4 when starting from l/r.

Analysis of Kick 4

The main problem is getting a piece into the location where it can kick upwards into the spot that satisfies 3-corner in either full or mini.

l/r -> d

We have two hypothetical setups for this kick. Adding suitable grey points to denote the four corners, we have:

G G
TTT
GTG
1--
 -2


from u
GTG
XTT
 -2
G G
G-T
1TTT
 -2

Mini only

G-G
1-T
 TXT

n/a

G5T
 TTT
G-5
1--
 -2

Full only

from d
G-G
XTT
 T2
G-G
1TTT
 -X

n/a

55G
TTT
5TG
1--
 -2

Inverse

G5G
 TTT
G-T
1--5
 -2

Mini only

Thus, we have some new potential if largely impractical setups.

To the other setup, most of which is the same:

G G
TTT
GTG
1--2
 - 3
  3


from u
G G
GTG
XTT2
 - 3
  3
G G
G-T
1TTX
 - 3
  3
G G
G-G
1-T2
 TTT
  3
n/a
G5T
 TTT
G-5
1--2
 - 3
  3

Full only

from d
G G
G-G
XTT2
 T 3
  3
G G
G-G
1TTX
 -T3
  3
n/a
55G
TTT
5TG
1--2
 - 3
  3

inverse

55G
 TTT
G-T
1--2
 - 3
  3

Thus we get similar setups to the previous case.

We can obtain the first mini single setup (from u, col. 2) by getting in through a TST kick, then soft drop, then rotating. Here is the situation after the soft drop:

GG---
G----
G-GGG
---GG
GT-GG
GTT-G
GTGGG


Rotate left, right, right to get:

GG---
G----
G-GGG
TTTGG
GT-GG
G---G
G-GGG


The full (from u, col. 5) also effectively uses a TST kick, and can clear one line:

GG--
TTT-
GTGG
G--G
G-GG


The second mini setup (from d, col. 5) can't clear any lines; getting in without any extra blank squares after those indicated is possible. The inverse kick (from d, col. 4) turns out to require the exact same setup anyway.

GGG-
TTT-
GT--
G--G
G-GG


l/r -> u

 GTG
 TTT
 2-G
2--1
33-


from u
 G G
 2TG
2TTX
33-
 G G
 X-G
XTT1
33-
 G G
 2-G
2T-1
XXT
n/a (no inverse!)
 TXG
TTT
 2-G
2--1
33-

Final position blocked

from d
 G G
 2-G
2TTX
33T
 G G
 2-G
TTT1
3T-

Mini or full

n/a
 GX5
 TTT
 2T5
2--1
33-

Final position blocked

 5XG
TTT
 T-
2--1
35-

Final position blocked

We have one potential situation. In order to get here, though, we'd need to use either kick 4 or kick 5, which would require us to have more space below the setup, which again raises the question of how we get in to that space in the first place. An example of using kick 4 to get in -- rotate right, right, right, left from here:

GG-G
G---
GG-G
---G
GT-
GTT
GTG


For the mini spin, it's obvious we need to enter somewhere else:

GG--
G---G
GG-1
---G
GT-
GTT
GTG


For the full spin, we'd have to manoeuvre around point 1 somehow to get there:

GGGG-
GG---
GG-GG
G---G
GG--
---1
GT-
GTT
GTG


An example of manoeuvering to get a single: once we use the TST kick to get in, soft drop, rotate left, move right, rotate right to get:

GGGG---
GG-----
GG-GGGG
G---TGG
GG--TTG
---1T-G
G-----G
G----GG
G-GGGGG

Then soft drop, rotate right, move left, rotate left, move left, soft drop, rotate right, right, right to get a t-spin single.


It is possible to get a double out of this, though. In the below setup, after the first TST kick we soft drop, rotate left, rotate left to get another TST kick.

GGGG-
GG---
GG-GGG
G---GG
GG---G
---1TG
G--TTG
G---TG
G-GGGG


Then rotate right, move left, rotate right, right, right to get a t-spin double.

Analysis of Kick 5

l/r -> d

Again, two setups; this can only give mini. Note that in either setup we can simply move pieces downward to get the piece into position.

 G G
4TTT
 -TG
1--
 -2


Setup 1:

 G G
4TTT
 -TG
1--
 -2


from u
 G G
4
 T G
XTT
 -2
 G G
4
 -TG
1TTT
 -2
 G G
4
 - G
1-T
 TXT
n/a
 GTG
4TTT
 -5G
1--
 -2
from d
 G G
4
 - G
XTT
 T2
 G G
4
 - G
1TTT
 -X
n/a
 G G
XTT
 T G
1--
 -2
 G5G
4TTT
 -TG
1--5
 -2

inverse

Setup 2:

 G G
4TTT
 -TG
1--2
 - 3
  3


from u
 G G
4
 T G
XTT2
 - 3
  3
 G G
4
 -TG
1TTX
 - 3
  3
 G G
4
 - G
1-T2
 TTT
  3
n/a
 GTG
4TTT
 -5G
1--2
 - 3
  3
from d
 G G
4
 - G
XTT2
 T 3
  3
 G G
4
 - G
1TTX
 -T3
  3
n/a
 G G
XTT
 T G
1--2
 - 3
  3
 G5G
4TTT
 -TG
1--2
 - 3
 53

inverse


l/r -> u

This one is full only. Again, we can get the T into position for the last kick through just moving downward:

GGG-
G---
G-GG
--TG
GTT-
G-TG
GG-G


GTG
TTT
G2-
2--1
33-


from u
G G
G2T
2TTX
33-
G G
GX-
XTT1
33-
G G
G2-
2T-1
XXT
n/a
GTG
TTT
G2-
2--1
33-

inverse

from d
G G
G2-
2TTX
33T
G G
G2-
TTT1
3T-
n/a
G G
 TTT
G2T
2--1
33-
G G
TTT
GT-
2--1
33-

So in this case we have a few possibilities as well.

Test cases

The minimum required to satisfy all rules is 3-corner with pointing side and the back of the T not facing a wall or floor.

Brackets indicate an unverified entry.

Before After Lines Imm? 3-c? Pnt? Kick? TST kick? Back? T.com TF NewT TW DS NC TZ TOJ TPD TTw Notes
Classic TSD
     TGG
GGGGTC GGG
GGGGGTGGGG
      GG
GGGGTCTGGG
GGGGGTGGGG
2 Yes Yes Yes No No Empty Full Full Yes Yes Full Full Full Full Full
     TGG
GGGGTC GGG
GGGGGTGGGG
     TGG
GGGG CTGGG
GGGGGTGGGG
1 Yes Yes Yes No No Empty Full Full (Yes) Yes Full _ _ _ Full
     TGG
GGGGTC GGG
GGGGGTGGGG
     TGG
GGGGTCTGGG
GGGGG GGGG
1 Yes Yes No No No Empty Mini _ _ Yes Full _ _ _ Mini
      GG
GGGGTCTGGG
GGGGGTGGGG
     TGG
GGGGTC GGG
GGGGGTGGGG
1 No Yes No No No Empty Mini _ _ Yes Full _ _ _ Mini
    T
  GGCTGG
GGGGT  GGG
GGGGG GGGG
  GG  GG
GGGGTCTGGG
GGGGGTGGGG
2 Yes Yes Yes Yes (3) No Empty Full _ _ Yes Full _ _ _ Full
TSS from classic TSD setup
     TGG
GGGGTC GG
GGGGGTGGGG
      GG
GGGGTCTGG
GGGGGTGGGG
1 Yes Yes Yes No No Empty _ _ _ _ Full _ _ _ Full
     TGG
GGGGTC GGG
GGGGGTGGG
      GG
GGGGTCTGGG
GGGGGTGGG
1 Yes Yes Yes No No Empty _ _ _ _ Full _ _ _ Full
    T
  GGCTGG
GGGGT  GGG
GGGGG GGG
  GG  GG
GGGGTCTGGG
GGGGGTGGG
1 Yes Yes Yes Yes (3) No Empty _ _ _ _ Full _ _ _ Full
    T
  GGCTGG
GGGGT  GG
GGGGG GGGG
  GG  GG
GGGGTCTGG
GGGGGTGGGG
1 Yes Yes Yes Yes (3) No Empty _ _ _ _ Full _ _ _ Full
Upward-pointing Mini TSS
     TGGGG
GGGGTTGGGG
GGG  TGGGG
      GGGG
GGGGT GGGG
GGGTTTGGGG
1 Yes Yes No Yes (3) No Floor _ _ _ _ Mini _ _ _ Mini
     TGGGG
GGGGTTGGGG
GGG  TGGGG
GGGGGGGGG
      GGGG
GGGGT GGGG
GGGTTTGGGG
GGGGGGGGG
1 Yes Yes No Yes (3) No Block _ _ _ _ Mini _ _ _ Mini
     TGGGG
GGGGTTGGGG
GGG  TGGGG
GGGG GGGG
      GGGG
GGGGT GGGG
GGGTTTGGGG
GGGG GGGG
1 Yes Yes No Yes (3) No Empty _ _ _ _ Mini _ _ _ Mini
Sideways-pointing Mini TSS
     G T
GGGGGGTTTG
GGGGGG GGG
     GT
GGGGGGTT G
GGGGGGTGGG
1 Yes Yes No Yes (2) No Block _ _ _ _ Mini _ _ _ Mini
    GG T
GGGGG TTTG
GGGGGG GGG
    GGT
GGGGG TT G
GGGGGGTGGG
1 Yes Yes No Yes (2) No Empty _ _ _ _ Mini _ _ _ Mini
 T       G
TCTGGGGGGG
 GGGGGGGGG
T        G
CT GGGGGGG
TGGGGGGGGG
1 Yes Yes No Yes (2) No Wall _ _ _ _ Mini _ _ _ Mini
TST-kick setups
   TGG
  TTTG
GGGG GGGGG
GGG  GGGGG
GGGG GGGGG
    GG
     G
GGGGTGGGGG
GGGTTGGGGG
GGGGTGGGGG
3 Yes Yes Yes Yes (5) Yes Block Full Full _ _ Full
   TGG
  TTTG
GGGG GGGG
GGG  GGGGG
GGGG GGGGG
    GG
     G
GGGGTGGGG
GGGTTGGGGG
GGGGTGGGGG
2 Yes Yes Yes Yes (5) Yes Block Full Full _ _ Full
   TGG
  TTTG
GGGG GGGG
GGG  GGGG
GGGG GGGGG
    GG
     G
GGGGTGGGG
GGGTTGGGG
GGGGTGGGGG
1 Yes Yes Yes Yes (5) Yes Block Full Full _ _ Mini
   TGG
  TTTG
GGGG GGGGG
GGG  GGGGG
GGG  GGGGG
    GG
     G
GGGGTGGGGG
GGGTTGGGGG
GGG TGGGGG
2 Yes Yes No Yes (5) Yes Block _ _ _ _ Full
   TGG
  TTTG
GGGG GGGG
GGG  GGGGG
GGG  GGGGG
    GG
     G
GGGGTGGGG
GGGTTGGGGG
GGG TGGGGG
1 Yes Yes No Yes (5) Yes Block _ _ _ _ Mini
   TGG
  TTTG
GGGG GGGGG
GGG   GGGG
GGGG GGGGG
    GG
     G
GGGGTGGGGG
GGGTT GGGG
GGGGTGGGGG
2 Yes Yes Yes Yes (5) Yes Hole
   TGG
  TTTG
GGGG GGGG
GGG   GGG
GGGG GGGGG
    GG
     G
GGGGTGGGG
GGGTT GGG
GGGGTGGGGG
1 Yes Yes Yes Yes (5) Yes Hole
   TGG
  TTTG
GGGG GGGGG
GGG   GGGG
GGG  GGGGG
    GG
     G
GGGGTGGGGG
GGGTT GGGG
GGG TGGGGG
1 Yes Yes No Yes (5) Yes Hole Full
        TG
G      TTT
GGGGGGGGG
GGGGGGGG
GGGGGGGGG
         G
G
GGGGGGGGGT
GGGGGGGGTT
GGGGGGGGGT
3 Yes Yes Yes Yes (5) Yes Wall
TST-kick chaining setups
   TGG
  TTTG
GGGG GGGGG
GGG   GGGG
GGG  GGGGG
    GG
     G
GGGG GGGGG
GGGTTTGGGG
GGG TGGGGG
1 Yes Yes No Chain Chain Empty Full
   TGG
  TTTG
GGGG GGGGG
GGG  GGGGG
GG   GGGGG
    GG
     G
GGGG GGGGG
GGGT GGGGG
GGTTTGGGGG
1 Yes Yes No Yes (3) Chain Floor Mini
    GG
     G
GGGG GGGGG
GGGT GGGGG
GGTTTGGGGG
    GG
     G
GGGGTGGGGG
GGGTTGGGGG
GG  TGGGGG
2 Yes Yes No Yes (3) Chain Block (Mini)
         G
GGGGGGGGG
GGGGGGGGT
GGGGGGGTTT
         G
GGGGGGGGGT
GGGGGGGGTT
GGGGGGG  T
2 Yes Yes No Yes (3) Chain Wall (Mini)
   TGG
  TTTG
GGGG GGGGG
GGG  GGGGG
GGG   GGGG
GGG GGGGGG
    GG
     G
GGGG GGGGG
GGGT GGGGG
GGGTT GGGG
GGGTGGGGGG
1 Yes Yes No Yes (2) Chain Block
   TGG
  TTTG
GGGG GGGGG
GGG  GGGGG
GGG   GGGG
GGG GGGGGG
    GG
     G
GGGG GGGGG
GGGT GGGGG
GG TT GGGG
GGGTGGGGGG
1 Yes Yes No Yes (2) Chain Empty
 TGG
TTTG
GG GGGGGGG
   GGGGGGG
   GGGGGGG
 GGGGGGGGG
  GG
   G
GG GGGGGGG
T  GGGGGGG
TT GGGGGGG
TGGGGGGGGG
1 Yes Yes No Yes (2) Chain Wall
Neo MTSD-like
        SS
       SSI
      TCTI
JJ  Z  TLI
JOOZZT  LI
JOOZTTT LL
        SS
       SSI
         I
JJ  Z  TLI
JOOZZTTCLI
JOOZTTTTLL
2 No Yes No Yes (4) No Block (*1) _ n/a _ Full _ _ _ Mini (*2)
        SS
       SSI
      TCTI
JJJ Z  TLI
OOJZZT  LI
OO ZTTT LL
        SS
       SSI
         I
JJJ Z  TLI
OOJZZTTCLI
OO ZTTTTLL
1 No Yes No Yes (4) No Block _ _ _ _ Mini _ _ _ Mini
      GGGG
     TCTGG
      TGGG
GGGGG   GG
GGGGGG GGG
      GGGG
        GG
      TGGG
GGGGGTT GG
GGGGGGTGGG
1 No Yes No Yes (4) No Empty _ _ _ _ _ _ _ _ Mini
Fin TSD-like
         L
       LLL
      TTTI
       T I
GGGGGGG  I
GGGGGGGG I
         L
       LLL
         I
        TI
GGGGGGGTTI
GGGGGGGGTI
2 No Yes No Yes (5) Yes Block _ _ _ _ Full _ _ _ Full
         L
       LLL
      TTTI
       T I
GGGGGGG  I
 GGGGGGG I
         L
       LLL
         I
        TI
GGGGGGGTTI
 GGGGGGGTI
1 No Yes No Yes (5) Yes Block _ _ _ _ Mini _ _ _ Full
     GGGGG
    TTTGGG
     T GGG
GGGGG   GG
GGGGGG GGG
     GGGGG
       GGG
      TGGG
GGGGGTT GG
GGGGGGTGGG
1 No Yes No Yes (5) Yes Empty
        GG
G      TTT
G       T
GGGGGGGG
GGGGGGGGG
        GG
G
G        T
GGGGGGGGTT
GGGGGGGGGT
1 No Yes No Yes (5) Yes Wall
Reverse TST kicks

The following list some mishandlings of MTSDs:

  • Tetris.com (*1): 2 lines, 0 points, does not begin back-to-back
  • Tetris Twist (*2): 2 lines, 200 points, treated as Mini T-Spin Single

Post-2009 Definition

Setups

GGGGGGG..L
GGGGGGGLLL
GGGGGGIIII
GGGGGGG
GGGGGGGGG
GGGGGGGG
GGGGGGG


Links