T-Spin Triple Setups

Games that use SRS have a peculiar wall kick that allows the T tetromino to be twisted past other blocks in the playfield, resulting in a triple.

General Tips

 * The T tetromino can only fit under the overhang either from sliding or from utilizing the T-Spin Single twist. To use the T-Spin Single twist, make sure the wall opposite the overhang is at least two rows high.


 * If a T-Spin Triple is built on top of an empty garbage column, the column will be open after the setup is performed if it lies under the notch or the filled column beside the notch. This can also apply to other columns if their heights are lower than that of the empty cell under the overhang.


 * The overhang left over by a T-Spin Triple can be cleared with a twist, namely a T-Spin Single. Slides and line clears also work. The T-Spin Single method is best used if one has a T tetromino ready or coming soon. Delaying the removal of the overhang can cause overstacking which may leave them with an awkward stack, and is time taken away from removing garbage underneath the setup. Also see how to remove the overhang with a tetris.


 * Try to build the notch above an empty column or cell to set up a T-Spin Double in advance. This combination is referred to as a Triple Double.


 * One can bailout of the setup with a T-Spin Double to avoid stacking high over an empty column.

Garbage Manipulation
TSD Funnel Conversion

TSD Forecast Conversion

T-Spin combos

Cave TSS to TST

Openings
Cuts

JT/TL

Jutting TST

ST Transfer

TKI's TSD Morph

Other side

Setups involving T-Spin Triples
The following sections lists techniques/methods that result in at least 2 T-Spin line clears whereas at least one T-Spin Triple is made and the back-to-back chain is never broken. There are further setups involving T-Spin Triples, for example Fiddlesworth, Single Triple (ST2), Special Triple Triple (TT1), Kaslideoscope, Super Spiral, May (latter two break the back-to-back chain).

Back-to-Back T-Spin Triple is a technique where 2 T-Spin Triples are stacked above each other. It is frequently used in mid-game but is barely ever seen as an opener (O piece in corner, clear bottom row with a T-Spin Single or T-Spin Mini).

Triple Double Attack (C-Spin) is a technique that results in a T-Spin Triple followed by a T-Spin Double. It is a popular opener for SZ starts. Experienced players also use this technique in mid-game.

DT Cannon is a technique that results in a T-Spin Double followed by a T-Spin Triple. It is a popular opener for almost every bag (especially useful when the first T piece comes very early). Experienced players also use this technique in mid-game.



BT Cannon is a technique that results in a T-Spin Double followed by a T-Spin Triple. It gained some traction as part of a technique that has a high chance to result in a Perfect Clear after 14 cleared lines (BT Cannon -> C-Spin -> 4-line PC). It also works for SZ starts but is barely used in mid-game.

DT Cannon 2 is yet another technique that results in a T-Spin Double followed by a T-Spin Triple. This technique is only seen once in a blue moon.

Mini Triple (MT1) is a technique that results in a T-Spin Mini followed by a T-Spin Triple. It is not seen often but it can be stacked multiple times above each other, see T-Spin Snaking. Also note that Trinity can be turned into Mini Triple (MT1) followed by a T-Spin Double instead of 3 T-Spin Doubles.

Magic Key (MK) is a technique that results in a T-Spin Double followed by a T-Spin Triple. It can be used in mid-game but is barely ever seen.

King Crimson is a technique that results in a T-Spin Triple followed by a STSD (2 T-Spin Doubles). It is sometimes seen in mid-game or as a follow-up for the TKI 3 Opening (TSD -> King Crimson). It is pretty risky because it requires to stack relatively high.

Albatross is a single-bag T-Spin Double opener which is usually continued with a T-Spin Triple. It works when not more than one of S, Z, T come before O piece in first bag. It is a popular opener because usually the T-Spin Triple can be completed in the second bag.



Petrel is yet another single-bag T-Spin Double opener which can be continued with a T-Spin Triple. It works more seldom than the Albatross opener and the T-Spin Triple cannot be completed in 2 bags, so this opener is as good as never seen.

SZ Double Triple Setups is an opener which results in a T-Spin Double, followed by a T-Spin Triple. It works for SZ starts but is barely ever used. See this DT Cannon section for similar setups.

Mr. T-Spin's STD is an opener which results in a T-Spin Single, followed by a T-Spin Triple and a T-Spin Double. It requires that the O piece and either S or Z appear relatively early in first bag. It is a relatively popular opener because the T-Spin Triple can always be completed at the end of the second bag. Thereby, the resulting stack always looks the same - O, S, Z will form the same shape in second bag.

Pokemino's STD is yet another opener which results in a T-Spin Single, followed by a T-Spin Triple and a T-Spin Double. It works for almost every first bag (not more than one of S, Z, T must appear before either L or J) but it is not guaranteed to get the T-Spin Triple at the end of the second bag (in contrast to Mr. T-Spin's STD). Thus the opener is not that popular. However, the T-Spin Triple can be often split into a T-Spin Double and a T-Spin Single (which means 4 T-Spins clearing only 6 lines in 4 bags) which can be advantageous in certain modes.

Hachispin is an opener which results in a T-Spin Single, followed by a T-Spin Triple and usually a T-Spin Double. The O piece must appear relatively early in first bag. It is a relatively popular opener because there is a chance to get a Perfect Clear after 8 cleared lines (instead of the T-Spin Double).



pwn_by_numbers' Hachispin variation is an opener which results in a T-Spin Single, followed by a T-Spin Triple and usually another T-Spin Triple. Either L or J must appear relatively early in first bag. Certain bag orders can cause complications in second bag, thus this opener is barely ever seen. However, there is a big chance to get a Perfect Clear after 8 lines, if S piece comes first in second bag.

Note that for all the techniques that end in a T-Spin Double, the T-Spin Double can be also converted into a T-Spin Triple (with an I piece and S resp. Z forming the overhang if nothing else works). This has usually no practical usage though.

Looping Setups
I,O,J,T,T,Z Loop

Start off with a J and T (L and T if reversed) as shown to set up the field for this loop. The bottom row clears as one stacks columns 1-6, and the loop begins. If they are able to keep columns 1-6 high enough at all times they will get a T-Spin Triple, T-Spin Single, and double line clear within each loop. While only I and O pieces can be used against the right wall, they must also be used (as well as J, Z, and occasionally T) in other places to avoid overstacking on the right side. The I and O pieces can be stacked like so while waiting on a J.

S,I,L,Z,T,T Loop

This loop is basically a repetition of a Single into a Triple Double Attack (C-Spin) whereas the latter results in a T-Spin Triple followed by a T-Spin Double. Sadly, the T-Spin Triple will not have a back-to-back bonus (same is true for the previous loop). One can start this loop by just laying an L piece flat 2 columns away from the right wall. The situation can also be encountered in mid-game, e.g. as result of a 4-wide with 3 residuals. Also note that after the execution of the T-Spin Triple, there is a possibility to transition this technique into the Infinite T-Spin Triple loop (instead of making a T-Spin Double).

This is how it all fits together on the right side:

Infinite T-Spin Triple Loop

Infinite TST is a loop that consists of only 4 T-Spin Triples whereas 2 of them are stacked above each other each time (like in Back-to-Back T-Spin Triple). It is basically the most efficient technique for scoring high in Ultra or in the earlier levels of Marathon (T-Spin Doubles score more points per cleared line but in the long run a player is forced to make a Tetris every 5 T-Spin Doubles which makes T-Spin Triples more effective). On the other hand, it is pretty risky, it has a high demand for J pieces (resp. L pieces in mirrored version) and 14 out of 15 T pieces must be used to make T-Spin Triples so that the stack does not grow on the left side (without skimming).

One can start this loop by just laying an S piece flat 2 columns away from the right wall. Alternatively, DT Cannon and TKI 3 Opening (just first TSD) can also be transitioned into this technique (or similar to TKI: T-Spin Single with O piece in corner). Sometimes, It can also be started in mid-game, e.g. after or instead of a 4-wide with 3 residuals (or usually when the 3 most-right columns look like in the last picture below).

The loop consists of 2 parts: one part where the 2 inserted T pieces face away from the wall and the other part where the 2 inserted T pieces face towards the wall. In the diagram above, the DT Cannon is used to transition into the first part whereas the TKI is used to transition into the second part.

This is how it all fits together on the right side:

Others TST
Iso T-spin Triple (TrIso)

This kind of TST is rarely used. It can only be done on games which have 180° rotations and SRS 180° kicks, like Tetr.io (but not Jstris). Yackspin is one of the only, if not the only opener that uses this technique.