STACKING LABBLOCK STACKING TRAINER

THE STACKING LAB FIELD GUIDE

Tetris glossary.

Find the word. Understand the game.

From your first line clear to the setups you keep hearing about.
Pieces, patterns, controls and competitive play — explained in plain English.

224 ENTRIES A–Z · Visual examples · Sources included

0-911 entries

0G

Also called Zero gravity

No automatic falling. You move, rotate and drop each piece yourself. Stacking Lab starts at zero gravity so you can study placements without a falling timer.

NO AUTOMATIC DESCENT
BEFORE
AFTER WAITING

With no input, the active piece stays at the same height.

2-Wide

Also called 2w

A combo setup with a two-column channel. It is simple to recognize, but the next piece must still complete a row; an awkward I can interrupt the chain.

TWO-COLUMN CHANNEL

The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.

3-Wide

Also called 3w

A combo setup using three open columns. The blocks left inside the channel determine which next pieces can clear a line. Width alone does not guarantee a continuing combo.

THREE-COLUMN CHANNEL

The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.

4-Wide

Also called 4w · Fourwide · Four-wide

A four-column combo channel beside a built-up stack. Clear with successive pieces to extend the combo. Stacking Lab trains the right-side version: six stacking columns on the left, four combo columns on the right.

SIX STACKING + FOUR COMBO COLUMNS

The channel is four columns wide. Three blocks remain in it here; the six-column side stack supplies the rest of each row.

7–2 stacking

Also called 7-2 · 72 · Seven-two

A one-column well separates seven stacking columns from two. This split appears in spin-stacking continuations; the narrow side needs deliberate piece management.

SEVEN + WELL + TWO

The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.

7-bag

Also called Seven-bag · Random Generator

Each group of seven pieces contains I, J, L, O, S, T and Z once, in shuffled order. A new bag follows the previous one; two identical pieces can meet at the boundary.

TWO BAGS, ONE BOUNDARY
BAG 1
JLOTZSI
BAG 2
ITLSOZJ

Each bag has all seven pieces once. Notice the two I pieces together at the boundary.

20G

Also called Instant gravity

Gravity of twenty cells per simulation frame, making a newly spawned piece reach the stack almost immediately on a normal board. Moving across the surface and lock timing become crucial.

REACH THE SURFACE IN ONE FRAME
  1. 20 cells / frameEnough to cross a typical visible board
  2. ContactThe piece reaches the first obstruction
  3. Lock delayContact and locking are separate events

High gravity does not by itself remove the time allowed for movement on the surface.

40 Lines

Also called 40L · Sprint · 40-line sprint

Clear forty lines as quickly as possible. Time is the usual ranking measure, rather than score or attack. Completing the target cleanly matters more than building a spectacular but slow setup.

180° rotation

Also called 180 · Flip

A half-turn made with one input. Its kick tests depend on the game; it is not equivalent to performing two 90° rotations, and standard SRS does not define a universal 180° kick table.

HALF TURN
0 · SPAWN
2 · HALF TURN

A half turn changes 0 to 2. A dedicated 180° input and its kick rules depend on the game.

A13 entries

Active piece

Also called Falling piece · Current piece

The piece you currently control. Once it locks, its cells join the stack and you can no longer move it. The next piece then enters, subject to the game's delays.

THE PIECE YOU CONTROL

Purple cells are moving; gray cells are already part of the stack.

Air T-spin

Also called Floating T-spin · Air TSD

A T-spin setup built above an empty area rather than directly on a solid floor. Plan what the clear exposes underneath; a floating slot is useful only if its entry and follow-up work.

Albatross

Also called Albatross SP · Bird opener

An opener beginning with a floating T-spin Double, often followed by a T-spin Triple and another Double. An early O helps form its base; some placements require soft drops.

TRAINER REFERENCE · FIRST STAGE

Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

All-spin

Also called All spin · All-spin bonus

A ruleset that recognizes spins with pieces other than T. Recognition and rewards vary by game. Stacking Lab's TETR.IO rules use an immobility check for non-T pieces; its Tetris 99 rules do not award those spins.

Alternative Solution

Also called Alternative route

An opener route selected by the coach when the default construction does not fit the queue and a supported alternative does. It stays under the same opener; it is not a separate menu item or a promise to cover every bag.

APM

Also called Attack per minute · Attacks per minute

Garbage attack generated per minute, not keyboard actions per minute. Whether cancelled attack is included depends on the game's statistic; compare values within the same ruleset.

WORKED NUMERICAL EXAMPLE
30 attack ÷ 0.5 minute = 60 APMAttack rateUse the game’s definition of counted attack

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

APP

Also called Attack per piece

Attack divided by pieces placed. It describes attack efficiency: playing faster can raise APM without improving APP. Compare matches with the same attack rules.

WORKED NUMERICAL EXAMPLE
30 attack ÷ 40 pieces = 0.75 APPAttack efficiencyAttack divided by pieces

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

ARE

Also called Entry delay · Appearance delay

The pause between one piece finishing and the next becoming controllable. Some games allow movement or rotation inputs to be prepared during it. Line-clear animation may add a separate delay.

BETWEEN PIECES
  1. Piece A locksIts placement is finished
  2. ARE / entry delayWait for the next piece
  3. Piece B appearsControl the next piece

Line-clear delay may be a separate phase. Some games permit buffered inputs during the wait.

ARR

Also called Auto Repeat Rate · Autorepeat

The repeat interval after DAS activates. Despite the word rate, many settings use a delay: smaller values repeat faster. In Stacking Lab, zero means instant travel to the wall or obstruction.

AFTER DAS HAS CHARGED
  1. StepMove one cell
  2. ARR intervalWait between repeats
  3. StepMove the next cell

At ARR 0, the trainer moves instantly to the obstruction after DAS. This is horizontal movement.

ARS

Also called Arika Rotation System · Classic rotation

The rotation family associated with Tetris: The Grand Master. Its orientations and kick behavior differ from SRS, so a placement that works in one system may fail in the other.

Attack

Also called Line attack · Garbage sent

Pressure generated by clears and bonuses in versus play. Attack is measured in garbage lines, which is different from the number of lines you cleared on your own board.

Attackers

Also called Attackers targeting

In Tetris 99, a targeting option that sends attacks toward players currently targeting you. It is distinct from the bonus associated with being targeted by multiple opponents.

Auto Play

Also called Coach playback

Lets the selected mode's coach place pieces from the current board. It demonstrates that mode's priorities; it is not a guarantee of optimal competitive play. Playback speed is separate from gravity and handling.

B15 entries

B2B break

Also called Back-to-back break

Ending a back-to-back chain with a non-qualifying clear. It can be the right decision when a skim or downstack saves the board. Keeping the bonus is less useful than surviving.

AN ORDINARY CLEAR ENDS THE CHAIN
  1. TetrisA qualifying clear
  2. Non-spin SingleBreaks common modern B2B
  3. TSDStarts a new chain

A non-clearing placement is different: it normally preserves B2B.

Back-to-back

Also called B2B · BTB · Back to back

A chain of qualifying difficult clears, commonly Tetrises and T-spin line clears. Under common modern rules, non-clearing placements preserve it; an ordinary Single, Double or Triple breaks it. Eligibility and bonuses vary by game.

A PAUSE IS NOT A BREAK
Tetris → No clear → TSD

Under common modern rules, the non-clearing placement preserves B2B. An ordinary non-spin Single would break it.

Badges

Also called KO badges · Badge bits

Tetris 99 rewards knockouts with badge progress that increases attack strength. Taking out a player with collected badges can be especially valuable. Badges in other games may simply be cosmetic achievements.

Bag boundary

Also called Bag seam · Bag transition

The join between two shuffled bags. Consecutive matching pieces can occur here. Tracking the boundary tells you which pieces remain guaranteed in the current seven-piece set.

TWO SHUFFLES MEET
END OF BAG 1
LTI
START OF BAG 2
IOZ

An I can end one bag and begin the next. A repeated piece across the boundary is valid.

Bag tracking

Also called Bag awareness

Remembering which pieces have appeared in the current bag. It narrows what can arrive next, but does not reveal the exact order of unseen pieces.

WHAT REMAINS IN THIS BAG?
IJLOSTZ

Crossed-out pieces have appeared. In this example, L and T remain; their order is not known.

Bailout

Also called Bail out · Abort setup

Abandon a planned pattern to take a safer clear or repair route. If the required piece cannot arrive before danger, preserving access is more important than finishing the original diagram.

Base

Also called T-spin base · TSD base

The supporting shape under a planned T placement. A complete spin setup also needs the correct surrounding corners, an accessible entry and usually an overhang.

Block

Also called Mino · Cell

One occupied square. Four blocks joined along edges make a tetromino. We use piece for the whole shape and block for one square, since players sometimes use these words differently.

Block out

Also called Spawn collision

A loss condition where a new piece overlaps occupied cells at spawn. It can happen before the visible board looks completely full. The exact spawn coordinates matter.

COLLISION AT SPAWN

The outlined cell is occupied by the stack where the new T needs to appear. A block-out rule checks this spawn collision.

Board

Also called Playfield · Matrix · Field

The grid where pieces are placed. A typical modern visible board is ten columns wide and twenty rows tall, with additional hidden space above it. Dimensions and top-out rules depend on the game.

A recovery technique for an STSD-like board with missing support, using an L or J spin to repair the structure. Check the actual supporting cells before assuming the original TSD remains possible.

Bounding box

Also called Rotation box

The imaginary square enclosing a piece's rotation states. A rotation can change the occupied cells inside this box; the box itself is not a solid obstacle.

SHAPE ≠ ROTATION BOX
T · 3 × 3
I · 4 × 4

Empty cells belong to the coordinate box, not to the piece.

BT Cannon

Also called Beta Cannon

A T-spin Double into T-spin Triple setup. It resembles DT Cannon with the Double section shifted sideways, but has its own construction and continuations, including routes toward C-Spin and a Perfect Clear.

TRAINER REFERENCE · FIRST STAGE

Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

A BT-Cannon-like structure whose first Double leaves an STSD, producing three T-spin Doubles overall. The remaining slot, not the similar opening silhouette, distinguishes it from ordinary BT Cannon.

C18 entries

C-Spin

Also called Triple Double Attack · TKI 3

A T-spin Triple followed by a T-spin Double. This is a different sequence from DT Cannon. Naming varies by community: TKI can refer to this setup in Japanese discussions.

TRAINER REFERENCE · FIRST STAGE

C-Spin → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Cancellation

Also called Cancel · Counter · Countering · Offsetting

Using generated attack to reduce pending incoming garbage before it enters your board. Any remaining attack may be sent onward. Exact timing and cancellation rules depend on the game.

ATTACK ABSORBS INCOMING GARBAGE
6 incoming − 4 attack = 2 pendingHypothetical queueNo surplus attack remains

Here an attack offsets four pending lines. Exact cancellation timing depends on the game.

Cascade gravity

Also called Recursive gravity

A variant where unsupported blocks or connected groups fall after a clear and can trigger further clears. Ordinary row-shift Tetris does not do this.

UNSUPPORTED GROUPS CAN FALL
AFTER A CLEAR
AFTER FALLING

Conceptual cascade example: an unsupported group falls further. Games differ in how they connect groups.

Center 4-Wide

Also called c4w · Centre 4-Wide

A four-column combo channel between two side stacks. Its spawn-space behavior differs from a side channel. Stacking Lab's current 4-Wide mode uses the right edge, not this layout.

CENTER CHANNEL

The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.

Chain

Also called Cascade chain

In cascade variants, several clears triggered by one placement as blocks fall after earlier clears. This differs from a combo, which ordinarily requires a line clear on each of several successive placements.

Cheese

Also called Messy garbage · Cheesy garbage

Garbage whose gaps move between rows, forcing you to navigate through multiple columns. Compare clean garbage, where several aligned gaps can be cleared together.

GAPS CHANGE COLUMN

Clearing the top gap is only the first step. Read the next gap before placing blocks that will survive the clear.

Cheese Race

Also called Dig race · Garbage race

A race to remove a target amount of garbage. Efficiency matters as well as speed: adding avoidable blocks above the next gap makes the route longer.

Classic Tetris

Also called NES Tetris · Nintendo Tetris · NTSC · PAL

Often refers to Nintendo's NES version in competitive discussion. No hold, modern hard drop or SRS kicks: its rules demand different movement and stacking habits. NTSC and PAL versions also have different timing.

Clean garbage

Also called Aligned garbage

Several garbage rows sharing the same gap column. Once exposed, they can support a quick multi-line clear or counterattack. Keep track of where the gap changes below them.

ALIGNED GAPS

These four garbage rows share one gap column. An I can clear all four once the entry is open.

Coach

Also called Suggestion · Recommended placement

The mode-specific planner behind the suggested move and Auto Play. Each mode values its own training objective, so its recommendation may differ from the safest or strongest general-purpose versus move.

Coach speed

Also called Playback speed

How quickly Auto Play executes its placements. Changing it does not change DAS, ARR, gravity or the objective of the selected coach.

Combo

Also called REN · Combo chain

Successive pieces each clearing at least one line. A piece that clears nothing ends the chain. It is different from B2B: an ordinary Single can continue a combo while breaking B2B.

EVERY PLACEMENT MUST CLEAR
Single → Double → Single
Single → No clear → Single

Top: one continuous combo. Bottom: the non-clearing piece ends the chain; the next Single starts again.

Combo break

Also called Breaks

A non-clearing placement that interrupts a combo. In Stacking Lab's 4-Wide mode, Breaks tracks early interruptions during the combo phase, not every piece placed while building the stack.

A PLACEMENT WITHOUT A CLEAR
  1. SingleKeep clearing
  2. DoubleThe combo continues
  3. No line clearThe combo ends

Combo tracks consecutive clearing placements, not the number of rows in each clear.

Combo downstack

Also called Downstack combo · DS combo

Remove existing rows while continuing a combo. Extending the chain is useful only if the resulting board stays manageable; one extra combo clear can be a bad trade for burying the next gap.

Counter-spike

Also called Counterspike

A burst of attack used in response to incoming pressure. A strong counter first reduces the incoming queue, then threatens the opponent with whatever attack remains.

Cut Copy

Also called Chidori-goshi

A named double-TSD construction using the same three-column-gap idea as STMB Cave. Think through how the first clear reveals the second T placement.

CW / CCW

Also called Clockwise · Counterclockwise · Anti-clockwise

The two quarter-turn rotation directions. Learning both avoids unnecessary extra rotations. A CW kick and a CCW kick need not produce mirrored results in every situation.

ONE TURN, TWO DIRECTIONS
L · COUNTERCLOCKWISE
R · CLOCKWISE

Starting from the upward-pointing T: CCW points left; CW points right.

D16 entries

DAS

Also called Delayed Auto Shift

The delay after holding left or right before automatic horizontal repetition starts. The first sideways step happens immediately; ARR governs subsequent repeats. Very low DAS can make unintended movement easier.

HOLDING A DIRECTION
DAS delayARRARR

One immediate step → wait for DAS → repeat steps at the ARR interval. At ARR zero, repetition travels instantly to the obstruction.

DAS charge

Also called Precharge · DAS preservation · DAS carry

Progress toward the auto-repeat threshold. Some games preserve or let you charge it between pieces. Stacking Lab has separate options for carrying charge and resetting it when direction changes.

KEEPING THE DIRECTION HELD
  1. Press leftAn immediate step
  2. Keep holdingDAS charge accumulates
  3. Charge completeAutomatic movement repeats

Releasing, changing direction or spawning can affect charge according to the handling rules.

DAS play

Also called DAS player

Classic Tetris play relying on the game's built-in horizontal autorepeat rather than rapid repeated taps. It requires careful charge management; it does not mean a special modern settings preset.

DCD

Also called DAS Cut Delay

A short interruption of horizontal auto-repeat around certain actions, intended to reduce accidental shifts. In Stacking Lab it applies after rotation or spawn; the setting is measured in milliseconds.

DELAY AFTER AN INTERRUPT
  1. Direction heldDAS is already charged
  2. Rotate / spawnA cut delay may apply
  3. Movement resumesAuto-repeat continues

DCD behavior is implementation-specific. The illustration shows why a brief pause can follow a rotation.

Dead stacking

Also called Deadstacking

Building blocks that do little to advance your next clear, often making later access harder. Before adding another layer, check whether it preserves useful surfaces and the route to your lowest gap.

A Zone result of sixteen or seventeen lines in Tetris Effect. These lines accumulate during Zone rather than being cleared by one ordinary piece.

Dependency

Also called Piece dependency · I dependency

A shape that strongly needs one particular piece. A deep one-column gap needs an I; several such demands at once make the stack inflexible. Prefer placements that leave multiple useful options.

ONLY ONE SHAPE FITS THIS GAP

This four-deep one-column gap calls for a vertical I. Covering it adds another dependency.

Double

Also called Two-line clear

Two rows removed by one placement. A T-spin Double adds spin recognition to the same two-line count.

DOUBLE · 2 ROWS

The rightmost gap is ready to fill.

01 / 03

Downstacking

Also called Downstack · DS · Digging

Clearing down through an existing stack or garbage to reach lower gaps. Look at the gap below your next clear and avoid covering it with blocks that survive the clear.

DOWNSTACK THROUGH THE OPEN CHANNEL

The channel is open from above.

01 / 03

DPC

Also called Double Perfect Clear

A family of T-spin Double-to-PC continuations often used after an eight-line PC. The leftover piece from the third bag selects the route; a successful continuation can return you to an empty board at a fresh bag.

Drought

Also called I drought · Piece drought

A long wait for a particular piece. Seven-bag limits the wait between matching pieces to at most twelve other pieces; older randomizers may permit much longer droughts.

DT Cannon

Also called Double Triple Cannon

A construction that resolves as a T-spin Double followed by a T-spin Triple. The initial T may be used in the structure rather than scored. Different first-bag arrangements accommodate different piece orders.

TRAINER REFERENCE · FIRST STAGE

Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

A DT-Cannon-like structure resolving into three T-spin Doubles: the first Double leaves an STSD. It does not follow the ordinary DT sequence of Double then Triple.

E1 entries

Efficiency

Also called Attack efficiency · Stacking efficiency

How much useful progress you get from each piece or line. The metric depends on the goal: attack per piece in versus, fewer pieces in a dig, or more points per line in a score mode.

F9 entries

Finesse

Also called Movement finesse · Two-step finesse

Reaching the intended placement with economical movement and rotation inputs. It measures how you move a piece, not whether the chosen destination is strategically good. Optimal inputs depend on handling and rotation rules.

Finesse fault

Also called Finesse error

An avoidable extra input compared with the game's expected movement route. It does not necessarily mean a misdrop: the piece may still land exactly where you intended.

Floor kick

Also called Upward kick

A rotation adjustment that moves a piece upward to avoid a collision. It is chosen from the rotation system's kick tests, not a separate jump button.

FLOOR KICK · T, 0 → R

A clockwise turn in place would extend below the floor.

01 / 02

Forecasting

Also called Forecast

Planning a spin or placement for the board that will exist after an earlier clear. Mentally remove the clearing rows first; the setup's supports and overhang may move into place afterward.

Fractal

Also called Double Dagger · Spider · TSD stacking

A connected Double-to-Double structure, commonly made by extending an existing TSD upward while waiting for the next T. Two unrelated TSDs are not automatically a Fractal. Stacking Lab builds toward this from a 6–3 foundation.

FRACTAL · TWO CONNECTED DOUBLES

Clear sequence only: the dashed cells mark the first T. Construction and the rotation path are not animated.

01 / 05

A Fractal-related construction using an STMB Cave above an incomplete TSD. The upper spin must leave the intended lower slot usable after its rows disappear.

Frame

Also called F · Simulation frame

One update step in a game's timing model. At 60 updates per second, a frame is about 16.67 ms. A browser's display refresh rate and the game's simulation timing are not necessarily the same.

TIME AT 60 FPS
1 frame ≈ 16.67 ms6 frames = 100 ms1000 milliseconds ÷ 60

Frame-based timings need a frame-rate assumption. This example uses 60 frames per second.

Freeplay

Also called PC Freeplay · Perfect Clear practice

The continuous mode under Perfect Clear. Its coach tries to return the board to empty repeatedly, and the PC counter records completed Perfect Clears. It is not restricted to the PCO opening pattern.

Fumen

Also called Fumen diagram · Fumen code

A compact format and viewer used to share Tetris boards and placement sequences. A diagram is a reference position; check rotation rules and piece order before treating it as an executable solution.

G13 entries

Game history

Also called Archive · Replay · Game ID

Saved runs for reviewing placements and coach decisions. The Game ID identifies a particular run so feedback can refer to the same board and piece sequence.

Game profile

Also called TETR.IO profile · Tetris 99 profile · Custom profile

A handling preset plus game-rule selection. Stacking Lab labels its Tetris 99 preset approximate: it uses measured timings and training defaults, not a complete simulation of every Tetris 99 mechanic.

Game rules

Also called Ruleset

The selected movement and spin-recognition behavior. TETR.IO and Tetris 99 options affect which rotations and spins the trainer accepts. They do not turn the trainer into those games' complete versus or scoring systems.

Gamushiro

Also called Gamushiro Stacking · Gum Syrup

An opener aiming for a T-spin Triple, a Double or Single continuation, then a possible Perfect Clear. Its second-bag variations respond to piece order; a buildable start is not a guaranteed PC.

TRAINER REFERENCE · FIRST STAGE

Triple → Double → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Garbage

Also called Garbage lines · Garbage rows

Rows added from outside your own placements, usually as an opponent's attack. They commonly contain gaps and raise the stack from below. Training and puzzle modes can also supply garbage directly.

INCOMING ROWS RAISE THE STACK
BEFORE
+2 GARBAGE

Existing blocks move upward as garbage is inserted from below.

Garbage blocking

Also called Blocking · Garbage delay

A rule that postpones incoming garbage while you keep clearing lines. Unlike cancellation, it need not reduce the incoming amount. Rules and delay limits vary across games and rooms.

DELAYED, NOT SUBTRACTED
  1. 6 lines pendingIncoming garbage is waiting
  2. You clear a lineA blocking rule delays insertion
  3. Still 6 pendingThe queue has not been canceled

Blocking postpones garbage. Cancellation reduces it; the two effects can coexist.

Garbage hole

Also called Garbage gap

The empty cell in a typical garbage row. Downstacking means exposing and filling these gaps in a useful order; the next gap may be in a different column.

THE MISSING CELL IN A GARBAGE ROW

Outlined empty cells are garbage holes. Opening a path to them lets you clear those rows.

Garbage queue

Also called Incoming · Pending garbage · Receiving queue

Attack waiting to enter the board. Depending on the game, you may cancel it or delay its rise with line clears. The meter is not always the amount that will rise on the very next lock.

PENDING DOES NOT MEAN INSERTED

A queue indicator warns about incoming rows before they enter the playfield.

Ghost piece

Also called Ghost · Shadow · TLS · Temporary Landing System

An outline showing where the active piece would land if dropped straight down now. It previews the current path, not a strategic recommendation. The coach's suggested placement can be somewhere else.

WHERE THIS DROP WOULD LAND

Dashed cells predict the landing position. The ghost is not another piece.

Gravity

Also called G · Fall speed

Automatic downward movement. In timing discussions, 1G means one cell per simulation frame. Gravity controls falling speed; lock delay controls how long a landed piece can remain adjustable.

Guideline

Also called Tetris Guideline

The specification used to standardize licensed Tetris games. It informs familiar features such as SRS and piece colors, but game modes and releases still differ. Community documentation is not the complete current official specification.

H7 entries

Hachispin

Also called Hachi Spin

A T-spin Single-to-Triple opener with possible Perfect Clear continuations. An early O commonly enables its base. The planned Triple must be resolved before the underlying board becomes easy to access.

TRAINER REFERENCE · FIRST STAGE

Single → Triple → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Handling

Also called Movement settings

The timing and input rules governing how pieces respond: DAS, ARR, soft drop, rotation, entry and lock timing. Similar numeric presets can feel different across games because their input processing differs.

Hard drop

Also called HD · Sonic lock

Immediately drop the piece to the lowest reachable position in its column and lock it. You cannot rotate or slide it afterward; use a non-locking drop when a tuck needs another input.

HARD DROP

The dashed landing preview shows the destination.

01 / 02

Hidden rows

Also called Buffer zone · Vanish zone

Rows above the visible playfield used for spawning and high stacks. Their number and loss rules vary. A piece entering this space is not, by itself, a universal game-over condition.

ABOVE THE VISIBLE CEILING

The shaded band represents hidden rows. The dashed line is the visible ceiling; this cropped diagram does not specify a universal buffer size.

Hold

Also called Hold piece · Reserve · Hold queue

Store the current piece or swap it with the stored one. In common modern rules, you must lock a piece before holding again. Hold changes the order you place pieces without changing the underlying queue.

SWAP ACTIVE AND HELD PIECES
BEFORE
TI
AFTER HOLD
IT

Left: active piece. Right: held piece. Swapping stores T and brings out I; normally another hold waits until a piece locks.

Hole

Also called Covered hole · Buried gap

An empty cell below occupied cells. It cannot be filled by a straight drop from above; some gaps allow a tuck or spin, while others require clearing the covering rows first.

BOARD EXAMPLE · LOWER ROWS

The marked cell has blocks above it.

Hypertapping

Also called Hyper tapping · Hypertap · Tapper

Rapid repeated directional button presses instead of waiting for DAS. Used in classic NES play to move pieces faster than the built-in repeat, particularly when gravity leaves little time.

I6 entries

I piece

Also called I tetromino · Long bar · Stick · Line piece

Four blocks in a straight line. A vertical I can fill a four-cell-deep well.

PIECE SHAPE
SPAWN ORIENTATION
TURNED CLOCKWISE

Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.

IHS

Also called Initial Hold System

Holding a piece as it spawns using an input prepared during the preceding delay. Availability and buffering behavior depend on the game; it is separate from swapping an already active piece.

BUFFER A HOLD
  1. Between piecesHold the hold input
  2. Next piece spawnsInitial hold is applied
  3. Replacement entersPlay with the exchanged piece

Initial hold behavior depends on the game; it is not the same as pressing hold late.

Immobile spin

Also called Immobility detection

A spin-detection method checking whether a rotated piece is blocked from moving in specified directions. This differs from the T-piece three-corner test. Use the selected game's rules to determine what counts.

A linked TSD-to-TSD setup with a shifted overhang compared with Fractal. Its first clear removes different rows and may require more rotation work. Recognize the cross-shaped cavity rather than treating every double-double as the same pattern.

Infinity

Also called Infinite rotation · Infinite spin

Unlimited lock-delay resets from movement or rotation in rules that allow them. Modern games often cap resets, so repeatedly turning a grounded piece does not necessarily keep it alive indefinitely.

IRS

Also called Initial Rotation System

A rotation applied as a piece enters, using an input prepared before spawn. It can matter at high gravity or near the ceiling. It is a rule of the game, not simply rotating quickly after spawn.

BUFFER A ROTATION
  1. Between piecesHold a rotation input
  2. Next piece spawnsInitial rotation is applied
  3. Continue playingUse the rotated entry state

Only games with initial rotation support honor this buffered action.

J2 entries

J piece

Also called J tetromino · Blue piece

Three blocks in a row with one attached at an end. Usually blue; the mirror of L.

PIECE SHAPE
SPAWN ORIENTATION
TURNED CLOCKWISE

Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.

JZ stacking

Also called JZ

A repeated pattern using J and Z, with STMB-style constructions leading to Fractal-like shapes. It is a named technique, not another independent mode in Stacking Lab.

K6 entries

Kick table

Also called Kick tests · Kick offsets

An ordered list of alternate positions tested when rotation would collide. The first valid position wins. A shape fitting somewhere nearby does not mean the game will choose that position.

TRY OFFSETS IN ORDER
  1. (0, 0)Try the basic rotation
  2. (−1, 0)If blocked: try one cell left
  3. (−1, +1)If blocked: left and up

First three SRS tests for J/L/S/T/Z, 0 → R. Positive Y points up. Stop at the first valid position; the full table has two more tests.

Killscreen

Also called Kill screen · Level 29

Historically, the NTSC NES level-29 speed was called the killscreen because ordinary movement struggled to keep up. Skilled players can continue beyond it; this is not the same as the software crashing.

KO

Also called Knockout · K.O.

Eliminating an opponent. In Tetris 99, knockouts contribute badge progress; in other games, elimination rewards and credit rules differ.

KPP

Also called Keys per piece · Inputs per piece

The number of counted inputs divided by placed pieces. Lower KPP can indicate better movement efficiency, but hold, rotations, tucks and the game's input-counting convention affect comparisons.

WORKED NUMERICAL EXAMPLE
100 inputs ÷ 40 pieces = 2.5 KPPInput efficiencyCounted key inputs divided by pieces

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

L13 entries

L piece

Also called L tetromino · Orange piece

The mirror of J: a three-block row with the fourth at the other end. Usually orange.

PIECE SHAPE
SPAWN ORIENTATION
TURNED CLOCKWISE

Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.

Level

Also called Speed level

A stage of progression that may change gravity, delays or scoring multipliers. Level 20 in one game need not play like level 20 in another.

Line clear

Also called Clear

Completed rows disappear after a piece locks. One placement can clear several rows. Under ordinary rules, rows above them shift downward.

FULL ROWS DISAPPEAR

The outlined row is complete. The row below still has a hole, so it stays.

Line clear delay

Also called LCD · Clear delay

Extra waiting time associated with clearing rows before play resumes. It is separate from the delay after an ordinary placement. Frequent small clears can cost more time in games with a substantial clear delay.

AFTER A CLEAR
  1. Full row detectedThe piece has locked
  2. Clear animationRows are being removed
  3. Next piecePlay resumes

The animation interval is separate from moving the active piece. Its duration depends on the game.

Line clear gravity

Also called Naive gravity · Row-shift gravity

How the board settles after rows disappear. Under ordinary row-shift rules, rows move down by the number cleared below them; unsupported blocks can remain suspended. Cascade variants use different settling behavior.

ROWS SHIFT, EVEN IF BLOCKS FLOAT
BEFORE CLEAR
AFTER CLEAR

Ordinary line-clear gravity shifts rows down. It does not make every unsupported block fall to the floor.

Lock

Also called Lockdown · Piece lock

The moment a controllable piece becomes part of the fixed stack. Clears are evaluated after placement. Hard drop usually locks immediately; touching the stack may instead start a lock-delay timer.

The time a grounded piece can remain controllable before it locks. Movement or rotation may reset the timer according to the rules, usually with a limit.

CONTACT IS NOT LOCKING
  1. Touch the surfaceThe lock timer begins
  2. Movement windowShift or rotate if allowed
  3. Timer expiresThe piece locks

A grounded piece can still be active. Reset behavior and limits are separate rules.

A loss condition involving a piece locking above the playable boundary. Some games require the entire piece to be outside; others use partial lock out. It is different from a new piece being blocked at spawn.

LOCKED ENTIRELY ABOVE THE CEILING

The purple piece has locked wholly above the dashed boundary. Whether this ends play depends on the game’s top-out checks.

The maximum permitted resets of the lock timer. Once the allowance is exhausted, moving or rotating cannot postpone locking in the same way. Stacking Lab exposes this independently from lock-delay duration.

RESETS ARE NOT UNLIMITED
  1. Reset 1A successful grounded move
  2. …Further allowed resets
  3. Limit reachedFurther moves no longer extend time

The limit is configurable in Stacking Lab. Moving again is not a promise of another full timer.

Lookahead

Also called Look ahead · Reading the queue

Plan for upcoming pieces while placing the current one. Start by checking whether your next two pieces still have good homes after this move, then extend the plan as recognition becomes easier.

PLAN BEFORE YOU FINISH
  1. Now · LFinish the placement you already chose
  2. Next · SFind its landing space
  3. Then · IKeep the useful channel accessible

An example of reading ahead without abandoning the current placement.

LPM

Also called Lines per minute

Rows cleared per minute. It measures clearing speed, not attack output: two runs with the same LPM can send different amounts of garbage because of spins, combos and B2B.

WORKED NUMERICAL EXAMPLE
40 lines ÷ 0.5 minute = 80 LPMLine-clear rateLines divided by elapsed minutes

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

LT stacking

Also called LT

A repeating L-and-T construction used to form successive TSDs or Fractals. The clear can leave awkward cleanup, so identify the remaining column rather than repeating the pattern blindly.

M10 entries

A TSD-to-TST technique in which the Triple's overhang is completed after the Double. Its key-like structure can solve particular entry problems but may leave a difficult overhang to clean up.

Marathon

Also called Endless

A survival and score mode that usually progresses through increasing levels or gravity. Some versions stop at a line or level goal; others continue until top out.

Maxout

Also called Counter stop · Kansuto

Reaching a game's score cap or maximum displayed score. The famous NES six-digit milestone is 999,999; modified versions and external score tracking can go beyond the original display limit.

Mirroring

Also called Mirror · Mirrored setup

Reflect a construction left-to-right, exchanging J with L and S with Z. Geometric symmetry does not guarantee identical spawn movement, kick behavior or build order in a particular game.

REFLECTING CHANGES CHIRAL PIECES
J
MIRRORED → L

A horizontal mirror swaps J ↔ L and S ↔ Z. Mirroring a setup also changes the required pieces.

Misdrop

Also called MD

An unintended placement or orientation. It differs from a strategic mistake, where the piece lands where intended but leaves a poor board. Recovery starts by identifying what access the misplaced piece blocks.

MKO

Also called MKO Stacking

A first-bag structure with Perfect Clear and TSD continuations, often useful with early J and L. When the PC is unavailable, the remaining board supports several stacking transitions.

TRAINER REFERENCE · FIRST STAGE

Hold T → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

A lock-delay rule where successful sideways movement or rotation refreshes the timer. Most implementations limit the number of resets; compare step reset, which responds to downward progress.

RESET BY MOVEMENT
  1. Ground contactTimer running
  2. Successful move / turnReset if the rules allow it
  3. Reset budgetRepeated resets may be limited

A failed input does not automatically count as a successful reset.

Moves

Also called Opener moves

The opener progress count shown beside the board, relative to the route's move limit. It counts placements, not keyboard taps; a piece can require several inputs to place.

Mr. T-Spin’s STD

Also called Mr. T-Spin · Mr T Spins STD · STD

Stacking Lab's opener route for a T-spin Single, Triple, then Double. Here STD names that clear sequence; it is not the same as STSD, which aims for two Doubles.

TRAINER REFERENCE · FIRST STAGE

Single → Triple → Double. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

MS2

Also called Mountainous Stacking 2

A Triple-to-Double opener with possible eight-line PC continuations and alternatives for different queues. The referenced h-docs research assumes 180° spins, so its build claims should not be applied unchanged to games without them.

TRAINER REFERENCE · FIRST STAGE

Triple → Double → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

N1 entries

New DT Cannon

Also called New DT

A named five-bag loop aiming for TSD, TST, TSD, Tetris and a possible PC. It is not simply an updated replacement for DT Cannon; piece order can require different continuation routes.

TRAINER REFERENCE · FIRST STAGE

Double → Triple → Double → Tetris → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

O4 entries

O piece

Also called O tetromino · Square piece

The two-by-two square. Its outline stays the same when rotated.

PIECE SHAPE
SPAWN ORIENTATION

Four cells in a square. Its outline stays the same when rotated.

Overhang

Also called Roof

Blocks extending above empty space. An overhang can enable a spin or tuck, but also blocks a straight drop. Always check how the required piece will actually enter.

A ROOF ABOVE EMPTY SPACE

The blocks projecting to the right make an overhang. The open space underneath needs a sideways or rotating entry.

P13 entries

A donation using a J-shaped cover, or its mirror, to make a TSS or TSD above an open column. The spin clears the cover while preserving lower rows for a possible follow-up Tetris.

Parity

Also called Checkerboard parity · Column parity

A way to reason about even/odd balance in a stack or empty region. Checkerboard coloring helps test tiling possibilities; column-height parity helps explain awkward surfaces. Passing a parity check alone does not prove a solution exists.

A CHECKERBOARD VIEW
O · 2 LIGHT + 2 DARK
T · 3 + 1

Dots retain the underlying checkerboard colors. Counting them can rule out some tilings; equal totals alone do not guarantee a solution.

A loss rule triggered when only part of a locked piece remains above the boundary. Not every game uses it; compare ordinary lock out and block out before assuming touching the top always ends a run.

LOCKED ACROSS THE CEILING

Only part of this locked T is above the dashed boundary. Partial lock out and full lock out are different rules.

PC chance

Also called PC percentage · Solve rate · Perfect Clear chance

The share of piece orders that admit a Perfect Clear under stated assumptions. Hold, visible previews, rotation rules, known solutions and incoming garbage all matter. A published percentage is not an unconditional success rate.

WORKED NUMERICAL EXAMPLE
3 successful cases out of 4 = 75%Toy example, not an opener’s actual rateSpecify what queues and assumptions are counted

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

PC loop

Also called Perfect Clear loop · PC looping

Repeated Perfect Clears linked by compatible leftover pieces and bag positions. An empty board is only half the reset: the queue's position within the bag determines which opener-like construction is available next.

Perfect Clear Opener

Also called PCO · PC opener

A starting construction aimed at a four-line Perfect Clear. Its finishing pieces depend on the second bag and hold. If the finish is unavailable, switch to a continuation instead of forcing an impossible empty board.

TRAINER REFERENCE · FIRST STAGE

Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Planning mode

Also called Keep and extend plan · Replan every move

Controls whether the coach tries to preserve and extend its current plan or searches afresh after every move. It changes planning behavior, not the rules for legal movement and clears.

Plonk

Also called Plonking · Plonker

Community slang for deliberately accepting garbage and using it to produce a counterattack, often at a measured pace. It describes a style, not a formal rule or a guarantee that tanking is safe.

PPS

Also called Pieces per second

Pieces placed divided by elapsed seconds. It measures speed, not placement quality. A slower run with cleaner decisions can beat a faster run that creates holes.

WORKED NUMERICAL EXAMPLE
40 pieces ÷ 20 seconds = 2 PPSPlacement speedPieces divided by elapsed seconds

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

Pressure

Also called Pressure speed · s / row

The downstacking control that adds garbage at the selected seconds-per-row interval. A smaller number means faster pressure. The run succeeds when the garbage is removed, even if ordinary colored blocks remain.

Preview count

Also called Next count

How many upcoming pieces are visible in Next. More previews offer more planning information; they do not change the piece sequence itself.

SAME QUEUE, DIFFERENT VISIBILITY
NEXT 1
L
NEXT 5
LSITO

More visible pieces support longer plans. Hidden pieces are not revealed by increasing a diagram’s length.

Q1 entries

Queue

Also called Next · Next queue · Preview · Piece preview

The ordered pieces coming after the active one. The preview shows a limited portion of that sequence. Hold offers one extra piece choice; it does not let you pick any future piece.

READ FROM LEFT TO RIGHT
LSITO

L is next, then S, I, T and O. Preview order is information you can plan around.

R8 entries

Randomizer

Also called RNG · Piece generator

The algorithm choosing the piece sequence. Seven-bag, history-based generators and less constrained random selection produce different repetition and drought behavior. Do not assume every Tetris game uses bags.

Rebuild

Also called Build phase · Combo phase

In 4-Wide practice, alternate between building the side stack and spending its height on a combo. The height guide marks the building target; the coach's phase tells you which objective it is pursuing.

Residual

Also called Residue · 3-residue · 6-residue

Blocks left in the combo channel after a clear. A common 4-Wide pattern keeps three residual blocks: placing four new blocks and clearing a four-cell channel row preserves that count. Their arrangement still matters.

THE CELLS LEFT IN THE CHANNEL

Three outlined cells remain inside this four-wide channel. Their arrangement matters for the next clear.

Rolling

Also called Roller

A classic NES input technique using sequential finger motion, often against the back of the controller, to generate rapid directional presses. It bypasses waiting for autorepeat; it does not alter the game's rotation rules.

Rotation center

Also called Pivot

The reference point around which a piece's orientation changes. Combined with the kick rules, it explains why a visually symmetric shape can land differently after opposite rotations.

PIVOT POSITIONS
T · CELL CENTER
I · GRID INTERSECTION

The white dots show rotation centers in SRS.

Rotation state

Also called Orientation · 0 R 2 L

The current orientation of a piece. SRS labels states 0, R, 2 and L. Even pieces with repeated outlines can occupy different cells within their rotation box.

FOUR SRS STATES
0 · SPAWN
R · CLOCKWISE
2 · HALF TURN
L · COUNTERCLOCKWISE

The dot marks the same pivot. Successive clockwise turns follow 0 → R → 2 → L → 0.

S27 entries

S piece

Also called S tetromino · Green piece

Two offset pairs forming an S-shaped zigzag. Usually green; the mirror of Z.

PIECE SHAPE
SPAWN ORIENTATION
TURNED CLOCKWISE

Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.

S/Z spin

Also called S spin · Z spin · S-spin · Z-spin

Rotate S or Z into a space it cannot enter by a straight drop. Its two similar-looking orientations occupy different positions in SRS, so the initial rotation direction matters.

Score

Also called Points

The game's reward total for actions such as clears and drops. It is separate from garbage attack. The same placement can earn different points in different games, modes or levels.

SDF

Also called Soft Drop Factor

The soft-drop speed setting. Stacking Lab uses zero to mean infinite, giving an instant non-locking descent. Other games may label infinity differently or calculate the factor against a different speed baseline.

SOFT-DROP SPEED MULTIPLIER
1 cell/s × 20 = 20 cells/sExample: SDF 20Base gravity × soft-drop factor

A numerical example only. Infinite soft drop is a separate setting in the trainer.

SDPC

Also called Single Double PC · SD-PC

An opener linking a T-spin Single, a Double and a possible Perfect Clear, sometimes with another Single in the finish. When the PC is unavailable, the post-Double board can transition to ordinary stacking.

TRAINER REFERENCE · FIRST STAGE

Single → Double → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Secret Grade

Also called Grand Master pattern · SG

A deliberate pattern of covered holes forming a diagonal down and back across the board. TGM games can award a hidden grade for it. It is a pattern challenge, not a healthy competitive stack.

Seed

Also called Random seed · Same bag

A value used to reproduce the trainer's generated starting sequence. Replaying the same sequence helps compare decisions; using hold or changing placements can still lead to a different game.

Setup

Also called Pattern · Shape

A deliberate arrangement intended to make a future clear possible. A recognizable shape is not enough: the queue, entry path and post-clear board must also work.

Side 4-Wide

Also called s4w · Right 4-Wide

A combo channel along an edge, with the six-column stack on the other side. Stacking Lab uses the right-hand channel. Unlike center 4-Wide, the tall stack occupies the middle spawn area.

SIDE CHANNEL

The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.

Single

Also called One-line clear

One row removed by a placement. A Single can extend a combo or repair the surface; an ordinary non-spin Single commonly breaks B2B.

SINGLE · 1 ROW

The rightmost gap is ready to fill.

01 / 03

Skimming

Also called Burning · Burn · Skim

Clearing small numbers of rows from the surface to lower or reshape the stack. Useful when waiting for an I would create too much risk. It may sacrifice B2B to restore a playable board.

CLEAR A SMALL ROW TO STAY LOW
BEFORE
AFTER

A small clear can lower the stack and preserve access to a well instead of waiting for a larger attack.

Soft drop

Also called SD · Fast drop

Move the active piece downward faster while retaining control, subject to the game's landing rules. Use it to reach the entry height for a tuck or spin before locking.

SOFT DROP

Soft drop accelerates downward movement.

01 / 02

Solid garbage

Also called Solid lines

Garbage without a usable gap, often added as a survival timer or room rule. It cannot be cleared like ordinary single-hole garbage, so it permanently reduces usable space under those rules.

NO HOLE TO FILL

A representation of solid rows. Their removal rules are game-specific; do not treat them like ordinary hole-bearing garbage.

Sonic drop

Also called Firm drop · Instant soft drop

Drop instantly to the landing surface without immediately locking. You can then rotate or slide if the rules and remaining lock time allow it. It is not the same as hard drop.

INSTANT LANDING, STILL ACTIVE

Unlike hard drop, a sonic drop does not immediately lock. Rotation or sliding may remain possible.

Spawn

Also called Spawn position · Spawn row

Where and how a new piece enters the board. Spawn heights vary between games, even among SRS games. A clear-looking visible board can still have a blocked spawn area.

A NEW PIECE ENTERS

Illustrative entry position. Exact spawn heights and rescue offsets depend on the selected game rules.

Spike

Also called Burst · Attack burst

A large amount of attack delivered over a short period, often by chaining strong clears. Timing it when the opponent cannot cancel or downstack can matter as much as its size.

GROUP ATTACKS CLOSE TOGETHER
  1. Attack AFirst clear sends pressure
  2. Attack BAnother clear follows quickly
  3. Combined pressureLess time for the opponent to recover

Timing makes a spike. This diagram intentionally does not assign a universal attack value.

SRS

Also called Super Rotation System

The modern rotation system specifying piece orientations and ordered kick tests. It supports many familiar T-spin entries. Standard SRS alone does not specify a universal 180° rotation input.

SRS+

Also called SRS Plus

TETR.IO's SRS variant, including modified I-piece kick behavior. Its extended movement possibilities should not be assumed in every SRS-based game; 180° behavior also needs its own rules.

Stack

Also called Pile · Stacking · Upstacking

The fixed blocks already on the board. Stacking is arranging new pieces to keep useful surfaces and future clears available; upstacking emphasizes building height before cashing it out.

A lock-delay rule that refreshes the timer when a piece descends to a lower row. Sideways motion alone does not provide the same reset as in a move-reset system.

RESET BY DESCENDING
  1. Rest on a ledgeTimer running
  2. Move off the ledgePiece descends
  3. New lower contactTimer can reset

This illustrates step-reset behavior, not a rule shared by every game.

Stickspin

Also called Stick Spin

A continuation related to SDPC that goes from T-spin Single to Double to Triple instead of committing to the PC route. Recognize the branching point rather than treating it as an unrelated first bag.

TRAINER REFERENCE · FIRST STAGE

Single → Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Stride

Also called Strider · Striding

Community slang for fast play with comparatively low attack efficiency. It is an informal description, not a fixed rank or a judgment based on PPS alone.

STSD

Also called Super T-Spin Double · Super TSD

One connected structure that yields two T-spin Doubles. Often recognized through a three-by-three empty region with J/L construction. It is a distinct geometry from Fractal, not a name for any two consecutive TSDs.

STSD · TWO CONNECTED DOUBLES

Clear sequence only: the dashed cells mark the first T. Construction and the rotation path are not animated.

01 / 05

Surface

Also called Skyline · Stack profile · Bumpiness

The heights and shapes at the top of your stack. A useful surface accepts several upcoming pieces; a completely flat surface is not always the best fit for the actual queue.

FOLLOW THE TOP OF THE STACK

Outlined cells trace the top of each occupied column. Deep differences can restrict your next placements.

Survival

Also called Survival mode

An endurance mode, often involving rising garbage or increasing speed. The objective is lasting longer rather than reaching a fixed line target.

T22 entries

T piece

Also called T tetromino · Purple piece

Three blocks in a row with one attached in the middle. Commonly purple.

PIECE SHAPE
SPAWN ORIENTATION
TURNED CLOCKWISE

Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.

T-slot

Also called T-spin slot · T cavity · Notch

A cavity intended for a T piece. A T fitting inside does not automatically earn a spin: the entry, final action and occupied corners must satisfy the game's detection rules.

SPACE FOR A T

The dashed T shows the target shape. A matching outline alone does not prove a legal spin entry.

T-spin Double

Also called TSD

A recognized T-spin that clears two rows. It combines spin detection with a two-line clear; its attack and score are game-specific. The interactive example shows the rotation, locked position and resulting board.

BOARD EXAMPLE · LOWER ROWS

The T is in position beneath the overhang.

01 / 03

T-spin Zero

Also called T-spin no lines · T-spin no clear · TS0

A recognized T-spin that clears no rows. Some games award points, but it is not automatically an attack or a line-clear bonus. Non-clearing placements usually preserve rather than extend B2B.

SPIN, BUT NO ROWS CLEAR
  1. Rotate into a slotThe spin test succeeds
  2. No complete rowsZero lines disappear
  3. Spin recognizedAttack/scoring depends on the game

The “zero” counts cleared rows, not whether the rotation was recognized.

Tanking

Also called Tank · Accepting garbage

Allow incoming garbage to enter instead of cancelling all of it, often to obtain useful rows for a counter. It trades space and safety for potential attack; messy garbage makes that trade riskier.

Targeting

Also called Target · Target switch

Choosing the opponent who receives your attacks in a multiplayer field. Tetris 99 offers automatic choices such as Attackers, KOs, Badges and Randoms, as well as manual selection.

Tetris

Also called Quad · Quadruple · Four-line clear

Four rows cleared by one placement, normally using a vertical I. The name also refers to the game itself. A Tetris can leave many blocks behind, while a Perfect Clear leaves none.

BOARD EXAMPLE · LOWER ROWS

The I piece fits the last column.

01 / 03

Tetris rate

Also called Tetris percentage

The fraction of cleared lines that came from four-line clears. It describes scoring style in classic play; a high rate is useful only if the stack remains survivable.

WORKED NUMERICAL EXAMPLE
24 lines from Tetrises ÷ 40 lines = 60%Classic-style exampleShare of cleared lines, not share of placements

Illustrative numbers. Comparing results requires the same counting rules and timing conventions.

Tetromino

Also called Tetrimino · Tetramino · Tetrad · Piece

A shape made from four edge-connected squares. Tetris uses seven one-sided shapes: I, J, L, O, S, T and Z. Letter names avoid confusion when different games use different colors.

THE SEVEN PIECES
I
O
T
S
Z
J
L

Seven shapes. Four blocks in each.

Three-corner rule

Also called 3-corner rule · 3 corners

A common T-spin test: at least three diagonal cells around the T's pivot are occupied, together with the required final rotation. Corner orientation and the kick used can determine full versus Mini classification.

COUNT DIAGONALS AROUND THE PIVOT

Three outlined diagonal cells are occupied; one is empty. The required final rotation and Mini classification still matter.

TKI

Also called Opening TSD

A first-bag TSD opener commonly enabled by an early I. It leaves a low board with flexible continuations. Here TKI means the opening Double; some communities use the same name for C-Spin.

TRAINER REFERENCE · FIRST STAGE

T-spin Double. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.

Top out

Also called Game over · Topout

Losing because of a height-related rule, such as a blocked spawn or an out-of-bounds lock. The visible top edge alone is not a universal test. Learn the selected game's actual loss conditions.

THREE DIFFERENT CHECKS
  1. Spawn collisionThe new piece cannot enter
  2. Lock above ceilingA piece locks outside the allowed area
  3. Garbage overflowIncoming rows push cells too high

These are different failure conditions. A tall stack is not, by itself, a universal game-over rule.

Transition

Also called Midgame transition

Moving from an opener or repeating pattern into another style as the board, queue or garbage changes. A clean exit can be more valuable than forcing one more cycle of a broken setup.

Triple

Also called Three-line clear

Three rows cleared by one placement. An ordinary Triple differs from a T-spin Triple; equal line counts do not imply equal score or attack.

TRIPLE · 3 ROWS

The rightmost gap is ready to fill.

01 / 03

Triple Double

Also called TD · TD attack

A T-spin Triple followed by a T-spin Double. It can be built in midgame as well as through openers. The order is the reverse of DT Cannon.

Tuck

Also called Slide · Slide tuck

Move a piece sideways under an overhang before locking. A spin uses rotation to enter; a slide uses horizontal movement. Both need a reachable path and enough time before lock.

U3 entries

A twenty-line Zone result in Tetris Effect. It counts accumulated Zone rows, not a single-piece twenty-line clear.

Ultra

Also called Time attack score

Score as much as possible within a time limit, commonly two or three minutes. Efficient scoring patterns matter, unlike a line sprint where the main objective is the finish time.

Undo

Also called Take back

Return to an earlier placement to try another decision. It is a learning aid, not a move available in ordinary competitive matches.

V1 entries

VS score

Also called VS

TETR.IO's combined attack-and-defense performance measure. It reflects both sending and clearing garbage over time; it is not win rate, rank, or a universal measure of Tetris skill.

W2 entries

Wall kick

Also called Kick

A positional adjustment tested when a rotation would collide. Kicks can move pieces beside walls or around stack blocks, and some lift them. The game tries defined offsets in order, not arbitrary nearby gaps.

WALL KICK · T, R → 0

Turning in place would put one cell beyond the left wall.

01 / 02

Well

Also called Tetris well · I well · Open column

An intentionally open vertical channel for clearing lines, often with an I. Keep its entry accessible. Some older writing also uses well to mean the entire playfield.

BOARD EXAMPLE · LOWER ROWS

Open from the top: a usable well.

Z2 entries

Z piece

Also called Z tetromino · Red piece

The mirror of S, made from two offset pairs. Commonly red in modern games.

PIECE SHAPE
SPAWN ORIENTATION
TURNED CLOCKWISE

Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.

Zone

Also called Zone Battle

Tetris Effect's mechanic that pauses normal falling and accumulates completed rows at the bottom temporarily. Named results such as Octoris and Ultimatris describe the accumulated clear. It is not a Stacking Lab mode.

A SHARED VOCABULARY, DIFFERENT RULES

This is a growing reference for modern and classic Tetris, not a claim that every community nickname has been catalogued. Entries about Stacking Lab explain this trainer. Other entries may describe techniques or modes that are not available here.

Spin detection, scoring, attack tables, timing and top-out rules vary between games and versions. The resources below offer further explanations; community setup names are not official rules.

Research sources, reading & links

Learn more from the sites and creators below. This directory brings together glossary research references and further learning resources, with one link per site or channel. Some channels teach directly; others offer gameplay worth slowing down and studying.

Websites & written guides

  • FOUR

    Visual explanations of openers, T-spin setups, stacking methods and Perfect Clears.

  • TetrisWiki

    An encyclopedia of rules, rotation systems, terminology and modern and classic games.

  • Hard Drop

    Community wiki with technique guides, opener diagrams and game mechanics.

  • h-docs

    Perfect Clear setups, opener routes and guides to Solution Finder.

  • How to Tetris

    Galactoid’s guidebooks and video lessons, including free material and paid books.

  • Jstris

    The game’s player guide: controls, practice modes, multiplayer and room rules.

  • NES Tetris

    A starting point for classic play, with lessons on DAS, rolling and hypertapping.

  • TETR.IO FAQ

    Handling settings, mechanics, terminology and answers about TETR.IO.

  • Tetris Effect: Connected

    Official community guides covering stacking, spins and game-specific modes.

  • Tetrisconcept

    Long-running community discussions about strategy, arcade play and game mechanics.

  • TGM Tips

    A guide for exploring the Tetris The Grand Master series.

  • Winter Nebs’ Tetris FAQ

    Player-written advice on learning, practice and modern multiplayer Tetris.

YouTube channels

  • KezDaBez

    TETR.IO lessons on stacking, piece use and techniques, from fundamentals onward.

  • Garbo

    Modern Tetris explainers, beginner advice and T-spin guides.

  • orz

    Technique lessons and demonstrations for modern Tetris.

  • aGameScout

    Classic Tetris explainers, ways to start playing and the evolution of player techniques.

  • AddTagHere

    Puyo Puyo Tetris guides and commentary on the game and its community.

  • Amemiya Taiyou

    Japanese-language competitive play to study piece choices and match decisions.

  • Classic NES Tetris Tricks

    Classic movement lessons, especially DAS and how to use it.

  • Doremy

    High-level modern Tetris gameplay to watch closely and study.

  • Jhinta Tetris

    Spanish-language Tetris content and learning resources.

  • Pahwp

    Classic Tetris videos, including an introduction to hypertapping grips.

  • SaltedSofa12

    NES Tetris technique explanations, including quick taps for DAS players.

  • Tristop

    Classic Tetris gameplay and a detailed introduction to rolling.

  • Wumbotize

    Modern Tetris and Tetris 99 gameplay for studying stacking and decisions.