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Mino Dojo

Wall-kick rotation basics

How rotation still works when a piece touches a wall or other blocks, with typical kicks illustrated.

Rotating a piece does more than change its orientation. When the piece touches a wall or placed blocks, a mechanism called wall kick moves the rotated piece to a slightly shifted position. Understanding it unlocks “spin-ins” into gaps that cannot be entered from above, which greatly widens what you can do in perfect-clear stacking.

Four orientations

Every piece has four orientations: spawn, 90° clockwise, 180° and 90° counter-clockwise. Clockwise and counter-clockwise rotation step through them, and most setups also offer a one-button 180° rotation. The O piece looks the same in every orientation. I, S and Z look identical in two of them, but they are still tracked as four states and the rotation centre shifts slightly.

The T piece at spawn (top) and after a clockwise rotation (bottom). It rotates inside a 3×3 box.

How wall kicks work

If the rotated shape would overlap a wall or a block, the game tries a fixed list of offsets in order and uses the first one that fits. The offsets include one cell left or right, diagonals and up to two cells up or down, and they depend on the piece (I versus everything else) and on the orientations before and after the rotation. If none of the offsets fit, the rotation fails and the piece stays put.

Rotating a T that touches the left wall (top) would push it into the wall, so it is placed one cell to the right instead (bottom).

Importantly, the offsets include upward moves. That is why a piece about to lock can pop up slightly when rotated, or tuck downward into a gap.

Common spin-ins

T spin-in (T-spin)

A T piece can be rotated into a gap enclosed on three sides. Dropping it straight down fails because the wide bar catches on the ledge, but rotating next to the gap lets a kick offset land inside. Clearing lines this way scores as a T-spin.

Dropped from above, the bar of the T catches on the ledge.
Rotating above the gap kicks the piece onto the dotted cells.

L and J spin-ins

The same idea works for L and J. Their vertical orientations have a one-cell nub, so even when the nub cannot enter from above, a rotation can slide it under an overhang. Perfect-clear leftovers often need exactly this.

Rotating a J clockwise into place: the nub (left) slips under the overhanging block.

Vertical I at the wall

Because the I piece is four cells long, turning it vertical next to a wall can shift it up to two cells sideways. When filling a well at the far left or right, rotate roughly above the well and the kick will pull the piece into it.

A well at the left edge. Turning the I vertical near the well kicks it into the leftmost column.

Practice tips

  • Rotate while the piece is still falling rather than at the last moment; it is more consistent.
  • If a spin-in fails, try rotating one cell further left or right. A different offset wins from each position.
  • Clockwise and counter-clockwise kicks are mirror images. Using both rotation buttons increases what fits.
The practice modes implement exactly the wall-kick behaviour described here. Recommended placements in the Perfect Clear mode may require a spin-in, so if the piece does not reach the dotted outline, change when and where you rotate.

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Read next

Perfect Clear basics →The conditions for a perfect clear, how to think about 4-line PCs and how to read leftover shapes.

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