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Kick tables

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How to read kick tables in this site

  • Spawn orientation and center of rotation always follow SRS unless specified.

  • The leftmost column labels the piece type and kick number.

In this case the piece is T, and there are 5 kicks, numbered kick 0 to kick 4.

  • kick 0 is always the "no kick", or the default position after only applying rotation.

  • piece orientation is denoted by N(north), E(east), S(south), W(west).

N is the spawn orientation
E is the orientation after one cw rotation from N
S is the orientation after one 180 rotation from N
W is the orientation after one ccw rotation from N

  • The top row labels the possible rotations.

Rotation X-Y is the rotation from orientation X to orientation Y

  • When a rotation happens, kicks are tested in numbered order unless specified.

If a kick fails to be possible, the next kick is tested unless specified.
If all kicks fails to be possible, the piece fails to rotate unless specified.

  • Each kick proposes a position for the piece as an alternative for the previous kick.

Positions are denoted as a vector in the form (x, y), where x and y are non-negative integers.

x denotes how much the kick shifts the piece to the right from kick 0 position.

eg. 3 means shift 3 to the right, -3 means shift 3 to the left.

y denotes how much the kick shifts the piece vertically up from kick 0 position.

eg. 3 means shift 3 vertically up, -3 means shift 3 vertically down

Note that kick 0 is always (0, 0) because it is the "no kick"​

  • Kick notation in text :

"A n : B-C (x, y)" denotes :

kick "n" obtained by rotating piece "A",

from orientation "B" to orientation "C"

which kicks "x" nodes to the right and "y" nodes up.

Some components of the notation may be omitted regarding the context.

Made by : again_again
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