Second PC setups and solves
This is a collection of the second PC setups and solves I use (or plan to use). This is largely focused on continuing into DPC, and hence O and S/Z saves are prioritised, rather than T and O as with setups meant for pure PC. Furthermore, especially for the bad-parity cases, many of the setups shown here have theoretically better alternatives, but those can be substantially harder to solve.
"not 100%": There is some order of the given pieces where the setup cannot be built.
"no hold": This setup can always be built with the pieces dropped in any possible order. (For dupe 2nds, the first piece is always assumed to be the duplicate piece.)
The solutions given here are not always the smallest covering sets (aka "strict minimals").
Main resources:
- knewjade's setups (Japanese)
- FOUR: 2nd PC Patterns (this is largely a translated and reorganised version of knewjade's website)
- 🍭 2nd PC sheet (backup URL)
- Hard Drop Tetris Wiki: setups, solutions
- Marfung37's advanced 2nd PC setups
- Queue-Based Perfect Clearing: 2nd PC
This page is super long. How am I supposed to memorise all of this?
Don't. Learn the cases as you see them come up in your runs. You can freestyle the cases you haven't learnt yet.
Some of the setups here are ones that I don't even intend to learn, but others have claimed that they are superior in some way (better tetris chance, better save-O chance, etc.). I have not evaluated all of those claims. You can try for yourself and pick your favourites, or you can just follow my personal list of setups (anything that doesn't say "prefer different setup").
One T
Tub + vertical I (100% with 180)
99.76% PC; 100% PC with 180° spins. The "open" side of the tub has to be next to the blank 4×4 square in order for the 180°-spin solution to work.
Normal builds: IJTS/ILTZ (no hold), JTSZ/LTSZ, IJTZ/ILTS (not 100%), IJLT (prefer different setup).
Dupe builds: JTSS/LTZZ (no hold), JJTS/LLTZ (no hold), IIJT/IILT (no hold).
Note that the build doesn't necessarily use a vertical I piece, e.g. with IJTZ.
Most solutions build a box out of J, L and one of OSZ, while filling in the tub. (Some solutions require skimming, e.g. by dropping S first, then L and J on top of it.) Mostly save O/S/Z, with a small chance of save I. Decent tetris chance.
Solves
The last solve requires a 180° J spin (L spin in the mirror), and is applicable to queues like [OSZ]![IJL]!T (with I kept in hold). Otherwise, for other queues, one of the other eight solves will be applicable, without needing 180° spins. The solves shown here cover every queue, but there are many more useful solves by building the IJLO/IJLS/IJLZ box differently.
For the JLS/JLZ 3×4 box solutions, do keep in mind when pieces can be tucked in and when they can't. For example, in the first solution, the J piece can be tucked under the Z piece as long as neither of L and I have been placed yet; if L has been placed but I hasn't, it's still possible to 180°-spin the J piece in. The 180° spin does not work on the fourth solution, as the L piece is blocked by the wall.
Reference: knewjade's with-T pattern A.
Tub + horizontal I (100%)
100% PC. The I piece can also be shifted to be directly touching the tub, which is still 100% PC.
Normal builds: IJTS/ILTZ (no hold), IJLT.
Dupe builds: IIJT/IILT (no hold).
As with the previous tub setup, the solves build a JLO/JLS/JLZ box atop the I piece. The chance of saving O is a bit lower, but only two solves are needed, it can always save O/S/Z, solving never needs 180° spins, and it's always possible to get save-O/S/Z tetris as long as the last piece is I, O, S or Z.
Solves
The smallest covering sets have just two solutions: pick either of the first two, and any of the next three solves listed above. (E.g. with the first and third solves, the I, J, T, Z pieces all have fixed placements.)
The two save-O solves above are 100% tetris chance if O or I is last, and likewise for the two save-S solves and the two save-Z solves.
These additional solves increase save-O chance slightly when the last piece is J, L or T (so tetris PC is impossible anyway and saving O should be prioritised).
With all eight solves, there is a 2/7 = 28.57% chance of save-O tetris, 2/7 = 28.57% chance of save-S/Z tetris, 1782/5040 = 35.36% chance of save-O no tetris, 378/5040 = 7.50% chance of save-S/Z no tetris.
Tub, hold O (100% with 180)
99.05% PC; 100% PC with 180° spins.
Normal builds: JOTS/LOTZ, JLOT (two builds; not 100%; prefer different setup), IJOT/ILOT (not 100%; prefer different setup).
Main save-O solutions involve building an IJLOS/IJLOZ box. The only redeeming quality of this setup is its high save-O chance (90.67%); there is zero tetris or t-spin chance, and especially when JL are both late, the solves are sometimes hard to spot.
Solves
As with the tub + vertical I setup, the last solve here requires a 180° spin, but the dependencies are more complicated. The seven solutions here cover every queue and always save O, S or Z. Many more save-O solutions are needed to attain >85% save-O rates.
Reference: Marfung37's 2nd PC setups: TLZO.
Butter tower + T hole (97.14% to 99.56%)
97.14% PC baseline. There are many "equivalent" setups, given by some permutation of a 4×4 blank space, a 3×4 box missing a T piece, a vertical I, and an O piece. (Might not actually use I or O pieces.) If the O is next to the blank space, 99.56% PC.
Normal builds: IJOT/ILOT, JOTS/LOTZ, IJLT (two builds; prefer different setup), IJTZ/ILTS (not 100%; prefer different setup), JLTS/JLTZ (not 100%; prefer different setup).
Dupe builds: IJJT/ILLT (no hold), IIJT/IILT (no hold), JJLT/JLLT.
Solves
Minimal covering set is quite large, but the solves are all just IJLS/IJLZ boxes. Skimming may be required.
If the O is next to the blank space, these are the additional solutions. Save Z, I, I, respectively.
Reference: knewjade's with-T pattern B.
Butter tower + vertical T hole (77.46%)
77.46% PC; 100% PC if T is within the first three pieces. Bad column parity.
Normal builds: JOTS/LOTZ, IJOT/ILOT (prefer different setup).
This setup should only be used if you see a T piece early in the next bag (first two pieces), from which you can get a t-spin null for extra points. The solves for early T are identical to the previous setup.
While this setup still has 100% PC if T is the third piece of the next bag, there are some queues where this forces J or L to be saved.
Knoll + JO/LO (100%)
100% PC. Bad column parity. Has two main variants, depending on whether the knoll has both sides blocked (as above) or one side free (e.g. by shifting the O). The free variant itself comes in two forms: whether the O is next to the knoll, or next to the J.
Normal builds: JOTZ/LOTS (no hold), JOTS/LOTZ, IJTZ/ILTS (prefer different setup), IJTS/ILTZ (not 100%; prefer different setup).
Solves
The two solves (save S and save L, respectively) are essentially the same between the free and blocked variants, but have slightly different dependencies. In the blocked variant (as pictured), the first solution can be used iff T isn't last among OTSZ; in the free variants, the first solution can be used iff T isn't last among ITSZ. For JOTZ/LOTS 2nd, by keeping the O piece in hold, it's possible to slightly increase save-S chance from 75% to 80% by choosing which variant to build based on the queue.
Also note that in the blocked variant, it's possible to get a t-spin null or t-spin single with the first solution (the blockage is what provides the third corner for the t-spin 3-corner rule), which isn't the case for the free variants.
Reference: knewjade's with-T pattern C.
ITO + J/L (100%)
100% PC. Bad column parity. As with the knoll + JO setup, this has two main variants, depending on whether the T is blocked on both sides or free on one side, with the free variant in turn having another equivalent shifted variant.
Normal builds: IJOT/ILOT (prefer different setup), JOTS/LOTZ (prefer different setup), IJTS/ILTZ (prefer different setup).
Solves
The two solves (save S and save J, respectively) are essentially the same between all variants, but have slightly different dependencies. In the blocked variant (as pictured), the first solution can be used iff T isn't last among JOTS; in the free variants, the first solution can be used iff T isn't last among IJTS.
Also note that in the blocked variant, it's possible to get a t-spin null or t-spin single with the first solution (the blockage is what provides the third corner for the t-spin 3-corner rule), which isn't the case for the free variants.
Reference: knewjade's with-T TIOL 100%.
Knoll + top hat (98.57%)
98.57% PC; 100% PC with S < T or S < O.
Normal builds: IOTS/IOTZ (second build not 100%), JLTS/JLTZ (prefer different setup).
For JLTS/JLTZ, there's a symmetrical variant of the setup that can accommodate both early S and early Z, and can be modified into a 100% 3-piece setup that has two solutions and tetris/TSD chance.
Solves
The first two solutions save O and have 85.71% coverage. The other solves may be hard to recognise quickly.
Reference: Marfung37's 2nd PC setups: TLJS, TISO.
The ITSZ setup (100%)
100% PC.
Normal builds: ITSZ (at least one build no hold), IJTS/ILTZ (no hold; prefer different setup), IJLT (prefer different setup).
Dupe builds: IIOT (no hold).
For IJLT, see its own section for how the setup can be modified further for higher score.
Solves
The two solves above cover every queue: if L < O, the first solve always works, while if O < L, the second solve always works. The below is an additional tetris solve. These three solves always save O, S or Z.
Reference: knewjade's with-T ITSZ.
Jaws precursor + T (99.84% to 100%)
99.84% PC. 100% PC if J is within the first three, or neither of JL is within the first three.
Normal builds: OTSZ, IOTS/IOTZ, JLTS/JLTZ (second build not 100%; prefer different setup), IJLT (two builds needed; prefer different setup).
Dupe builds: quite a number (not included here).
For OTSZ, the setup can be built in two ways. If you choose which way to build based on whether J or L is seen within the first three pieces of the next bag, this is effectively 100%. While IJLT and JLTS/JLTZ also sometimes allow the setup to be built in two ways, there are some orders where only one way is possible (e.g. J<S<L<T).
Solves
For the first solve (save O), as long as the L piece has not been placed yet, the Z piece can be spun in after the T piece (soft drop, clockwise, clockwise). Besides the first solve, the other five (save I, Z, S, T, I respectively) all have the same placements of the O and L pieces.
The following solve has a potential TSD. The last two pieces must be IJ, T<I or T<J for the TSD; 4/42 = 9.52% chance.
Reference: knewjade's with-T OTSZ.
PCO + heart (100%)
100% PC.
Normal builds: JOTZ/LOTS, IJOT/ILOT (first build no hold), IJTZ/ILTS (prefer different setup), JOTS/LOTZ (not 100%; prefer different setup), JTSZ/LTSZ (not 100%; prefer different setup), IJTS/ILTZ (not 100%; prefer different setup).
Dupe builds: quite a number (not included here).
4968/5040 = 98.57% chance of saving O, S or Z, with the remaining 1.43% always being possible to save T.
Solves
These nine solutions cover every queue and always save O, S, Z or T. The first five solves are closely related to PCO 1st PC solves and should be easy to recognise even without deliberate practice, but the others may seem somewhat unusual.
Another covering set (from 🍭's sheet) is the first seven solutions, plus these two. These two solutions save O.
Reference: Hard Drop wiki's PCO continuations, Marfung's 2nd PC setups: TILO, TLZO, 🍭 2nd PC.
Anti-PCO precursor, hold I (100%)
100% PC.
Normal builds: IOTS/IOTZ, IJLT (prefer different setup).
Dupe builds: IIOT (no hold).
This setup can always save O, S or Z. By placing the I piece horizontally to clear the bottom row, the PC rate remains as 100%, but some queues are now forced to save I instead.
Solves
Only the main solutions with I immediately placed on the floor are shown here. The first four solutions cover every queue, while the fifth solution has potential TSS/TSD. These save S, O, Z, I, Z, respectively.
These are the additional solves needed to avoid saving I.
These are the additional save-OSZ t-spin and tetris solves.
No T, even JL
Horizontal box + O (99.48%)
99.48% PC; 99.88%/99.92% with 180° spins. 100% PC if T or O is within the first three pieces. The 4×3 box, O piece, and 4×4 blank space can be permuted, as long as the O is next to the blank space. (If the O is instead touching the wall, PC rate drops to 95.00%, or 96.59% with 180° spins.)
Normal builds: JLOS/JLOZ, IJLO (two builds needed; prefer different setup), IJLS/IJLZ (not 100%).
Dupe builds: JLOO (no hold), JLTT (two builds; not 100%).
For IJLO, it's always possible to build a 100% PC 3-piece setup by omitting the later of the JL pieces. However, there isn't much reason to use this 3-piece setup because there's a simpler save-O/S/Z 4-piece setup.
Solves
Not a covering set, just a few solves to give the flavour of what solves look like. The majority of the solves use I and O to complete a 6×4 box, with four of the JLTSZ pieces used to form a 4×4 skim box, similar to Grace System 1st PC solves. Keep in mind that third-row skims require the O to already be placed, while second-row skims will work immediately. 180° spins may be useful (e.g. in the second solve).
The two following solutions save O and thus cannot use the O piece to complete a 6×4 box. The first one (build jaws on the other side) has a potential TSS.
Reference: knewjade's without-T pattern A'.
Vertical box + O (99.96% to 100%)
99.96% PC. The only two fail queues are [LS]!TZOI (if O is on the left), or [JZ]!TSOI (if O is on the right).
Normal builds: JLOS/JLOZ (second build may need 180° spin), IJLO (not 100%; prefer different setup), IJLS/IJLZ (two builds; not 100%).
Dupe builds: IJJO/ILLO (no hold), JJOZ/LLOS, JJOS/LLOZ (not 100%), IJJZ/ILLS (not 100%), IJTT/ILTT, JOTT/LOTT (no hold).
While this setup can be built in two ways for some piece combinations, the solves are not substantially simplified based on side. When both sides are buildable, it's always possible to avoid the fail queues, so the setup is effectively 100%.
Solves
According to 🍭 2nd PC, the minimal covering set has 18 solutions. (Not included here.) Most common solutions place an I piece vertically, producing the same field as the horizontal box + O setup; the 4×4 box solutions there can be used here as well. The following is an additional solution that doesn't use vertical I.
Has a fair number of TSS solutions and one TSD solution. Below is the one TSD solve.
Reference: Marfung37's 2nd PC setups: LJSO.
4×4 box (100%)
100% PC.
Normal builds: IJLO (two builds needed; prefer different setup), IJLS/IJLZ.
Dupe builds: quite a number (not included here).
Not all ways to build the boxes are shown here. By using other builds, it may be possible to reduce the number of holds needed, reduce the number of soft drops needed, and/or avoid relying on gravity.
Theoretically 5024/5040 = 99.68% save-O/S/Z, with the remainder forced to save I or T, but in practice save-T solves may be easier to spot for parity reasons.
Solves
Large covering set; not reproduced here. These are some sample solutions. These two Grace System solutions are the most common and save T.
The next four solutions cover queues starting with JSZ. Most of the time, building jaws works; the fail queues for jaws are [LT]!OI, which are covered by the fourth solution below. (Incidentally, the fourth solution also has a TETR.IO-exclusive 180° TSS solve.) The first solve, together with its mirror, also cover all queues starting with OSZ. These four solutions save I, O, T, O, respectively.
The next solution, its mirror, and the first Grace System solution together cover all queues starting with ISZ. Grace covers O < JL and JL < O, while the solution below covers J < O < L and its mirror covers L < O < J. All save T.
Sometimes you can build PCO with a horizontal T piece. These two solutions save I and S, respectively.
These save-O skim solves are probably useful. In the first one, the I piece can be spun in after JL are placed.
Broken box (aka legs + hill) (100%)
100% PC.
Normal builds: IJLS/IJLZ (prefer different setup), IJLO (third and fourth builds not 100%; prefer different setup).
Dupe builds: quite a number (not included here).
It's always possible to save O, S or Z with this setup, but the solves are quite non-obvious.
Solves
I haven't learnt any of the solves. I guess sometimes you can just do Grace System or freestyle something up.
Reference: Hard Drop wiki's PCO continuations, Marfung37's 2nd PC setups: ILJS
Horizontal box, hold I (100%)
100% PC.
Normal builds: IJLS/IJLZ (two builds needed), IJLO (two builds needed; prefer different setup).
Dupe builds: IJJO/ILLO, IJJZ/ILLS (not 100%).
The solves are exactly the same as for the full 4×4 box, but here the I piece can be used in the 6×4 part early. Theoretically 100% save-O/S/Z, with 93.10% save-O.
Solves
Only the 6×4 part is shown here.
These six solves and their mirrors cover every queue, and always save O, S or Z. In most cases, placing the I piece in the 6×4 region first will work; the sixth solve is the only one here where this can backfire (the I and S pieces block placing the T piece).
Shoe + legs (100% with 180)
99.96% PC; 100% PC with 180° spins.
Normal builds: JLSZ, IJLS/IJLZ (not 100%).
Dupe builds: quite a number (not included here).
This setup is mainly for JLSZ, where both sides can be built. In general, if S or L is early, prefer shoe on left, and if Z or J is early, prefer shoe on right; if SZ and JL conflict on where the shoe goes, SZ takes precedence. The setup is 100% either way, so getting the "wrong" direction doesn't matter too much.
Theoretically 98.37% save-O/S/Z, with the remainder saving T.
Solves
These eight solutions cover every queue, and always save O, S, Z or T.
These additional solutions are useful to know. The first one covers early OS, while the second one has a potential t-spin (late IO).
Reference: Hard Drop wiki's PCO continuations, Marfung37's 2nd PC setups: LJSZ
Jaws precursor + vertical I (93.97% to 95.32%)
93.97% PC.
Normal builds: IOSZ (no hold), IJLS/IJLZ (prefer different setup).
Dupe builds: IIJL (no hold), JJSZ/LLSZ (no hold), IJJO/ILLO (no hold), IJJZ/ILLS (no hold).
Solutions are slightly biased towards having an early J piece, which can often be used to skim the second row. 702/720 = 97.50% PC if see both JL, 1378/1440 = 95.69% PC if see J only, 1310/1440 = 90.97% PC if see L only, 1346/1440 = 93.47% PC if see neither. For IOSZ in particular, this setup can always be built in two ways, so by choosing to mirror when you see L but not J in the previews, the PC rate increases to 4804/5040 = 95.32%.
Solves
The first solve is the only one that uses IJ to complete the jaws shape. Every other solution (minimal or not) must use OL to complete it. The saves are O, T, S, S, S, T, respectively.
The two following solves have potential TSD. The saves are Z and S, respectively.
Reference: knewjade's without-T pattern E', PC priority, FOUR: 2nd PC Patterns, without-T Pattern 5.
Box minus S/Z (99.21% to 99.64%)
99.21% PC. PC rate is not affected by the horizontal location of the S/Z hole or which side the box is built on.
Normal builds: JLSZ (third and fourth builds not 100%).
Dupe builds: IJTT/ILTT (no hold), JTTS/LTTZ (one build no hold), IIJL (no hold), IJJS/ILLZ, JLTT (not 100%).
The fail queues for box minus S all have S as the last piece, and likewise, the fail queues for box minus Z all have Z as the last piece. Choosing which hole to make based on whether S or Z is seen increases PC rate to 99.64%. All the remaining fail queues have T and O as the first two pieces. (For JTTS/LTTZ, the hole shape can be chosen after three pieces have been placed, so the whole of the next bag can be seen. This eliminates fail queues entirely.)
Solves
The first four save T, the next four save S, the next two save O, and the remainder save J/L. These fourteen solutions cover every solvable queue. The following three solutions are redundant coverage-wise, but are needed to minimise save-J/L chance.
No T, one JL
Every setup in this section has bad column parity, no exception. If T is last in the next bag (1/7 = 14% chance), you're forced to either save J/L or miss the PC. It's also impossible to save T with any of these 2nd PC cases.
For many duplicate-T 2nd PC cases, you can (but shouldn't) build one of these setups; there will always be setups with good column parity that you can use instead.
Eighty Percent (80%)
80% PC. 100% if T isn't last among IJLTZ; 100% if T is within the first four pieces.
Normal builds: JOSZ/LOSZ, IJSZ/ILSZ, IJOS/ILOZ.
Dupe builds: OTTS/OTTZ (no hold), IOTT (no hold), JTTS/LTTZ (no hold), IJTT/ILTT (not 100%).
This setup is bad by itself, but it covers all early-T queues with good saves (save S/Z or save I). Use this only if you see a T piece in the next bag from the previews.
Solves
These three solves cover every solvable queue, and save Z, Z, I, respectively. All three solves have fixed O and S placements. The first two solves have 70% coverage (last non-OS piece isn't I/T, or last non-OS piece is I and second-last non-OS piece isn't L/Z).
If the setup uses an O piece and it can be placed on the opposite side, then there's an additional save-O solve. This does not increase coverage; it's just to save I less often.
Reference: knewjade's without-T pattern B'.
Hill + O / Jeremy (97.90%)
97.90% PC.
Normal builds: IJOS/ILOZ, IJOZ/ILOS (two builds; not 100%).
Dupe builds: IIJO/IILO (no hold), JJLO/JLLO (no hold), IJJL/IJLL (no hold), IOTT (no hold), OTTS/OTTZ (no hold), JOSS/LOZZ (not 100%), IJOO/ILOO (two builds; not 100%).
There is no good reason that this setup is called "Jeremy", but here we are.
Solves
blah blah blah
Hill (92.50%)
92.50% PC; 92.66% PC with 180° spins. If T isn't last, the PC rate is 4310/4320 = 99.77% (with 180° spins), while if T is last, the PC rate is 360/720 = 50% (180° doesn't matter).
Normal builds: IJOS/ILOZ, IJOZ/ILOS (not 100%).
Dupe builds: IJJL/IJLL (no hold), ITTS/ITTZ (no hold), IJOO/ILOO (no hold), JTTZ/LTTS (no hold), IIJO/IILO (no hold), IIJS/IILZ, JTTS/LTTZ, JJLO/JLLO, JJLS/JLLZ, JLTT, IOTT, JOSS/LOZZ, JJLZ/JLLS, IIJZ/IILS, TTSZ (two builds needed), IJSS/ILZZ (not 100%), JOTT/LOTT (not 100%), JSZZ/LSSZ (not 100%).
Solves
If T isn't last, most of the time you can extend the hill into a box and do a PCO-like solve in the remaining area.
If T is last, these seven solves cover the 360 solvable queues.
Legs (98.29%)
98.29% PC. 100% if T isn't last.
Normal builds: IJOS/ILOZ (not 100%).
Dupe builds: IJJL/IJLL (no hold), IJOO/ILOO (no hold), JJLO/JLLO (no hold), JLTT (no hold), IIJO/IILO, JJLZ/JLLS, JJLS/JLLZ, IJTT/ILTT (not 100%).
Solves
Most easy solves fill in the heart shape to complete a 6×4 box and do a PCO-like solve of the remaining 4×4 area. This does not work well if T is late.
With 180° spins, these eighteen solutions cover every queue where T isn't last; the last one is the only one that saves J/L, and is only very rarely needed.
These three solutions cover every solvable queue where T is last.
Bad legs (84.01%)
84.01% PC.
Normal builds: IJOS/ILOZ (not 100%).
Dupe builds: IJJL/IJLL (no hold), IJOO/ILOO (no hold), JJLO/JLLO (no hold), JLTT (no hold), IIJO/IILO, JJLZ/JLLS, JJLS/JLLZ, IJTT/ILTT (not 100%).
This setup has much worse PC rate than the good version. It has somewhat higher setup rate for IJOS/ILOZ, but there are always-buildable setups with higher PC rate for those cases. The solves are a subset of the good version.
Shoe + O (91.03% to 94.21%)
91.03% PC if the O piece is blocked, 94.21% PC if the O piece is free.
Normal builds: IJOS/ILOZ, JOSZ/LOSZ, IJSZ/ILSZ (not 100%).
Dupe builds: IOTT (no hold), OTTS/OTTZ (no hold), IIJO/IILO (no hold), JJLZ/JLLS.
Solves
blah blah blah
Reference: knewjade's without-T pattern B', PC priority.
Shoe (84.13%)
84.13% PC.
Normal builds: IJSZ/ILSZ (second build not 100%), IJOZ/ILOS (not 100%; prefer different setup), IJOS/ILOZ (not 100%; prefer different setup).
Dupe builds: IIJS/IILZ, ITTS/ITTZ (no hold), JTTZ/LTTS (no hold), JJLZ/JLLS, OOJS/OOLZ, IJOO/ILOO, IJJL/IJLL, JOTT/LOTT, TTSZ (two builds needed), JTTS/LTTZ (not 100%), IJZZ/ILSS (not 100%).
Solves
blah blah blah
Provided that the setup isn't shifted, it has a guaranteed save-O recovery. The four routes shown below cover every queue (but do not reach the maximum attainable save-O PC rate).
With O touching the wall, DPC, SPC and 2L continuations are possible. With 180° spins, the first two cover every possible queue of the next bag and lead to the same resulting field.
Combination-specific setups and notes
Some 2nd PC cases are better handled with setups that are unique to the case, rather than being shared across multiple cases. Learning this should be considered much lower priority than learning the reusable setups.
We also provide some diagrams of how the specific combination can be reached from various types of 1st PC solves.
JOTS / LOTZ
Comes from PCO, Jigsaw.
Prioritise the butter tower + T hole setups. Use the vertical T hole variant if T is seen to be early in the next bag. These don't have 100% PC rates, but the solves are easy.
Knoll + JO is 100% with two solutions for this case, and both solutions have tetris chance, but you're sometimes forced to save J/L when T is late. If I'm not mistaken, the free variant of knoll + JO has somewhat better tetris chance than the blocked variant, although there's no chance of TS0/TSS with that setup.
JOTZ / LOTS
Comes from Grace, Jigsaw, IJLO box.
The two main choices for this are PCO + heart (save OSZT, low tetris chance, some complicated solves) and knoll + JO (save SL, decent tetris chance, easy solves). Several top players swear by PCO + heart, but I'm personally not a fan.
This other PCO-esque build can always save O, S, I or T. 100% if Z is held rather than placed; 99.76% if Z is placed as in the illustration. The solves are mostly straightforward: complete the box on the left with OJ or IL, and you're left with a 6p PCO field.
Solves
If LTS are all within the first four pieces (4/35 = 11.43%), throw the Z piece in the corner. This solution saves O.
If the first four pieces are JLOS in any order (1/35 = 2.86%), hang the Z piece on the T piece. This solution saves I. (Keep the O piece in hold until S has been placed.)
(Optional.) If you're bad with distinguishing mirrors, this Z placement also works with JLOZ. Also save I.
Otherwise (30/35 = 85.71%), the remaining queues are covered by the following four solves. All of these use OJ to complete the box; the solutions save S, T, S, I respectively. The last solution is needed only very rarely (44/4320 = 1.02%).
The following solutions aren't necessary, but they save O and are easy to recognise.
These two additional solutions have potential save-Z tetris. The second one requires the Z to remain held until the L piece comes.
IJTZ / ILTS
Comes from PCO, Jigsaw.
PCO + heart always works, but has low tetris chance.
Prioritise tub + vertical I if possible (the queue isn't [JT]![IZ]! or [LT]![IS]!). This has decent tetris chance and is usually easy to solve.
If not, place the J piece on the floor instead.
Solves
These four solves cover every queue, and save S, Z, O, S, respectively.
1884/5040 = 37.38% tetris chance with the four main solves, 2524/5040 = 50.08% tetris chance with all nine tetris-able solves. The second main solve is redundant with the other eight solves for tetris coverage.
Also has some TSS solves, but most of them save J/L. These are the only two TSS solves that don't, and they save Z and O respectively. These cover 824/5040 = 16.35% of all queues, or 426/2516 = 16.93% of non-tetris-able queues. For the second solve, it's possible to get the TSS after a third-row skim.
Reference: smolfeesh's 2nds after Jigsaw 1st Guide.
IJOT / ILOT
Comes from PCO, jaws.
Butter tower + T hole (and the vertical hole for early T) is easy to solve, but there's a 100% 3p variant that has better tetris and save-O chance. Note that the I piece always has a one-cell gap to its left and a two-cell gap to its right, for both IJOT and ILOT; this is more reliable under high gravity (100% solve with 0 ARR and infinite gravity).
Solves
The T piece can only ever be used to complete the 3×4 box, and since none of the solutions need 180° spins or I spins, we will henceforth ignore said box and focus on the seven remaining columns.
If S is before J and Z is before L (1/4 = 25%), build Grace System. 100% save O, 29% tetris.
Otherwise (3/4 = 75%), place O on the floor. These two box solutions have 100% coverage and save S/Z.
The next three solutions are redundant, but increase tetris chance. These also save S/Z.
If O is last, there's a guaranteed save-O solution. (None of the solves with O placed on the floor can finish with a save-O tetris, and saving O is better than saving S/Z when tetris is impossible.) The Z piece can be inserted after J and L by spinning thrice.
Another option is 3p variant of the ITO + J setup, which has only two essential solves. However, this has forced save J/L due to bad column parity. By not immediately placing the J piece, there are additional save-S/Z box solutions.
Solves
These two are the standard solves and cover every queue. Between the standard solves, saving J is forced when T is last among JOTS.
These are the other solves with a tetris chance; all save S or Z. I believe the fourth one is redundant with the standard solution, but it increases the chance of getting TS0 + tetris.
It's possible (but not recommended) to take a 2-line PC here. The first one goes into T-replace-IJ 6th and the second one goes into T-replace-LO 6th.
OTSZ
Comes from Grace, IJLO box, jaws.
Jaws precursor + T works, but the solves are sometimes unusual. I use a 3p setup for this.
Solves
Most of the time, extend the TS shape by placing Z next to it. If T is before J or S, the first solve works. If T is before L or Z, the second solve works.
These save S and Z respectively, and can be used exactly when T isn't last among JLTSZ (4/5 = 80%). There's a decent tetris chance (1656/4032 = 41.07%), conditional on being able to use these solves.
There is one more potential tetris solve with a different Z placement, although this saves L. Not worth it if you don't use J/L DPC.
Otherwise (1/5 = 20%), extend to jaws precursor + T. Only one solution is needed in this case (save O), although there's a save-I TSS/TSD solution if I is last (TSS always guaranteed if I last; TSD guaranteed if T is sixth and I is last).
With early J and L in the next bag, it's also possible to mimic the TSZ 7th setup. This (or its mirror) can be built if, in the current bag, O is last or S < T or Z < T; it is not always buildable.
Solves (see-JL qb)
These two solves cover every queue with J and L within the first three pieces.
These are the other potential-TSD solves. In all, there is a 474/720 = 65.83% chance of getting a TSD (along with a tiny chance of only getting a TSS) with this setup, which is better than the 288/720 = 40% chance of getting a tetris with the main 3p setup.
IOTS / IOTZ
Comes from Grace, Jigsaw (horizontal T), IJLO box.
There are many trade-offs that can be made for this case. Pick your poison.
Setup(s) | Advantages | Disadvantages |
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Knoll + top hat
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Jaws precursor + T
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Anti-PCO precursor (4p)
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Anti-PCO precursor (3p)
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Queue-based 5p setups
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Easy 3p
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Symmetric 3p
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At the time of writing, there is no consensus on which is best. I personally use the queue-based setups.
Queue-based setups and solves
This is a slightly modified version of the queue-based setups from smolfeesh's video on Jigsaw 2nds. Choose the setup based on what you see in the first three pieces of the next bag, ignoring the I and O pieces if present.
Early S/Z
Both save O. The first one is guaranteed if S < T, while the second one is guaranteed if Z < T.
Early T
Save Z. Guaranteed if T < SZ. Might be better to swap the positions of the O and I 2×4 boxes at high gravity, although that kills the free t-spin mini null.
Early J
Save S or Z. Guaranteed if J < T. Only the first solution needed, but knowing both increases tetris chance. The second solve is actually identical to the save-J ITO + J solve.
Early L
Save Z. The ITO placement is mirrored compared to the early J setup. Guaranteed if L < T. The ITO and next-bag L placements are identical to the ITO + L setup.
Easy 3p setup and solves
The setup is basically what's used for early Z in the queue-based setup set. Keep the O piece in hold.
If Z is before T, extend to the early-Z queue-based setup. This solution saves O. (The exact conditions for using this solution are: Z < T or Z < O or (Z last and (S < T or S < O)); this can be used 16/21 = 76.19% of the time.)
Otherwise, place O in the trench formed by the T and S pieces. These solutions save J and L, respectively.
These four additional solutions can be used to minimise the chance of saving J or L.
Symmetric 3p setup and solves
These three solutions and their mirrors cover every queue. ("Mirror" with the rightmost column ignored, of course.)
These are the additional save-OSZ t-spin solutions.
JLTS / JLTZ
Comes from Jigsaw (horizontal T).
This can be thought of as being closely related to the IOTS/IOTZ cases, as JL and IO can both form the top hat shape. Like IOTS, there is a set of queue-based setups depending on which of JLTSZ is first among those five, but the easiest way of handling this is this 3-piece variation of the knoll + top hat setup. At the bare minimum, only two solutions are needed, saving O or Z.
Keep in mind that although this orientation of the 3p shape can be formed with both LTS and LTZ, it's only 100% buildable for LTS and not for LTZ. You will have to use the mirror for JLTZ.
Solves
If S or Z is early (not OT < SZ), extend to a shifted variant of the knoll + top hat shape, with the corresponding early-S/Z solves being applicable. These both save O.
Otherwise, place J flat on the floor. This solution saves Z.
These additional t-spin and tetris solves are good to know. The first two potentially score a TSD, while the third one potentially scores a t-spin null followed by a tetris. These save O, O, Z, respectively. (If playing on TETR.IO, look out for 180° t-spins too.)
ITSZ
Comes from Grace, Jigsaw (horizontal T), IJLO box.
Use knewjade's ITSZ setup, which always saves O, S or Z. Mirroring by JL order can increase save-O chance, but does not affect tetris chance.
There are 528 queues where, between the normal setup and the mirror setup, exactly one of them can get a tetris. (In other words, for the remaining 4512 queues, either both setups can tetris, or both setups can't.) This table summarises whether to prefer the mirror, based on the first three pieces. Memorising this full table increases tetris chance from 2160/5040 = 42.86% to 2286/5040 = 45.36%.
First three | Normal versus mirror |
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IZ* | normal (84 versus 36) |
IJ[OT] | normal (60 versus 18) |
L[TSZ]p2 | normal (48 versus 12) |
IS* | mirror (36 versus 84) |
IL[OT] | mirror (18 versus 60) |
J[TSZ]p2 | mirror (12 versus 48) |
TSZ | same (6 versus 6) |
Note that it's only necessary to look at the piece composition, not the order, of the first three pieces. Knowing the order doesn't increase tetris chance further.
IJLT
Comes from jaws, IJSO legs, JSZO shoe + O.
This is outright impossible with JLO/JLS/JLZ box setups, IJLOS/IJLOZ box setups, Grace, Jigsaw for 1st PC. Mainly comes from 4-piece best-chance setups, which makes it almost impossible to encounter outside of PC mode runs. Unfortunate, because it's a nice 2nd to get.
The two main options are tub + horizontal I and this 3-piece setup that's mostly identical to the ITSZ setup. The former has higher tetris chance (4/7 = 57.14%), while the latter has potential t-spins (1056/5040 = 20.95% TSD, 2996/5040 = 59.44% TSS) and higher save-O chance.
Solves
The main solutions are to immediately convert to the ITSZ setup's shape by placing the T piece in either hole. 100% save O/S/Z.
Since we know all of the next bag's queue before placing T, we can choose which hole to use, increasing tetris chance from 2160/5040 = 42.86% (fixed hole) to 2424/5040 = 48.10% (best hole).
If T is before OSZ and O is before L, it's possible to delay the T piece placement to get a t-spin.
If S < T < IJ, it's also possible to get a t-spin single, save O.
These are the TSD solves. They save O, S, O, respectively.
The dependencies are JLSZ < T < I and S < J for the first one, LOZ < T < IJ for the second one, and JLS < Z < T < I for the third one (you need to skim the third row before the TSD).
JLOT
Comes from jaws, IJSO legs, JOSZ shoe + O.
Like IJLT, this is a very rare 2nd outside of PC mode runs.
Solves
These two solves cover every queue, and save S/Z. Choose by whichever of SZ is earlier (former if S < Z, latter if Z < S) to maximise tetris chance. 100% tetris if I last, 66.67% tetris if S or Z last (tetris impossible iff IT < SZ), 0% otherwise.
By holding the O piece in the setup, this gains a lot of save-O solves. Some examples are shown below (not exhaustive); the rest are just mirrors and different ways of building the JLS/JLZ box. These solves may also be more reliable at high gravity when applicable.
Saving O is always possible if you see at least one of JL and at least one of SZ in the first three pieces of the next bag. (But make sure to prioritise save-S/Z tetris over saving O.)
It's possible to take a 2-line PC here. The first one goes into T-replace-IO 6th and the second one goes into T-replace-JL 6th (avoid).
IOSZ
Comes from PCO, Jigsaw.
Use the jaws precursor setups. Holding I increases PC rate to 99.84%.
I use queue-based setups for this. Most of them are quite easy.
Queue-based setups and solves
100% cover flowchart: If see at least two of TSZ, use SZ or TS/TZ setup. If see none of TSZ, use IJL or JO/LO setup. Suppose see exactly one of TSZ. If see T, use JT/LT or I setup. If see S, use IS, TS, LS or JO setup. If see Z, use IZ, TZ, JZ or LO setup.
IO, IS, IZ
The I piece can be spun in after the S piece (cw drop cw, or ccw drop ccw). The first solution always works, but saves T. The second solution saves O.
SZ
Only one build necessary, but using both can reduce holds or avoid I-spins. Same solves as the previous setup after SZ are placed. Somewhat higher save-O chance because of conditional probability shenanigans.
LS, TS
These solves have the same SZ placement. The first one (for TS) saves O. The second one (for LS) saves T, with a tetris chance (I or T last). For LS, don't immediately place I and watch out for the TSD save-Z solve too.
JO
Save T. If I or T is last, there's also a save-I solution, which may or may not be preferable. (I DPC has higher score than T DPC/SPC, but also harder setups.)
IJL, JLZ
The first solution saves O (possible if the last non-I piece is O or T); the next two save T. There's a small chance of getting a TSD with the first solve, by keeping the I piece in hold until after TSZ have been placed (SZ < T < O).
JT
The drop order dependencies are S < Z or (I < O and OZ < S); this can always be satisfied by holding S as long as possible. This solve saves O.
IJLO
Comes from PCO.
The two common choices are horizontal box + O and 4×4 box. However, both of those setups occasionally save J/L. There's a 100% setup that uses an odd line clear to force odd checkerboard parity, and can always save O, S or Z. (This setup can actually also be formed with ILOT, skimming the bottom row rather than the second row; however, ILOT has a simpler save-OSZ setup that also scores better due to having tetris solves.)
Solves
The second solve is redundant with the other seven, but is easy to spot and saves O. The sixth and seventh solves have potential TSS. Keep in mind that a 180° L-spin can be used for the last two solves.
It's possible to take a 2-line PC here. The first one goes into no-O 6th, the second one goes into L-replace-IJ 6th, and the third one goes into I-replace-JL 6th (avoid).
Reference: Hard Drop wiki's PCO continuations.
JLSZ
Comes from PCO.
I recommend complementing the shoe + legs setup with a handful of easy queue-based setups for saving O/S/Z/T. (Unfortunately, mostly T.) You don't have to learn the full set of queue-based setups presented here because the shoe + legs setup is already 100% save O/S/Z/T; they're only included for completeness.
Queue-based setups and solves
Some of these have ordering requirements. E.g. the early IT setup requires I to be placed before T, so it works if IT are the first two pieces, or I is in the first two and T is third. This is written as "See I<T".
See SZ
Save O or T. Not all solutions are shown. It's always possible to save O if S < Z, so this setup can optionally be mirrored to always save O when both of SZ are seen. While the setup can always be built, do keep the dependencies in mind: if LZ are the first two pieces of the current bag, place Z and hold L; if JS are the first two pieces, place S and hold J; if JL are the first two pieces, you need to look at SZ order as well.
See JT
Save O.
See I<T
Save O.
See IO
Save S or T. This is actually just knewjade's setup, but only two solutions are needed in this case. The solutions do not have fixed I placements.
See IS
Save T. Warning: you can get screwed over by I spins if you build the setup with the 5×4 sections swapped.
See S<T
Save O.
Everything else
Build shoe + legs. Switch sides based on SZ order or JL order as described in the shoe + legs section. Always save O, S, Z or T, with easy solutions.
This 3p variant of shoe + legs is also 100%, with a smaller covering set of solves. 5010/5040 = 99.40% save-O/S/Z. The 30 queues where saving T is forced are [ILOS]!JTZ and [LOS]!JITZ, so this can always be avoided by mirroring the setup: hold S if see L or S, hold Z otherwise. (Note that this is the opposite of what you want for easy (but save-T) solves.)
Solves (3p shoe + legs)
With 180° spins, these seven solutions cover every queue, and save T, T, S, T, S, O, O, respectively. (In the fourth solution, the L piece can be spun in after O and J are placed by using a 180° rotation.) Most of the solutions have one S piece extending to shoe + legs, but that doesn't mean that that S piece has to be placed first.
These six additional solutions maximise save-O/S/Z chance, and save O, S, S, O, O, O, respectively.
There's also knewjade's setup, which is a reordered version of the box minus S/Z setup with easier solves but lower PC rate. 93.33% PC, with 76.79% save-O/S/Z; the remainder is forced to save I or T.
Solves (knewjade pattern C')
These three solutions cover all solvable queues, but will frequently save T.
These three extra solutions minimise save-T chance, and save O, O, I, respectively.
Reference: knewjade's without-T pattern C'.
IJLS / IJLZ
Comes from 6p PCO.
The basic setup to use is the 4×4 box setup, or the horizontal box setups if you're feeling fancy, although the solves can get messy. Unfortunately, unlike IJLO, there's no easy parity-skim setup.
With not-late S (S < L or S < J), this 3p variant of the horizontal box + O setup works:
Solves (not-late-S 3p)
100% save O/S/Z. Most commonly, the solves complete the horizontal box + O setup.
IJOS / ILOZ
Comes from PCO.
Main setups are either Hill + O (97.90%) or Shoe + O (94.21%). If T is early in the next bag, go for the 80% setup.
If O is early (O < S or O < J), build a 3p variant of legs. (The 3-piece setup is buildable exactly when the 4-piece setup is, so it's not really any more complicated.) This setup has 100% PC rate, and if T isn't last, has 4318/4320 = 99.95% chance of saving O, S, Z or I. The only two queues where saving J/L is forced and T isn't last are [JT]!SIOLZ.
Solves (legs 3p)
If neither T nor L is last, extend to legs and wing it from there.
This is the unique solve for the forced-save-J/L queues where T isn't last. Never applicable if you preferentially use the 80% setup, since it requires an early T and that setup is 100% for early T.
If T or L is last, place J on the floor. This solve covers exactly the queues where T or L is last.
IJSZ / ILSZ
Comes from PCO, Grace, Jigsaw.
This is a truly awful 2nd PC case. None of the known always-buildable 3-piece and 4-piece setups have high PC rate.
The following two 3-piece setups (jaws hold I and shoe hold I) cover every order of IJSZ, and have PC rates of 97.18% and 96.11%, respectively. Probably not practical in fast runs unless you have good PC vision.
Shoe + O (91.03% PC) can be built most of the time (22/24 = 91.67%); it only fails on SZJI and ZSJI. If you don't want to learn queue-based setups, this is the main option to go for. Use shoe or the 80% setup as a fallback when this can't be built.
Advanced/experimental setups and solves
See T
The 80% setup works if T is within the first three pieces of the next bag.
See OSZ
A cute traffic light setup. (You'll know it when you see it.) There are many other queue-based setups for IJSZ 2nd, but this is probably the most memorable. The one solution saves L.
I in first two
This 3-piece setup (hold J) is 100% PC if I is within the first two pieces of the next bag. Not 100% if I is third. The six solves shown here cover every queue, and save J, L, Z, Z, Z, O, respectively. The last solve is redundant if you preferentially use the 80% setup when you see T.
Guaranteed save-O recovery
The shoe setup has a guaranteed save-O recovery, and may actually be preferable over setups with higher PC rate but no guaranteed recovery (e.g. shoe + O).
TTSZ
Comes from Jigsaw. (Can also come from Grace, but it's always possible to get ITSZ, JTSZ/LTSZ or OTSZ instead.)
Although TTSZ doesn't have bad column parity, it can be shown that it has no tetris solve. Thus, the main concern scoring-wise is the leftover piece going into DPC. (Some of the queue-based TSZ 7th t-spin setups can probably be adapted for TTSZ 2nd. More research needed.)
There's a 100% save-OSZ 3p setup, a 98.81% 4p extension (86.35% save-IOTSZ), and a 99.92% save-OTSZ 4p extension. The first extension is usually easier to solve, although it has lower PC rate and worse saves.
Solves (kissing PCO)
The solves for the 4p setup always build a 4×4 box of some sort while filling in the well on the left with either SZ or OI. It's very important to keep track of when the second row is skimmed; SZ well requires the second row to be skimmed before the later of SZ is placed, while OI well requires the second row to be skimmed before O is placed.
The sixty fail queues are [JOS]!ZTIL, [JOZ]!STIL, [JTS]!ZIOL, [IOS]!ZJTL, [IOS]!ZLTJ and their mirrors. For all of these, the other 4p extension works.
This solution set is from FOUR, with mirrors excluded. Only the 4×4 box part is shown. The first ten save I/O/T and use SZ to fill in the well; the next three save J/L and use SZ to fill in the well; the last two save J/L and use IO to fill in the well.
Some more solutions that are useful for avoiding saving J/L.
Solves (separated PCO)
The four fail queues are [LS]!JOTIZ and their mirrors. For those queues, the other 4p extension works.
Note: Some of these solves are affected by I-spin asymmetry. Mirrors are excluded, as above; when the I-spin asymmetry matters, the one with higher coverage is shown by default.
The majority of the solves are like two simultaneous PCO 1st solves. Except for the fail queues, this can always save O, S/Z, or T.
Reference: FOUR: 2nd PC Patterns, Other Patterns STTZ, Ham's Duplicate T 100% 2nd method.
JLOO
Comes from jaws.
While rare, this is a pretty okay no-T even-JL case. The horizontal box + O or vertical box + O setups are recommended, if only because an unfamiliar setup may throw you off pace.
However, if you are willing to learn another setup just for this rare 2nd PC case, I recommend this 3p/4p setup.
Solves
The 4-piece setup is already 100% save-O/S/Z, but the 3-piece setup includes some save-O TSS solves that should be familiar from T DPC.
With 180° spins, these five solves and their mirrors cover every queue. These save S, S, O, S, Z, respectively.
These two extra solves place the L piece differently; they save O and have potential TSS.
Reference: Intermediate 1st PC (mL's tech pages).
JJLZ / JLLS
Comes from Jigsaw (hold L).
Hold whichever of JL isn't duplicated and build the following 3-piece setup. 100% PC.
This is congruent to the 3p legs setup for ILOZ; see the solves there.