Technically, this opener refers to the TSD in the first bag. In practice, you want to squeeze at least 3 TSDs out of it.
Great for learning 7-2 stacking. Starts with an early TSD for defensive measures if needed.
Remember, you don't have to pop that TSD immediately! If you have a follow up in mind, just build those first. As always, you don't want to send free cleans..
Flat top TKI is also the traditional choice to transition into LST.
Because flat top TKI is so easily constructed, it might backfire on you if don't have any follow ups... (you just sent 4 free clean lines to your opponent, now you will get SDPCspinned to death)
It's highly recommended you learn the follow ups that will yield at least 3x tsd so you can continue defending as needed.
These three followups are the ones I use to extend the base value of the opener:
12L PC (OI Base at opposite end of LST stack): It's 4 TSDs in total + a potential PC, what's not to like?
6L + 8L PC (DD Parfait / Yack PC - JL Base at opposite end of LST stack): The PC solve is simple. Also a PC will help clean up your board so you can downstack as needed.
You can look ahead at the queue for DD Parfait. If it doesn't work, go for Yack PC.
If you still can't PC, the board is still quite clean and has obvious options for LST Stacking. Basically 2/3 TSDs in total.
Otherwise, just LST stack (normally). Practice squeezing 2x more TSDs if you can! If you don't see any other way forward, just start downstacking.
You will be surprised how high one side of your stack will grow when you don't have options. If a garbage appears at that side then well... you're cooked.
Like TKI except for LJ bags. Transitions seamlessly to 6-3 (Though you always have the option to go into 5-4 or 7-2, it's more natural to go into 6-3)
It's recommended that you learn these 3 scenarios at least when using MKO:
4L PC: They are "easy" to spot! Just go for it when you see it! You always need an O piece.
Waste T: Most tutorials recommend going for air TSDs, but for me, I just go for quads because I'm not that good yet. The next T piece has a habit of coming fairly late, so you might be able to build a TST set up in the meantime without wasting a T piece.
Of course, the start of the match has the most garbage.. so be careful!
Incomplete TST: If you didn't waste T and decide to go for a 6-3 stacking style, there's a very likely chance you will see this scenario, you can find it on four.lol
Extras:
6L PC: 100% chance of PC if you practice enough!
take note there's no solution if J comes as the fourth piece, you must use the piece after the J.
Early is in quotation marks because you can use it whenever SZT doesn't come before O..
By the way, to avoid the classic failure to insert T piece in the first bag, use tap back instead of double tap to slow the T piece in.
Usage 1:The most common usage is SDPC spin. It deals massive damage. But please don't abuse it.
Usage 2: Basically Mech TSD except it's good
Usage 3: The original SDPC
The other use is the original SDPC. It's less of a crutch and frankly pretty badass whenever you get an all clear with it. The all clear is also very defensive, as compared to SDPC spin because you get a clean, flat field.
The JL in bag 1 is interchangeable! See: Kezdabez' video
The respective DPC continuations for this is I / SZ DPC.
It sends ...a single line. but a single line is the difference between the enemy PCing or using your garbage against you.
Even if you get hit by garbage early, you still have an I piece. And there's plenty of empty space on the field so it's quite likely you will get a clean well.
It's honestly surprisingly reasonable if you're slower at an opener.
The (in)famous opener is well known for counterspiking.
Due to S2's change of double garbage cancellation in the first 14 piece, this opener is actually buffed your TSS can now offset an opponent TKI's TSD...
SDPC Spin is generally accepted to be better (I'm not sure why, though.)
There's also a DT cannon -> ST cannon continuation if you want to learn it. Though stacking it can be very awkawrd.
The opener is not very flat.. But it still is a 100% opener. Your opponent likely doesn't have a TSD in bag one too if you both start from an SZT game however.
Funnel shaped opener end.
Although the 4L PC chance is low, it makes the 2nd PC worth learning precisely because there's only one set of possible piece to PC!
See the document for how the 4L PC looks like.
J + S + T will be consumed, so your 2nd PC combination will be L + I + Z + O (omg lizards i love lizards)
The correct build direction is determined by the first J/L piece that arrives.
Builds a TD attack to perfect clear, in fact, most SZT openers try to do this because learning bag 1-TSD SZT openers is hell and requires you to pay attention to what comes other T without hold.
It's relatively streamlined, so you can learn it quickly if you just want something to use for VS.
There's no strict pattern though, I thought an early TSD and an early SZ or ZL is enough but..
You can also ignore the PC and complete your TD and jump straight to 5-4 / 6-3 Stacking. Which is a lot more practical than it sounds.
The remaining TSD can also be upgraded into Imperial cross or Trinity (trinity is dangerous as always) at your leisure.
An easier way to wrap around it is only go for a PC if you have an early TSD so you can eyeball the rest.
Hint: The T piece is always for TSd, the O piece always sit at the same position.
Pros: It has dragon in the name. So I'm obliged to learn it.
Uniquely, it's an SZ opener that doesn't require other early dependencies.
The bag 2 TST lets it counteract most garbage and send an annoying 3-line to the opponent
Thanks to all mini you can kind of deviate away from the original bag 3 and slide in the L instead for a b2b stack and a clean field and a TSD slot available.