Part 5. Tactics against Various Rubberers

5.5. More Sophisticated Tactics against Long-pips Rubbers

Here we introduce more sophisticated tactics against Long-Pips.
The name of tactics has the word of "Wall" or "Floor". These represent the coordinate of vector diagram. The Wall is a tactic using the Curve & Shoot axis, the Floor is a tactic using the Hcork & Fcork axis.
And also the names have the name of "Triangle" or "Diamond. Triangle means the third pitch attack, diamond means the fifth pitch attack, and these shapes show the direction rubbing with a racket.

5.5.1. Third pitch attack

5.5.1.1. The Tactic to Draw the Triangle on a Wall (Basis)

This tactic is a concrete example of the tactics diagram in the previous section 6.1 and can be skipped over.

The Tactic to Draw the Triangle on a Wall (Basis)

①. Make a service by Curve⋅Drive (RT).
Against your service of Curve⋅Drive (RT) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 returns with keeping the Curve⋅Drive (RT) .

③. Make a offensive return by Shoot⋅Drive (LT).
Imparting the spin by Shoot⋅Drive to the Curve⋅Drive (RT) on the trajectory-2, it becomes Drive (T) on the trajectory-3 and returns to the opponent.

⑤. Make a defensive return by Cut (B) or juggling.
The spin on the trajectory-4 from the opponent returns as a ΘCut (ΘB). If you return it by Cut (B) or juggling, it will be a Knuckle (K) on the trajectory-5. Providing the opponent could receive well, it will return to the state of the hitting point-1, from the trajectory-6.

From the trajectory-4, you can also switch to Section 5.5.1.4 "The Tactic to Draw the Triangle on a Floor (Advance)", you impart the spin of Hcork (H) at the hitting point-3, and shall strike the return by Drive (T) at the hitting point-5.

Return

5.5.1.2. The Tactic to Draw the Triangle on a Wall (Advance)

The Tactic to Draw the Triangle on a Wall (Advance)

①. Make a service by Curve⋅Drive (RT).
Against your service of Curve⋅Drive (RT) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 returns with keeping the Curve⋅Drive (RT) .

③. Make a offensive return by Shoot⋅Drive (LT).
Imparting the spin by Shoot⋅Drive (LT) to the Curve⋅Drive (RT) on the trajectory-2, it becomes Drive (T) on the trajectory-3 and returns to the opponent.

⑤. Make a defensive return by Curve⋅Cut (RB).
Imparting the spin by Curve⋅Cut (RB) to the Drive (T) on the trajectory-4, the ball returns to the opponent as Curve・Drive (RT) on the trajectory-5.

⑦. Make a offensive return by Shoot⋅Drive (LT).
Imparting the spin by Shoot⋅Drive (LT) to the Curve⋅Drive (RT) on the trajectory-6, it becomes Drive (T) on the trajectory-Ⅶ and returns to the opponent.

Return

5.5.1.3. The Tactic to Draw the Triangle on a Floor (Basis)

The Tactic to Draw the Triangle on a Floor (Basis)

①. Make a service by Fcork⋅Drive (FT).
Against your service of Fcork⋅Drive (FT) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 reterns with keeping the Fcork⋅Drive (FT) .

③. Make a offensive return by Hcork⋅Drive (HT).
Imparting the spin by Hcork⋅Drive (HT) to the Fcork⋅Drive (FT) on the trajectory-2, it becomes Drive (T) on the trajectory-3 and returns to the opponent.

⑤. Make a defensive return by Cut (B) or juggling.
The spin on the trajectory-4 from the opponent returns as a ΘCut. If you return it by Cut (B) or juggling, it will become a Knuckle (K) on the trajectory-5. Providing the opponent could receive well, it will return to the state of the hitting point-1, from the trajectory-6.

From the trajectory-6, you can aslo switch to Section 5.5.1.1 "The Tactic to Draw the Triangle on a Wall (Basis)".

Return

5.5.1.4. The Tactic to Draw the Triangle on a Floor (Advance)

The Tactic to Draw the Triangle on a Floor (Advance)

①. Make a service by Fcork⋅Drive (FT).
Against your service of Fcork⋅Drive (FT) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 returns with keeping the Fcork⋅Drive (FT).

③. Make a offensive return by Hcork⋅Drive (FT).
Imparting the spin by Hcork⋅Drive (HT) to the Fcork⋅Drive (FT) on the trajectory-2, it becomes Drive (T) on the trajectory-3 and returns to the opponent.

⑤. Make a offensive return by Hcork (H).
Since the ball returns from the opponent on the trajectory-4 as a ΘCut (ΘB), you can impart the spin by Hcork (H) and strike it to the opponent's backhand side as a Hcork⋅Drive (HT) on the trajectory-5.

Return

5.5.2. Fifth pitch attack

5.5.2.1. The Tactic to Draw the Diamond on a Wall (Drive Start)

The Tactic to Draw the Diamond on a Wall (Drive Start

①. Make a service by Drive (T).
Against your service of Drive (T) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 returns keeping the ΘCut (ΘB) that is Drive(T).

③. Make a defensive retun by Shoot⋅Cut (LB).
Impart the spin by Shoot⋅Cut (LB) to the ΘCut (ΘB), it becomes Shoot⋅Drive (LT) on the trajectory-3 and returns to the opponent.

⑤. Make a offensive return by Curve⋅Drive (RT).
Imparting the spin by Curve⋅Drive (RT) to the Shoot⋅Drive (LT), it becomes the Drive (T) on the trajectory-5 and returns to the opponent.

⑦. Make a offensive return by Cut (B) or juggling.
The spin from the opponent on the trajectory-7 returns as a ΘCut (ΘB). If you return it by Cut (B) or juggling, it will become Knuckle (K) on the trajectory-7. Providing the opponent could receive well, it will return to the state at the hitting point-①, from the trajectory-8.

Return

5.5.2.2. The Tactic to Draw the Diamond on a Wall (Knuckle Start)

壁に描くダイアモンド作戦(ナックルスタート)

①. Make a service by Knuckle (K).
Against your service of Knuckle (K) on the trajectory-1, since the opponent of Long Pips receives it by Knuckle (K), the spin on the trajectory-2 returns keeping the Knuckle (K).

③. Make a offensive return by Curve⋅Drive (RT).
Imparting the spin by Curve⋅Dirve (RT) to the Knuckle (K), it becomes Curve⋅Drive (RT) on the trajectry-3 and returns to the opponent.

⑤. Smash by Shoot⋅Drive (LT).
Smash by Shoot⋅Drive against the Curve⋅Drive on the trajectory-4, it becomes Drive on the trajectory-5 and returns to the opponent.

⑦. Make a defensive return by Cut (B) or juggling.
The spin from the opponent on the trajectory-6 returns as a ΘCut (ΘB). If you recieve it by Cut (B) or juggling, it will become Knuckle (K) on the trajectory-7. Providing the opponent could receive well, it will return to the state at the hitting point-1, from the trajectory-8.

Return

5.5.2.3. The Tactic to Draw the Diamond on a Wall (Curve⋅Cut Start)

The Tactic to Draw the Diamond on a Wall (Curve⋅Cut Start)

①. Make a service by Curve⋅Cut (RB).
Against your service of Curve⋅Cut (RB) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 returns keeping the Curve⋅Cut (RB).

③. Make a offensive return by Drive (T).
Imparting the spin by Drive (T) to the Curve⋅Cut (RB), it becomes Curve⋅Drive (RT) on the trajecrory-3 and returns to the opponent.

⑤. Smash by Shoot⋅Drive (LT).
Smash by Shoot⋅Drive (LT) against the Curve⋅Drive (RT) on the trajectory-4, it becomes Drive (T) on the trajectory-5 and returns to the opponent.

⑦. Make a defensive return by Cut (B) or juggling.
The spin from the opponent on the trajectory-6 returns as a ΘCut (ΘB). If you receive it by Cut (B) or juggling, it will become Knuckle (K) on the trajectory-7 . Providing the opponent could receive well, it will return to the state at the hitting point-1, from the trajectory-8.

Return

5.5.2.4 The Tactic to Draw the Diamond on a Floor

The Tactic to Draw the Diamond on a Floor

①. Make a service by Fcork⋅Cut (FB).
Against your service Fcork⋅Cut (FB) on the trajectory-1, since the opponent of Long-Pips receives it by Knuckle (K), the spin on the trajectory-2 returns keeping the Fcork⋅Cut (FB)

③. Make a offensive return by Drive (T).
Imparting the spin by Drive (T) to the Fcork⋅Cut (FB), it becomes Fcork⋅Drive (FT) on the trajectory-3 and returns to the opponent.

⑤. Smash by Hcork⋅Drive (HT).
Smash by Hcork⋅Drive (HT) against the Fcork⋅Drive (FT) on the trajectory-4 , it becomes Drive (T) on the trajectory-5  and returns to the opponent.

⑦. Make a defensive return by Cut (B) or juggling.
The spin from the opponent on the trajectory-6 returns as a ΘCut (ΘB). If you return it by Cut (B) or juggling, it will become Knuckle (K) on the trajectory-7.  Providing the opponent could receive well, it will return to the state at the ①, from the trajectory-8 .

Return