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The back players choice of shot

Smashes: your most powerful weapon


The back player should mainly play smashes, because the smash is the best
attacking shot. Its tactically sound to play four smashes in a row (or even more).
This idea is important, but often neglected because many club players believe
that playing multiple consecutive smashes shows inexperience and a poor
understanding of tactics. They say this because their smashes are weak,
because their movement is slow, or because they are lazy!
If you have a good smash, use itand use it more frequently than your drop
shots.
Drop shots: changing the pace
Although the smash is your best attacking shot, you should also consider using
drop shots as a variation.
Drop shots can win the rally, but this is rare at high levels of play. More
commonly, the drop shot provokes a short lift which you can follow with a
winning smash.
When you play several smashes in a row, your opponents often start to become
fixed in their defensive positionstheir feet are rooted to the floor. If your
attack has been especially fierce, they may also begin to back off farther from
the net; and they may no longer be mentally prepared for anything but a smash.
This is the best time to play a drop shot, because it disrupts your opponents
defensive rhythm. Disrupting your opponents rhythm is a useful tactical device,
and can be achieved in several different ways; in this case, it take the form of
changing the pace of your shots (from fast to slow).
Key tip
The effectiveness of your drop shots depends on the quality of your smash.
If your smash poses no threat to the opponents defence, then they can move
forwards and counter-attack your drop shots.
Use fast drops (which land about the service line), not slow drops (which land
near the net). Slow drops give your opponents far too much time: they can take
the shuttlecock near the net tape.
Slow drops are great against slow opponents, because the shuttlecock falls tight
to the net. Against fast opponents, however, you should reserve slow drops for
when an opponent is out of position (too far back) and will be late moving
forwards. In this situation, the slow drop can be an outright winner, or otherwise
provoke a very short lift.
Clears: how to lose the attack in one shot
Never play a clear in doubles unless you have a compelling reason to do so!
Playing a clear is like saying to your opponents, Its only fair that I let you take a
turn attacking. As soon as you clear, they can start smashing.
There are only two good reasons to play a clear in doubles:
You are too vulnerable to attempt an attack (very late to the shuttle,
partner badly out of position).
You see that your opponents are out of position and will make a weak
reply.
When youre in trouble, play the clear high so that you have more time to
recover.
When you spot that your opponents are failing to cover a rear corner, however,
play the clear lowerjust high enough to get past themso that they will
have less time.

The front players choice of shot


Net kills: the best shot in the game
Theyre called kills for a reason! A good net kill is almost certain to win the rally.
Always play them when you get the chance.
When the kill is much flattermore like a downwards net drivethe
decision is not so clear-cut. Its still a good shot, but a tight spinning net shot
may be better: wait one more shot, and then you can play a proper kill.
Net shots: threaten a kill, force a lift
A good net shot will maintain your attack by forcing the opponents to lift the
shuttlecock; after the lift, your partner can continue smashing.
Its important that, after playing a net shot, you move in to cover any possible
net replies: you are threatening to play a net kill if the opponents play a net
shot. Its this threat of a kill that forces the lift.
Pushes: using the open space
Normally net shots are better than pushes; but sometimes a push is necessary to
counter your opponents attempt to steal the attack. Imagine the following
situation:
1 Your partner plays a straight smash.
2 Your opponent blocks the smash cross-court, and moves forwards (and
across) to claim the net.
When you reach the shuttlecock, it is just below net height, between the net and
the short service line. Your opponent is now encroaching on the net, but has
only just crossed the middle line. You have four possible shots:
Net shot
Drive
Push
Lift
Obviously you dont want to play a lift if you can avoid it. A drive may be a good
option, but the opposing back player has a good chance to counter-attack it.
The net shot would be nice, but because its a slow shot, your opponent will be
able to reach it and counter-attack with a drive, with his own net shot, or even a
kill if hes really fast.
This is a good situation to use the push. Aim to push the shuttle straight into
the tramlines, landing a little beyond the short service line.
The push has more pace than the net shotjust enough pace to get it past the
front player. But because its slower than the drive, it falls well below net height
before the back player can reach it. As a result, he will have to play a lift (or
attempt a risky counter-attack).
You can vary the placement of your pushes depending on the situation. The idea
is to find the gap in the opponents formation, and hit the shuttlecock with just
enough pace to make it past the forwards player.
When your opponents are not challenging you at the net, however, use a net
shot instead.
Drives: direct pressure
If you are taking the shuttlecock from below net height, a drive is normally a bad
idea. You would probably be better off playing a net shot, with the idea of
setting up your partner to continue smashing.
When the shuttlecock is slightly higher than net height, however, the front player
also has the option of a direct attack: he can play a drive instead of a net shot.
This is especially effective when you are near the net, because your opponents
have little time to react.
In this situation, you would normally aim your drives directly at the opponents,
hoping for a weak reply.
Lifts: the last resort
Playing a lift concedes the attack.
You must be realistic, however. Often your opponents will play a good counter-
attacking shot, and will quickly move to cover all your attacking options. Yes,
playing a lift allows your opponents to smash; but playing a fanciful net shot
allows them to win the rally immediately with a net kill.
The most common delusion is this: playing a cross-court net shot from near the
floor, desperately hoping to continue your attack. It wont work unless your
opponent is half asleep; play a lift instead.

Defending against the smash


There are four possible replies to a smash:
Lift
Drive
Block to the net
Push to the midcourt
Lifts
Lifts allow the opponents to continue smashing, but they are often necessary
because the attack is too strong to be countered immediately. A poor counter-
attacking shot will lose you the rally.
For example: under the pressure of a fierce smash, you try playing a block to the
net, in order to regain the attack. Unfortunately you fail to control the shot, and
your block is too loose. The front player kills it.
Even at the world-class level, you will see many lifts. This is because the attack is
ferocious, and the defenders are biding their time, waiting for a better
opportunity to counter-attack: waiting for a smash that is just a little slower, less
steep, or less well-placed.
So whenever you are unable to play a good counter-attacking shot, play a lift,
and look for the next opportunity to counter-attack.
Drives
Drives are an excellent counter-attacking shot, especially against flat smashes.
The main aim of a drive is to get the shuttlecock beyond the front player, so that
he cannot intercept it.
When the front player stands too far forward (say, on the short service line),
drives are the shot of choice: it will be relatively easy to get the shuttlecock past
him in this position.
If this happens, then you must still be prepared to fight for the attack. The rear
player may be able to play a counter-drive, or a shot to the net. Nevertheless
you have improved your situation greatly; and in many cases, your drive alone
will be enough to gain the attack outright.
The front player will try to intercept your drive first, however. If he succeeds,
youre probably in trouble.
Blocks to the net
A block to the net is a direct challenge to the front player. Blocks are especially
effective when the front player stands farther back from the net, in a position to
intercept drives.
Its essential that your blocks are not too loopy and slow; they need a bit of
pace. Playing a slow block gives the front player too much time, and he will
meet the shuttlecock almost as it crosses the tape (then you lose).
If you play a block, follow it in to the net. This is standard even when you have
blocked cross-court, because you can start moving before your partner realises
what shot you played (and your partner will also be well placed to become the
rearcourt attacker). The only common exception is for the man in mixed doubles,
who should usually leave his woman partner to take the net position.
Following the block means you can challenge the front attacker for control of the
net, pressuring him to play a lift. If you just hang back and watch your shot
instead, he can play a net shoteven a loose onebecause no-one is
covering it.
Pushes
A push is much the same as a block, but with extra pace. Unlike a block,
however, youre aiming to get the shuttlecock just past the front player, to fall in
the midcourt.
As with drives, pushes can be more effective when the front player has moved
farther forwards than usual. Because pushes are slower than drives, however, its
more difficult to sneak one past the front player; but if you succeed, then the
back player will probably be forced to play a lift.
Successful pushes are among the best counter-attacking shots, but you need
good judgement to spot the right time to use them. They are usually more risky
than drives, but also more rewarding.

Defending against drop shots


Your choice of reply depends heavily upon how early you can take the
shuttlecock. Most of the time you will be reaching it well below net height, and
here your only viable option is a lift.
If you are able to reach it earlier, however, you should consider counter-attacking
shots. The best shot is a net kill, but this is only possible when your opponent
has played a very weak shot. Nevertheless this does happen, even at the highest
levels of play; and you must make the effort to take advantage of your
opponents mistake!
If you are taking it slightly below net height, then net shots, drives, and pushes
are good options (again, use the push to get the shuttlecock past the front
player, but in front of the rear player).
Be careful of playing a drive if it will travel to the back players forehand!

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