Angles guide

The hand: overhand, sidearm, underhand

Your hand is a surface too. The spin a ball carries comes from how your hand drags across it, and where on the ball you meet it.

The ball turns the way your hand drags it

When your hand meets the ball it pushes it and, if the hand is moving across the ball's surface as well as into it, drags that surface along. The ball turns the way its back is dragged:

How the hand sets the spinFour small drawings, seen from the side, the ball heading left toward the wall. One: the hand rises through the ball: topspin, launched about 4 degrees up. Two: the hand falls through the ball: backspin, launched about 4 degrees down. Three: the hand moves straight but its face is tilted down, meeting the ball above its centre: launched about 16 degrees down with topspin. Four: the face tilted up, meeting the ball below its centre: launched about 16 degrees up with backspin.Hand risingtopspin, a little upHand fallingbackspin, a little downFace tilted downdown, topspinFace tilted upup, backspin
Figure 7. Seen from the side, the ball heading left to the wall. Each drawing is a case from the model, with the hand's path 20° off level (upper pair) or the face tilted 15° (lower pair). Launch directions are drawn at the worked-out angle.

Above or below the centre, inside or outside

Meeting the ball off its centre works the same way. Meet it above its centre (your hand's face tilted down) and the ball goes down with topspin: in the model, a 15° tilt sends it about 16° down. Meet it below its centre (face tilted up) and it goes up with backspin, about 16° up. Meet it on the inside or the outside and it goes off to the other side with sidespin. A rising or falling hand with a square face changes the launch only a little (about 4° in Figure 7), so a brushing hand adds spin without much change of direction, while a tilted face changes the direction and the spin together.

Gloves, sweat and how firm your hand is all change the grip, so the amount of spin differs from player to player and from day to day. The direction does not.

Overhand, sidearm and underhand

The stroke does not decide the spin by itself: the hand's path through the ball does. Each stroke makes some paths more natural than others, so these are tendencies, and coaches teach them differently.

Then use the rule from the spin page: a backspin ball is pulled down off the front wall and comes out with topspin for the floor; a topspin ball kicks up off the front wall and comes out with backspin for the floor; sidespin kicks the ball sideways off the front wall, against the way it bent in the air.

High contact and low contact

A low contact and a high contact to the same spotSeen from the side, the front wall on the left. Two balls are struck 30 feet out at 60 feet a second, and each meets the wall 1.5 feet up. The one struck 0.5 feet off the floor arrives nearly level, first lands about 8 feet out and then hops about 1.0 feet high. The one struck 6 feet up arrives steeper, first lands nearer, about 5 feet out, and hops higher, about 1.9 feet.Front wallStruck low (0.5 ft up)Struck high (6 ft up)
Figure 8. Seen from the side (heights drawn three times taller than they are). The two balls meet the wall at the same spot, worked out with the model, no spin.

Where you meet the ball above the floor matters even with no spin at all. To reach a low spot on the front wall, a ball struck from high up has to travel downward, so it arrives steeper and comes off the wall heading down more steeply. In Figure 8 the two balls meet the wall at the same spot: the one struck 0.5 feet off the floor first lands about 8 feet out and hops about 1.0 feet high; the one struck from 6 feet lands nearer, about 5 feet out, but hops higher, about 1.9 feet.

That is why the low shots that roll out are usually struck low, near the floor, with a flat path: the ball meets the wall nearly level and stays low after it. A high contact gives the ball a steeper path, which suits a ball you want to come down near the wall and then sit up, or a shot aimed high on the wall.

Next: worked shots.

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