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Solid groundstrokes, a confident net game, a dictating serve, a sharp return game, and specialty shots for every situation—build your game from the ground up with the techniques and shots that are essential for success in today’s versatile and powerful game. Combine that with winning tactics for singles and doubles, and Tennis Skills & Drills is your blueprint for taking your game to the next level.
Start with assessing the basic techniques for the various strokes and see how you can improve your footwork, grip choices, and swing patterns. Then increase your options with spins, angles, and depth. Complete instruction for all of the strokes along with over 110 practice drills is like having your own personal coach.
Since your technique is only as effective as your tactics, the book also covers the key tactical principles and game plans for maximizing your strengths while minimizing your opponent’s. You’ll learn to prepare for, adapt to, and counter every style of play.
Whether your goal is to beat your favorite playing partner or to win the next league, state, or national title, Tennis Skills & Drills is your guide to mastering the game.
Chapter 1: Forehand Skills
Chapter 2: Backhand Skills
Chapter 3: Forehand and Backhand Drills
Chapter 4: Serve Skills
Chapter 5: Return Skills
Chapter 6: Serve and Return Drills
Chapter 7: Net Skills
Chapter 8: Specialty Skills
Chapter 9: Net and Specialty Drills
Chapter 10: Singles Strategy and Drills
Chapter 11: Doubles Strategy and Drills
Joey Rive played on the ATP Tour for 8 years, competing in each of the 4 Grand Slams, and achieved a top 60 player ranking in singles and top 50 ranking in doubles. Rive also played Davis Cup tennis for Puerto Rico and practiced with the U.S. Davis Cup team. Rive has been inducted into the Hall of Fame at Florida State University, where he won MVP honors for his team and conference as a player. He also received Tennis magazine’s Sportsman of the Year Award.
After his successful playing career, Rive coached at Florida State University, the University of Alabama, and Texas Christian University. He produced multiple All-Americans, two conference titles, and one NCAA final four finish. During his tenure as a college coach, he was voted PTR College Coach of the Year. Rive also spent three years as a USTA national coach, working with Andy Roddick, Mardy Fish, Taylor Dent, Robby Ginepri, and Alex Bogomolov.
Rive is a USPTA, PTR, and USTA certified high-performance and sports coach. Currently, he is a teaching professional at T Bar M Racquet Club in Dallas, Texas.
For almost three decades, Scott Williams has been an internationally renowned coach working with players such as No. 2 ATP Tour player Tommy Haas and No. 1 ATP Tour doubles player Max Mirnyi. Williams is the author of Serious Tennis (Human Kinetics) and author and producer of the recently released Spiritually Tough Tennis DVD. He is president of Match Point Ministries and was voted the 2009 Coach of the Year, receiving the Ace Excellence Award for his work with upcoming junior tennis players.
Williams is currently the tennis director at Saint Andrew’s School in Boca Raton, Florida. He is certified as a USTA high-performance coach, USPTA level 1 professional, and PSIA level III instructor.
Williams has been ranked nationally in both tennis and skiing and has played professional satellite and challenger events in Europe, South America, and the United States. He has won a total of 19 state championships in both tennis and skiing in Florida and Washington.
“Tennis Skills & Drills offers the tools needed for superior strokes and more victories on the court.”
-Mardy Fish
2004 Olympic Silver Medalist
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.
Alley Drill
View a drill from Tennis Skills and Drills.
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Points of contact and strike zones
Players should know the correct contact point and strike zone for the shots they want to execute.
Points of Contact and Strike Zones
Players should know the correct contact point and strike zone for the shots they want to execute. Their court position, movement, and racket preparation should match that contact point. Three points of contact are possible: attack, rally, and defensive. They fall in a horizontal plane (see figure 1.13). Although players must address each individual ball in a groundstroke, the style of play sets the tone for the types of shots they want to execute.
For example, aggressive baseline players predominantly want their contact points in front to maintain the attacking style of play. The strength of the opponent's shot also dictates a player's contact points. A player needs to use shot selection and contact points together to keep a rally going and to help establish control of a point.
The attack point of contact is in front of the body or in front of the front foot. The attack point of contact is usually a crosscourt shot or any shot that is played from a position of strength in the court. This position is usually inside the baseline. For example, a down-the-line forehand may be contacted a little late, but it is attacking if the court position is inside the baseline. However, a player can possess a weapon that is hit with an early contact point but from deeper in the court; as long as the success rate stays high, it is attacking.
The rally point of contact is between the hips and is offensive if a player hits with heavy topspin. The later contact point allows for maximum load to be drawn from the legs in the execution of the shot. A rally point of contact is used to neutralize a player and increase the chance to get a better opportunity later in the rally. Rally shots are usually played crosscourt or as a high, heavy down-the-line shot, and they are usually executed from the baseline or just behind it.
The defensive point of contact is in line with or behind the back hip and is usually played as a high, heavy shot to get back into the point or a ball hit with a higher trajectory. This contact point suggests a good shot from an opponent or possibly poor movement to a shot. Players usually use a defensive contact point when they are behind the baseline and playing defensively.
The three strike zones—lower-level, midlevel, and upper-level—fall in a vertical plane (see figure 1.14). Great players can hit winners from all three strike zones. The mid- and lower-level strike zones are especially preferred for hitting topspin. Most players should attempt to meet the ball in the ideal, midlevel strike zone.
The upper-level strike zone is at shoulder level or higher. Usually a ball hit from this strike zone is hit with heavy topspin or a higher trajectory. In today's game, a common offensive strategy is to step back from a high-bouncing shot to let it come down farther into the preferred strike zone so the player can answer with an effective shot. Players from earlier generations may have scoffed at this idea; they would have taken this ball earlier to prevent giving up court position. Ultimately, though, a player's goal when hitting in the upper-level strike zone is to execute a quality shot that gives a better opportunity on the next shot.
The mid-level strike zone is between the shoulder and the knee (as is the strike zone in baseball), and it is used for shots with a rallying type trajectory that gives the player depth on the shot. Because most shots can be executed well in this strike zone, players need to be able to move and play in a court position that allows them to hit as many shots as possible in it. An aggressive player who moves well can do this. An opponent who hits high-bouncing and penetrating shots to a player near the baseline can make hitting balls in the midlevel strike zone difficult because they can force a player backward in the court.
The lower-level strike zone is below the knee and down to the ground. This strike zone is usually used for a low ball from the opponent or a ball that a player is late getting in position for. It can still be aggressive if the player attacks the ball with power from the legs and takes it early. A player who perpetually hits balls in this zone is usually relegated to playing defensively. A player who tries to be aggressive from a defensive position is playing low-percentage tennis.
The strike zone depends on where a player feels most comfortable executing a shot, the depth of an opponent's shot, and the potential bounce of an opponent's shot. Players who do not like to hit high-level shots around shoulder level must learn to take the ball earlier in their preferred strike zone. The styles of play also influence strike zones. Players using aggressive baseline and all-court styles need to be able to attack from all three strike zones. Because of the nature of the transitioning style, players using the serve-and-volley style must be able to aggressively hit balls low in the strike zone because many of their shots are taken on the rise. Rallying baseline players are more comfortable hitting balls in a midlevel strike zone, and defensive players hit shots from a mid- to lower-level strike zone because of their defensive nature or poor movement to the ball.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them.
Six Foundational Pillars for Strategy and Tactics
Players should be able to perform the following six foundational pillars (also called ball controls) at the level appropriate to them. Once they have accomplished this step, players are ready to learn tactics and formulate strategies. They can also perform a style of play and improve as competitive players.
Pillar 1: Consistency
Consistency can lead to getting the ball over the net once more than the opponent. Being consistent can lead to feelings of confidence, too. Each time players elevate to a higher level of play, they should try to establish consistency at that level. The following guideposts help players develop that consistency.
- Basic. Try to get the ball over the net as often as possible.
- Intermediate. Work to be able to hit 50 balls up the middle of the court.
- Advanced intermediate. Be able to rally 75 to 100 balls up the middle of the court with varying degrees of spin, including moderate topspin or underspin.
- Advanced. Be able to hit, with personal choice of spins, 100 or more balls up the middle or to whichever part of the court is desirable.
Pillar 2: Depth
Players should target three spots along the baseline: deep to the forehand corner, middle of the court, and deep to the backhand corner. Players can use the following guideposts to develop their ability to hit for depth.
- Basic. Play the ball deep by being able to hit the ball past the opponent's service line while hitting from behind the baseline.
- Intermediate. Be able to do the same as the beginner level but use moderate topspin or underspin shots.
- Advanced intermediate. Be able to hit 10 deep balls total to any of the 3 depth spots.
- Advanced. Be able to hit 10 deep balls in a row to any of the 3 spots and then alternate hitting 10 balls in a row to all 3 spots.
Pillar 3: Direction
Hitting the ball in the intended direction and being able to place the ball on the court where the player wants it to go, signifies a degree of confidence. The player is now starting to focus on where, not how, to hit the ball. Players can use the following guideposts to develop their ability to hit in specific directions.
- Basic. Be able to direct the ball up the middle of the court.
- Intermediate. Be able to alternate hitting 50 balls from one half of the court to the other.
- Advanced intermediate. Be able to hit 75 to 100 balls to one half of the court and then the other.
- Advanced. This level can consistently rally hitting 100 or more balls to the forehand and backhand corners.
Pillar 4: Height
The ball height over the net is often misunderstood by beginner and lower intermediate players who, because of the camera angle on television from behind the court, incorrectly assume that the professional players are ripping every ball an inch or two (a few cm) over the net. Good players know that clearing the net is very important both for consistency and for creating higher-bouncing balls. The closer a player is to the net, the lower the ball is over the net. The appropriate height for these shots is roughly one to two racket face widths above the net. The farther away a player is from the net, the higher the ball needs to be hit to keep it deep into the opponent's court. For this type of shot, the ball should be anywhere from three to five racket face widths over the net. Players can use the following guideposts to develop their ability to hit for height.
- Basic. Depending on level of control, be able to hit on average anywhere from 1 to 10 racket widths over the net. The aim is to be able to get the ball over the net and sustain a rally, so a higher net clearance is needed.
- Intermediate to advanced intermediate. Be able to vary heights hitting into the four square—each one of the four squares on the opponent's side of the net—at will.
- Advanced. Be able to have the full range from 10 or more racket face widths for a topspin lob to 1 or 2 racket face widths over the net on a passing shot. Advanced players are able to control height and are more skilled to handle an opponent's shots.
Pillar 5: Spin
Players hit with these types of spin: topspin, underspin, backspin, sidespin, and flat (even balls hit flat have moderate forward spin on them). Each type of spin has varying levels. Players can use the following guideposts to develop spin in their shots.
- Basic. Be able to hit with little or no spin.
- Intermediate to advanced intermediate. Learn about and practice topspin, underspin, and backspin. These players should be able to demonstrate ten of each type of spin while being fed from a basket.
- Advanced. This level of player can blend spins creating difficulty for their opponents. Advanced players should be able to play the Simon Does game. In this game, they match the spin that their opponent is hitting to them.
Pillar 6: Pace or Speed
When players go out to rally with a friend they use a rally speed with each other, designed to keep the ball to each other and maintain a rally. Once they get good at playing at a rally speed, they can vary the speed of play in various ways. The first is taking speed off the incoming ball (deflating), such as by adding height and spin or by softening the grip on the racket. The second is increasing speed (inflating), such as by hitting the ball harder or flatter, or by gripping the racket slightly tighter. Players can use the following guideposts to develop changes in pace or speed in play.
- Basic. Develop a rally speed by learning how to rally consecutive shots in a row, starting at the service boxes and backing up to the baseline. About 10 to 25 shots from inside the service boxes, midcourt, and baseline are achievable goals at this level.
- Intermediate to advanced intermediate. Be able to start differentiating between slow (30 to 50 percent of maximum possible speed), moderate (50 to 70 percent), and fast (70 percent and up) swing speeds. These levels of players should practice swing speeds by playing the Red, Yellow, and Green Light game. In this game, players call out the color representing the speed they are swinging. Green is fast, yellow is moderate, and red is slow. Players must remember that the slower they hit the ball, the higher they need to aim over the net.
- Advanced. Be able to inflate or deflate incoming balls. Players can practice in pairs; one player deflates each shot while the other inflates each shot.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Strategies give players a competitive edge
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play.
Strategies
Strategies are plans that give a player a sense of purpose when on the tennis court and that build on the common patterns of play. Simply put, the player executes shots in combinations that the player feels confident with and that help the player dictate play and win points.
The player's level of skill and specific shots (weapons) determine which of the following strategies to focus on and tailor to the player's individual style. For example, players who want to employ the strategy of pulling an opponent off the court should have a good inside-out forehand, have wide serves, and be able to use angles. Players can always add shots to enhance their game and add variety, but the strategy they should use most is the one that matches the shots they can hit consistently and with confidence.
All advanced strategy is based on fundamental strategy; advanced players are advanced because they didn't skip over the fundamentals. Understanding the true meaning of the shots and how they fit into the individual overall game plan gives the player a foundation of knowledge to build on. The following strategies build from fundamental to advanced.
Basic Strategy #1: Hitting to the Open Court
In this strategy, the player hits the ball to where the opponent is not standing. This strategy begins a player's development of soft focus, which is seeing where the opponent is while focusing on the player's own court positioning and the incoming ball. The player will start using ball control in an attempt to get the ball to the open court.
Common patterns of play: One-to-one pattern, hitting the ball deep, short, high, low (defensive, rally or attack phase).
Basic Strategy #2: Covering a Weakness
When the goal is to hit a weapon in a rally, the player can use the tactic of running around the weakness. Doing so takes great speed and athleticism. Consistently running around a weakness does not improve the weakness, so this tactic relegates a player to this style of play; all subsequent shots have to be developed to help that strategy.
The most popular weakness initially is the backhand, so the inside-out forehand is the answer. To effectively run around a weakness, the player must look for a short, midcourt ball with slower pace and more height. (The Three-Quarter Court drill in the upcoming strategy can help players practice covering for a weakness.) Alternatively, to set up the opponent to hit to a strength, the player can recover to the weaker side, leaving more room to hit the stronger stroke. Recovering to the weaker side also shrinks the court for the opponent, making it harder to hit it to the weakness. This is the goal of proper court positioning.
Common patterns of play: One-to-one, one-to two, and two-to-one patterns keeping the ball crosscourt as often as possible.
Basic Strategy #3: Weapon to Weakness
For most players, the serve and the forehand are the main weapons in their games. However, it doesn't mean a backhand, speed, or net play can't also be developed and used as weapons. Whatever the player's strengths may be, the goal when playing winning tennis is getting in position to hit a weapon to the opponent's weakness. The best way to do this is to use the three-quarter court strategy. This strategy says the player will try to be positioned midway between the middle hash mark and the alley on the baseline or near the baseline on the side of the player's weaker shot. The player will recover to this location on rallies, after a serve, and after a return. Because the opponent is hitting his or her strength, the opponent's net play could improve as a result of hitting a more effective approach shot, too.
Common patterns of play: One-to-one, two-to-two, two-to-one, and neutralizing (by keeping the ball up the middle of the court).
Three-Quarter Court Drill
Purpose: To teach how to cover a weakness and use a weapon.
Procedure: Both players start in the middle of the baseline on opposite sides of the court (see figure 10.6). Player 1 feeds a ball to land midway between the middle of the baseline and the alley near the baseline. Player 2 runs around the backhand and hits a forehand inside out to midway between the middle of the baseline and alley near the baseline. Player 1 responds by running around the backhand and also hitting an inside-out forehand. After two inside-out forehands have been hit, the players play the point out whole court. The first person to 7 points wins the round; players play to the best of 5 rounds.
Coaching points: This strategy is usually used when the forehand is the weapon and the player wants to be in a position to hit more forehands in a match. For drilling to strengthen one's backhand, the player can also practice running around the forehand, but this is not recommended for match play.
Intermediate Strategy #1: Pulling an Opponent off the Court
This strategy is used to test an opponent's ability to move and also is a great way to open up the court. There are a variety of ways to pull your opponent off the court, including a deeper crosscourt ball or a shorter-angled crosscourt shot. A serve and return can also be played to pull the player off the court as well as a volley. How powerful and well placed this shot is hit, dictates the player's next shot. A weaker shot that misses its mark can give the opponent an easier next shot. A powerful and well-hit crosscourt shot can force an error or a short ball.
The goal of pulling a player off the court is to hit the next shot into the open court or behind the opponent to wrong-foot the opponent. Two very common plays are to hit a forehand or backhand crosscourt and then hit the next ball down the line. The player can use this strategy with the rush-and-crush strategy (Intermediate Strategy #2) to put additional pressure on the opponent.
Common patterns of play: One-to-one, one-to-two, and two-to-one patterns.
Alley Drill
Purpose: To emphasize hitting the outside of the ball and opening the court to pull the opponent off the court.
Procedure: Each player stands on the deuce side of the court and behind the doubles alley on each side of the court. Player 1 feeds the ball into play and aims for player 2's doubles alley (see figure 10.7). Player 2 responds by also hitting to player 1's alley. After two alley shots are executed, the point is played in the singles lines only. Each player should hit on the outside of the ball with the intent of opening the court. The feed does not count as a point but every forehand crosscourt hit into the alley does count as a point. The game is played to 7 points and then switched to the backhand side. Players should also alternate between being player 1 and player 2.
Coaching points: Spin and height are essential for winning this game. The player should relax and continue to accelerate on the ball.
Variation: Players can play this game from around the service line to develop angles, midway between the service line and baseline to develop a heavy rally ball, and deep behind the baseline to practice hitting from a defensive phase.
Intermediate Strategy #2: Rush and Crush
With rush and crush, the player is looking for ways to get to the net. Several plays can be used to execute this strategy, starting with the serve-and-volley or return-and-volley. Or, the player can get an opponent on defense with a weapon and move in to hit a swinging volley or block volley. Another option is to throw up a high, heavy ball to the opponent's weakness and sneak in behind it. Or, the player can hit a drop shot, bring the opponent forward, and then lob over the opponent, approaching the net as the opponent runs back to recover the shot.
Common patterns of play: Serving and volleying, chipping the return or hitting and coming in, or transitioning shots of any kind are used to rush and crush. With the strategy of rushing and crushing, the player is taking every opportunity to get to the net, including one-to-one, two-to-two, and two-to-one neutralizing patterns of play. Players can also use short to deep shots to transition to the net.
Read more from Tennis Skills & Drills by Joey Rive, Scott Williams.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse.
Drop Shot
The value of the drop shot is its element of surprise. This shot is hit well by players such as Novak Djokovic, who has an aggressive baseline game that mixes power with finesse. Djokovic can use this shot as a way of enhancing his power game. Strategically, the drop shot can be used to bring an opponent to the net who doesn't like to volley or is uncomfortable at the net. The drop shot is used most effectively when the opponent is recovering after a shot and is stuck deep in the court. It is usually hit delicately. The success of the shot depends on the player's execution, the opponent's court position, and speed around the court.
The player can hit this shot in front of the body just over the net, at an angle, and inside out. The inside-out drop shot is derived from players using the inside-out forehand. It can be disguised if the player lines up as if about to hit an inside-out forehand, takes the normal backswing, and instead of hitting it normally, cuts the swing and places a ball inside out just over the net.
Preparation and Backswing: The forehand or backhand drop shot requires either the Eastern or Continental grip. The player should be in front of the baseline when playing this shot. To surprise the opponent, the player's stance should be the same as for the regular groundstroke (figure 8.7). The player takes the racket quickly back, slightly higher than the level of the oncoming ball, with a quarter turn and a shorter backswing, in a manner similar to that for the block shot.
Forward Swing and Contact: The racket face is open and travels down (see figure 8.8) and across the ball for underspin, from low to high for backspin, or from right to left for a right-handed player and left to right for a left-handed player for side spin. Which spin to use depends on what type of drop shot the player is trying to hit. A great drop shot can be played three ways. With underspin, it goes over the net and softly bounces three to five times on the service box. With backspin, it goes over the net, stops or rolls back to the net, or in some cases, bounces on the opponent's side and comes back over the net. With sidespin, it bounces on the opponent's side of the court and goes off the court after that bounce. The contact point needs to be in a position that is comfortable for the player. The drop shot can be hit from all three contact points and strike zones but is best hit from the low- to midlevel strike zone.
Follow-Through: The follow-through is short and ends slightly in front of the body. The face of the racket is open at the end of the movement (see figure 8.9). The body is balanced.
Read more from Tennis Skills & Drills by Joey Rive and Scott Williams.