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 Post subject: Re: vs long pips?
PostPosted: 07 Jun 2011, 15:10 
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Are you sure about using a different bat in warm up before a game? In the usatt the warm up period starts the match which means 1 bat and no going over to coaches after warm up.

Well, no, I'm not:
Quote:
Changing bats after warm up has commenced is incorrect. The only way you can do that is if there has been major damage to the bat in which an exchange would be neccessary. Once warm up has begun the match has begun. If there is communication with the coach after warm up has commenced it's a charged time out.

So, I stand corrected. Thanks!

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 Post subject: Re: vs long pips?
PostPosted: 04 Jul 2011, 02:25 
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What is faster? Anti or tensor LP?
I use Yasaka Anti Power right now and I feel that it's not fast enough. I'm considering to change to another Anti's brand or tensor LP. Any suggestion?


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 Post subject: Re: vs long pips?
PostPosted: 04 Jul 2011, 02:56 
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Yes, first, define your game. If you are attacking with anti, using it to block loops, change of pace, etc. Anti and fast pips are two different things and require different game plans. :)


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 Post subject: Re: vs long pips?
PostPosted: 04 Jul 2011, 23:46 
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Thanks for the reply, hookshot. I think that's the style i'm using right now, and to tell you the truth, I'm quite satisfy with the rubber. The only downfall I feel is the speed.

I'm thinking to buy a new OFF blade and attach my Yasaka Anti Power to that blade and see how it fares (the one I use right now is an ALL blade, based on tabletennisdb) . :)


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 Post subject: Re: vs long pips?
PostPosted: 05 Jul 2011, 02:14 
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First off, if you want to attack with anti, you are basically limmited to attacking backspin. Any attempt to counter topspin and your return turns into chop. I am not talking about basement play, I am talking against quality, SPINNY loops. If you counter one hard with anti, there will be enough chop produced, the ball will rise, with NO chance of finding the table.

So what use is anti against a good looper? The slow speed of most anti's is used to block short, (change of pace) produce balls with backspin that are harder for a looper to loop again. (most loopers are very good at countering topspin). Giving the server his own spin back on serve return.

If you have a faster anti, what would be the advantages? You would get more speed when countering a chop but lose the ability to block short allowing the looper to continue his attack. Serve return would have less control.

Again, why do you want a faster anti? :^)

Pip play is another thing. Gets much more complicated describing that. Partly because there are so many different types if pips that do different things. :)


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 Post subject: Re: vs long pips?
PostPosted: 05 Jul 2011, 05:48 
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It all depends on the anti.

With a broken in "attacking anti" like Yasaka Anti Power, you can punch through heavy spin and hit a knuckle ball with good accuracy and at a decent pace.

Hookshot is describing a classic traditional anti with little grip like Butterfly Super Anti.

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 Post subject: Re: vs long pips?
PostPosted: 06 Jul 2011, 22:08 
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Sorry, I didn't know there are many diffferent type of Anti. Can you tell me how many kind of Antis are there, mynamenotbob? And how to use them properly?


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 Post subject: Re: vs long pips?
PostPosted: 06 Jul 2011, 22:22 
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@Hookshot and mynamenotbob

Thanks for the info. This makes me want to learn to play with Anti better. I'm not playing competitive TT, so I really didn't knew much about Anti before apart from null the opponent spin. Still newbie here. :P


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 Post subject: Re: vs long pips?
PostPosted: 06 Jul 2011, 22:31 
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Tokieboi wrote:
@Hookshot and mynamenotbob
Thanks for the info. This makes me want to learn to play with Anti better. I'm not playing competitive TT, so I really didn't knew much about Anti before apart from null the opponent spin. Still newbie here. :P

If you don't mind me saying Tokieboi I think you would do better to learn to play with regular inverted rubber first and then, once your game becomes more defined, decide if anti is right for your game. A lot of people learning TT initially have trouble against spin and, rather than just learn to handle it, they try to cut corners by throwing a piece of anti on. This works ok in the short term but it usually has the long-term effect of greatly limiting how far a player can go (of course, there are a few exceptions but a good anti player has to be darned good because anti has severe limitations).


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 Post subject: Re: vs long pips?
PostPosted: 06 Jul 2011, 22:42 
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Tokieboi wrote:
Sorry, I didn't know there are many diffferent type of Anti. Can you tell me how many kind of Antis are there, mynamenotbob? And how to use them properly?

Tokieboi, there are basically three types of antis.

Classic Antis: (Butterfly Super Anti, Nittaku Best Anti, Joola Antitop) are slow, high control and light grip. Mainly for blocking, hitting, chopping. They give mild underspin against topspin on blocks.

Attack Antis: (Yasaka Anti Power, Juic Neo Anti, Armstrong New Anti) are faster with more grip which allow for more variety of shots. They absorb the spin and give dead balls on topspin blocks.

Frictionless Replacement Antis: (Dr Neubauer antis, Der Materialspecialist Nightmare, Joola Amy) These are very slick and designed for blocking and hitting. They are medium fast to fast and have less control than the classic antis. Against topspin they produce strong underspin with blocks.

If you plan to be a world champion, antis probably aren't the way to go. However you can have a good game at a very high amateur level using them.

Hope this helps.

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 Post subject: Re: vs long pips?
PostPosted: 07 Jul 2011, 22:02 
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It's a pity, MNNB, that you deceased Anti testing. Your opinion and your tests were very appreciated due to their level of excellence. So, if the Joola Timeless should appear on the market before the end of the test period, unexpectedly, you won't give it a try?

Regarding
Quote:
using a different bat in warm up before a game
there is no commonly valid rule by ITTF. It is up to the interpretation of the referee committee of your specific country how they interpret "start of game". For those who read German, http://sr.bttv.de/regeln-und-wo/dttb-auslegungen/ clearly defines for their area of responsibility the first service to be the start of the game. There you actually are allowed to change your bat until that moment.

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 Post subject: Re: vs long pips?
PostPosted: 08 Jul 2011, 05:10 
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Slick wrote:
It's a pity, MNNB, that you deceased Anti testing. Your opinion and your tests were very appreciated due to their level of excellence. So, if the Joola Timeless should appear on the market before the end of the test period, unexpectedly, you won't give it a try?

I'm always interested in new LPs and antis on the market, so I'll probably try it. ;)

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 Post subject: Re: vs long pips?
PostPosted: 08 Jul 2011, 05:53 
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mynamenotbob wrote:
Slick wrote:
It's a pity, MNNB, that you deceased Anti testing. Your opinion and your tests were very appreciated due to their level of excellence. So, if the Joola Timeless should appear on the market before the end of the test period, unexpectedly, you won't give it a try?

I'm always interested in new LPs and antis on the market, so I'll probably try it. ;)


Obviously a relatively new guy here. Notbob stop testing nearly everything? Hah! :rofl:

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 Post subject: Re: vs long pips?
PostPosted: 08 Jul 2011, 10:09 
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Quote:
new guy here
sure, new but quite interested

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 Post subject: Re: vs long pips?
PostPosted: 08 Jul 2011, 11:23 
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Slick wrote:
Quote:
new guy here
sure, new but quite interested


And I welcome you. I was just trying to be funny.

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