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 Post subject: Re: Medium Pips Strategy
PostPosted: 01 Sep 2015, 06:27 
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iskandar taib wrote:
From watching Fukuhara Ai and Ito Mima play, they rarely push and use the medium pips to drive or block to the corners from over the table. I tried this briefly (using Friendship 563) but gave it up. It was forcing me to stand close to the table and aside from flubbing a lot of shots on the backhand it also made me play way too much on the backhand than I normally do. It also messed with my forehand shots. I suppose you have to be a lot quicker than I am to play like this, and you have to commit to it long term - someone used to playing with inverted on the backhand will see a huge drop in level of play at least for a couple weeks (and that's being optimistic!). It's a huge adjustment.

Iskandar


I believe the issue is not how close to the table you are, but how early on the bounce you connect with the ball. Short pips, but especially Medium pips work best when you put time pressure on your opponent so that they cannot address the ball in the place they want. Medium pips are even better than Short at this because they are less sensitive to incoming spin (pretty much one racket angle) and produce more 'funky' travel paths. You can enhance this by sliding the racket left or right as you connect (as Gao Jun does using Short pips). The idea is to neither underspin or roll/ hit over the ball, but to push/jab the ball forward as it is rising using a flat racket face; doubly confusing things with a sideways slice. Try to go mainly for your opponents shoulder. That way they have to 1. judge the spin 2. judge the weird arc of the ball. 3. judge where to place themselves. 4. adjust their stroke. Do it well and they mess up big time. You immediately pivot to hit/loop the result with your powerful forehand :-) . You should always serve short to get a short push or a flip return and respond with virtually the same shot (push/jab) no matter which. If your opponent serves long, chop block and take a half a step back to block (and guess what you do if he chickens out and pushes :-) ).


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 Post subject: Re: Medium Pips Strategy
PostPosted: 02 Jan 2016, 17:36 
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Blade: DHS Fang Bo 2
FH: DHS Hurricane 3
BH: Sword Dance Med Pips
Bringing this up again... Perhaps anyone wants to add tips and tricks on using medium here...

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 Post subject: Re: Medium Pips Strategy
PostPosted: 13 Jan 2016, 11:30 
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fairly new to medium pips but someone asked what to do with a long, high ball to the backhand.
I'm presuming the medium pips is on the backhand but...

If the ball is long and high enough, you probably have time to wheel around and smash it.
No sense being lazy and try to hit a creative but mediocre and ineffective shot-
move your feet and smash it with your forehand.


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 Post subject: Re: Medium Pips Strategy
PostPosted: 15 Jan 2016, 02:07 
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IMHO, there is nothing special for MPs about high long balls to BH. Such balls are uncomfortable for inverted, short pips, long pips and antis as well.
You can smash long and high balls with your backhand as medium pips are not so sensitive to incoming spin. It's just a matter of finding a right position of your wrist- your bat, a ball and estimated landing point should be in one line and your bat should be perpendicular to this line. Adding sidewipe motion can add power to your shot. However as jgp mentioned if they are too high then you have enough time to prepare for FH smash.

As for the strategy for medium pips game I'd suggest 3 points which may help one to win:
1. Active hitting
If you play with medium pips you have to be active and somewhat offensive-minded. For passive and defensive players long pips and antis are far better choice. Attacking shots with medium pips are fast and may have little to no spin that causes sinking effect. Such balls are hard to receive for the opponents.
2. Placement and timing
Due to low sensivity you can care less about incoming spin. Instead take more care about placement. Use active or punch blocks to aim ball to uncomfortable place for your opponent, try to get him out of position, create time shortage for him (one need less time to execute such punch block compare to loop or drive). As a result the opponent can miss the ball or will give you a weak ball that can be easily attacked.
3. Variation and deception
If your opponent put a pressure on you by continuous attacking and you aren't able to counter hit- deceive him with your blocks. Vary wrist tension and movement (slight upward, no movement, slight downward). That will result in different balls coming from you (backspin, no spin, topspin). For example, you block with slight upward wrist movement and send slight top-spin ball. Your opponent again attacks your block(s). Then try one of the next blocks punch with no wrist movement, depending on incoming spin you will send no-spin ball or even back-spin (if incoming top-spin is high enough you can create some reversal). Due to relatively high speed of incoming ball many opponents may not spot difference with the prevoius ball(s) and will send it into the net.

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 Post subject: Re: Medium Pips Strategy
PostPosted: 30 Sep 2017, 18:44 
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Blade: btf primorac carbon
FH: xiom omega iv pro
BH: hellcat Der M
Hi, before this,im a long pips player,and now i change to med pips. My playing style is blocking,hitting and counter hit..and control. Which one the thickness sponge good for me? I want more disruptive and deception on med pips..


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 Post subject: Re: Medium Pips Strategy
PostPosted: 04 Oct 2017, 20:03 
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Blade: Butterfly Michael Maze
FH: Butterfly Tenergy 05 2.1
BH: Spinlord Keiler 1.5 mm
azuan wrote:
Hi, before this,im a long pips player,and now i change to med pips. My playing style is blocking,hitting and counter hit..and control. Which one the thickness sponge good for me? I want more disruptive and deception on med pips..

Sponge thickness 1.5 mm.


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 Post subject: Re: Medium Pips Strategy
PostPosted: 10 Oct 2017, 03:43 
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Blade: Xiom Hayabusa Z+ FL
FH: Donic Bluefire M2 Max
BH: SpinLord Keiler Red 1.8
Keiler wrote:
azuan wrote:
Hi, before this,im a long pips player,and now i change to med pips. My playing style is blocking,hitting and counter hit..and control. Which one the thickness sponge good for me? I want more disruptive and deception on med pips..

Sponge thickness 1.5 mm.


For Keiler or even 563 this sounds about right. 1.5 mm, thinner might be more deception, but at the cost of control against hard hit balls.

For Dr. N Killer or Killer Pro, 1.5 or maybe a little thinner than that. At least that has been my experience to get the best deception/control.

Others may vary depending on how soft or dense the sponge is. Soft sponges will tend to bottom out, if you can control that it will give you more deception against some players. If your background is OX long pips, that probably isn't a problem, since you already know how to soften the block.

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 Post subject: Re: Medium Pips Strategy
PostPosted: 10 Oct 2017, 15:24 
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Blade: Palio TCT
FH: Palio CJ8000
BH: Kokutaku Tuple 110
Coming from LP he may try Kokutaku 110 as well, 1mm is recommended. It's fast enough for offensive strokes and allows quite a lot of variation, from defensive chops to near table (low-spin) loops.

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