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Visual guide

Seeing the system

Five diagrams for the things that are easier shown than told: the lob arc, the court zones, the bandeja, why you move as one, and which overhead to play.

1 · The lob — arc & depth

Side view. A good lob clears the net player's reach and drops steeply into the back-wall junction so it dies. A short lob peaks right at smash height over the net player.

net you max reach net player back glass die zone good: clears reach, dies deep short: smash height FREE SMASH ✕
Good lob — depth over heightShort lob — the most-punished shot

Stroke: open face, low-to-high lift from the shoulder, long follow-through up and out; a touch of backspin so it floats and sits. Same prep as a drive (disguise). Favour the forehand; target the opponent's backhand-overhead side.

2 · The three zones — and what each is for

Your half, net at top, back glass at bottom. Two zones are home; the middle is a corridor you move through, never stand in.

NET NET ZONE · ~0–3.5m Hit DOWN — dominate. Volley block / punch. You set the point. TRANSITION · ~3.5–6.5m (no-man's-land) Feels bad on purpose — ball at your feet. Don't stand here: block deep & soft, keep moving, RESOLVE — commit up or drop back. BACK-GLASS ZONE · near the wall Let it pass — the wall lifts it back up to you. Defend & lob to climb.

Root 2 in space: dominance lives at the two ends. The discomfort you feel at 3m is the geometry telling you to finish your move, not to invent a shot.

3 · Bandeja vs smash — same family, opposite jobs

Side view of the hitter. The situation (deep vs short, going back vs forward) decides the shot — and the contact height.

SMASH / drop — WIN short, high ball · you're at the net · going forward full reach above & in front steep, into the floor BANDEJA — HOLD deep lob · you're at ~3–5m · going back moving back… ~head height in front & to the side flatter, deep, then recover →

The trap: picturing every overhead as a winner. The bandeja's job is to answer a lob without surrendering the net — it preserves position, it doesn't end the point. No backhand version — move your feet to take it as a forehand, or retreat and lob.

4 · Why you move as one

Top-down, your half (net at top, you defend the bottom). Each shaded circle is the court a player can actually reach in time — about 2.5m. The whole argument is just coverage: one player at the net seals only half its width; two seal the whole wall. The same soft cross-court ball is drawn into both — it dies in the open mid-court on the left, and is volleyed on the right.

One up, one back ✕ attacker ½ net covered ½ net OPEN net player back player dead zone neither reaches soft cross-court or lob → net lost Move as one ✓ attacker whole net sealed — a wall ~3–4m rope · same depth volleyed — already there ✓ conceded on purpose: the hard down-the-line deep lob → you retreat together (no seam)
Your reach (~2.5m, in time) Uncovered — gets exploited Sealed coverage Conceded on purpose (low-%)

Read it straight off the circles: with one player up, only half the net is inside anyone's reach — a soft cross-court drive goes through the open half into the mid-court, where the net player is too far in front and the back player too far behind. Two players up put the whole net width inside reach, so the same ball is just a volley. The price you pay for both-up — the two sidelines and the deep lob — are the hard, low-percentage answers, and you cover the lob by retreating together with no seam to split. One-up-one-back trades a guaranteed soft hole for a hard one you didn't need to give. It's a transitional state, not a home.

5 · Which overhead? — by where the ball is

Side view, you facing the net (left). The ball's position relative to your head — not just its depth — picks the shot. Your contact authority drops as the ball moves back over and behind you.

← net you (facing net →) ideal contact (in front) BANDEJA / VÍBORA in front, comfortable → HOLD FLAT SMASH / POR 3-4 short, high, central → FINISH GANCHO / TOPSPIN above or just behind → still attack LET IT PASS → glass beaten behind you → reset + lob contact authority: high in front → low behind

The selector is ball-position, not just depth. A ball you can meet in front stays a bandeja or flat smash. Only once it drifts over or behind your head do the gancho and topspin/kick smash become right — they generate attack from a contact point where a flat smash can't. Past your shoulder, stop forcing it: let it go to the glass.