| Different shots have different attributes.
These attributes combine to make a contribution to the attacking
and defensive factors of the aim
of badminton. This combination can either have a positive or a negative
effect on the aim. This can be labelled a good or a bad shot, respectively.
The more positive an effect, the better the shot is.
The defensive aim is achieved when the player keeps playing legal
shots. This aim is sustained by increasing the chance of the player
playing a legal shot.
As seen before, the difficulty of playing a shot varies within
the set of possible impact points. Therefore one element that advances
the defensive aim is in the surplus time associated with the particular
impact point.
The type of shot also has an associated difficulty. This is dictated
to by the technical difficult of the shot and the margin of error
that the trajectory will have. The margin of error is a function
of the proximity of the trajectory to the net and the boundaries
of the court. The more difficult a shot type is, for a given situation,
the less chance of a legal shot being played. Therefore an increase
in difficulty means a decrease in advancing the defensive aim.
The ability of a shot to directly advance the defensive aim is
called the safety attribute (Ats).
It can be interpreted as the chance that a legal shot will be played.
The attacking aim is achieved when the opposition do not
play a legal shot after you play a legal shot. Therefore this aim
is approached by reducing the chance of the opposition of playing
a legal shot.
The ability of a shot to directly advance the attacking aim
is called the attack attribute (Ata).
This can be interpreted as the chance of a shot winning the rally.
Shots in a rally are linked by the possible shot sets they
produce. As such a shot’s influence continues throughout the
remainder of the rally. Although this influence diminishes rapidly
throughout the rally as the possible shot combinations grow exponentially,
let’s examine the influence of a shot a player plays, and
the next shot they receive.
The opponent’s shot set is dependent on the player’s
shot. The player’s next shot sets are in turn dependent on
the opponent’s shot set and therefore the player’s previous
shot.
If a shot forces the opponent to play from a shot set with weaker
attack attribute values, it helps the defensive aim. This property
shall be labelled deny (Atd).
Similarly, if a shot forces the opponent to play from a shot set
with weaker deny attribute values, it helps the attacking aim because
it implies the player will be presented with a shot set consisting
of higher attack attributes. This property shall be labelled build
(Atb).
There is a degree of symmetry in the attributes - half attack, half
defence. The deny and build attributes are linked together
through the attack attribute. This underlines the importance of
attack in general as a determining force in badminton. This concept
shall be developed through this resource.
A pattern can also be seen in how the attributes of an opponent’s
shot affect the potential attributes of the player’s next
shot (reply). This pattern is summarised in the table below. The
opponent attributes affect the player attributes inversely. A high
opponent value gives a low player value and vice versa. Also, the
term potential is used because the player is playing from a potential
shot set and they may do better than average for that set (an excellent
shot) or worse (a poor shot).
| Opponent |
Potential player attribute (affected inversely) |
| Build |
Deny |
| Deny |
Attack |
| Attack |
Safety |
| Safety |
Chance of winning the rally |
Reading from the list we can produce a theoretical model for a
rally that ‘goes to plan’:
- player has high build so opponent has weak deny
- because of this, player has high attack so opponent
has weak safety
- because of this, player has wins the rally
The above rally consisted of three successful shots. Rallies usually
consist of more shots than this. This is accounted by preceding
shots to the first bullet point, and a failure to maximise potential
by the player, and a success of the opponent to not succumb in weaker
positions.
The shot attributes are dependent on shot selection and preparation.
Shot selection sets the base values for these attributes, whereas
preparation (RP and Prepare phases) act as a multiplier
for the given situation. The shot is fundamental to the
system. All actions are centred on shots either directly, through
execution, or indirectly, through preparation. The next section
starts to examine shot types by looking at trajectories. |