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How to improve billiards skills?
Part I: Experience.

1: Basic principle:

Three point one line. That is, at the moment when the cue ball hits the target ball, the cue ball, the target ball and the target hole form a straight line at three points. So the aiming point is that the ball with mouse head is tangent to the target ball, and you can score when you see the angle of three points and one line (of course, you can also aim with line, but it is not easy to master, and you can also aim with line)

2. No rotating aiming point:

Basically, everyone knows, here is mainly about the aiming method of thin ball. There will be friction when the cue ball hits the target ball, so it should be slightly wider when hitting the fine ball. Sometimes it seems that the ball can't be hit at the right position, so it should be summarized in actual combat.

3. Aiming point with rotating ball:

The rotation here mainly means that the cue ball has a forward and backward rotating force. At this time, the cue ball will generate more friction when it hits the target ball, so some balls are clearly aligned, but they just can't get in. That's the reason. Therefore, when you take friction into account, your aiming point will be wider, that is, the angle of the goal.

4. Off-rod aiming point:

In a music bar, leaving the bar will make the cue ball take an arc. According to the principle of force composition, even in reality, the cue ball will have a radian, but the radian is not big, not as exaggerated as Kolo's. Therefore, the aiming point of the spinning ball should be more, and it is not easy to master the deviation, so we can only rely on experience. Of course you have to deviate in different directions.

Therefore, when the cue ball approaches the target ball, it should be used steadily, because the arc of the cue ball is not large at this time. Even if it's off, it only needs a little.

Of course, what should be explained here is: when you hit the cue ball, because the cue ball has a backward force, the forward speed of the cue ball will slow down, and the arc of the cue ball will increase; When you hit the cue ball on the top of your head, the cue ball moves faster and the arc is correspondingly smaller. Increasing a certain angle will increase this radian.

5. Target point of rebound ball

After hitting the target ball, the target ball goes forward to eat a library and then bounces back into the bag. Theoretically, the incident angle is equal to the reflection angle, which is well known, so I won't say much. Here are only the following two points.

● When rebounding diagonally, friction should be considered.

● When bouncing at a positive angle, because the target ball will touch the cue ball, a certain low bar should be added. Generally, it is used more, that is, it is completely retired at about 30 degrees.

6. The aiming point of relay ball (pass) refers to the principle of three points and one line. It's just that there's an extra transit in the middle, so it's good to practice more.

If you can master the above points, you can basically see them. In theory, all the balls can score, which also lays a good foundation for the future application of skills and tactics.

Part II: Technology Application

The application of technology is to control the cue ball. When you hit this shot, you have to move the cue ball to the position where you can make the next shot, which is what people call walking.

1: Walking without rotation;

At this time, it is mainly the choice of hitting point, the choice of bag where the target ball enters and the control of strength. After the white ball touches the target ball, it will rebound to the tangent direction of the two balls.

● When the target ball is close to the pocket, there will be more choices of hitting points. You can use this to take the cue ball and see where it will go after bouncing.

● The same ball can be put into the middle bag or the bottom bag. At this time, you should choose the pocket that can go to the next position after hitting the ball. Of course, this may bring a little difficulty to hitting the ball, so you must hit the ball accurately.

The strength of hitting the ball is also a key to decide where the white ball will finally stop. There is a speed control under the one that chooses the hitting angle. You can adjust it and choose different strengths. I'm familiar with it. I usually control that strength by feeling. You just need to practice more.

2. The rotation of the ball.

Low pole

Everyone knows that when the hitting point is below the midpoint, the cue ball will retreat after hitting the target ball. Generally speaking, the lower the hitting point, the more you retreat.

Of course, this alone is not enough, but also needs to cooperate with the angle. (Angle refers to the angle between the club and the table), so what is the right angle? How will the cue ball go after adding an angle? How much strength should be added to cooperate? There is a problem of intensity synthesis and attenuation.

A: When the cue ball hits the center of the target ball, if the strength is not greatly attenuated, the greater the angle, the farther it will retreat; If the force attenuation is large, then the rotation attenuation is also large. At this time, even if the angle is large, it will not retreat because of the rotation attenuation.

In actual combat, it's like this: the angle of the near ball is farther, and the angle of the far ball is generally about 30 degrees farther (here, it means full retreat+strong force, if it is not full retreat, then the angle will change accordingly, and the angle of the hitting point will be adjusted a little higher when it is close to the midpoint).

B: When the cue ball hits the side of the target ball, the angle is 45 degrees. The specific theory is as follows:

After the cue ball hits the target ball, the cue ball will completely retreat at a 45-degree angle. If there is no force attenuation, the cue ball will rebound towards the center line of the two balls. If the angle is less than 45 degrees, it will deviate from the cue ball direction, and if it is greater than 45 degrees, it will deviate in the opposite direction. The closer the hitting point is to the center point, the greater the deviation, the greater the power attenuation and the greater the cue ball direction deviation.

The strength of the retreat will be different because of the different hitting points. The finer the hitting point, the smaller the rebound component and the farther it bounces. Of course, the intensity will not decay far enough. You can understand this carefully.

● High pole

When the hitting point is above the midpoint of the cue ball, the cue ball will follow after hitting the target ball. The higher the hitting point, the more it follows.

A: When hitting the center of the target ball, the attenuation principle of angle and force is the same as above, so I won't repeat it here.

B: When the cue ball hits the side of the target ball, if an angle is added to the heel, the cue ball will move tangentially. For example, if you add the angle to 30 degrees, the cue ball will move from the tangent to 30 degrees. Of course, the attenuation of strength and friction should be considered here, and there will be a small deviation.

C: If there is another ball in front of the target ball, you will have two chances to hit the ball because of the rebound of that ball, and now you are adding a big angle and the follow-up speed is faster. This is why when the angle increases, two interconnected balls will enter together. You can experience it in actual combat.

● Deviation lever

When the hitting point is on the left or right side of the midpoint, the cue ball will rebound in the corresponding direction when it hits the edge of the library. When the hitting point is on the left, it will run to the left when it hits the edge of the library. When the hitting point is to the right, there is a rebound when it hits the edge of the library. In addition, the eccentric rod makes the ball rotate and the friction force generated by the edge of the library. At this time, the direction of the cue ball is the resultant force of the two forces, and there is also a problem of strength attenuation. The basic principle is the same as the above rotation. So that's why increasing the angle is sometimes not as big as increasing the angle to the edge of the library. So when you miss, you can try to increase your strength and add a small angle of deviation, which will cause amazing deflection.

Because there are no specific parameters to compare, and I can only experience it in this way, I won't give a theoretical explanation here.

● Hook the ball

Hook ball refers to the hitting method that the cue ball bounces off the edge of the library and then hits the target ball.

A: The basic theory is that the incident angle equals the reflection angle. It should be noted that the rebound line is calculated according to the difference of half a ball from the edge of the library.

B: When the cue ball bounces off the edge of the library (that is, bounces off the edge of the library), the high and low bars will be attenuated, but you can still follow the ball back, so you can add the high and low bars when you hook the ball.

C: combination of high and low poles and eccentric poles

After eating the library, the high eccentric rod will follow the direction of the target ball when hitting the target ball.

After eating the library, the low eccentric rod will rebound in the opposite direction to the target ball.

After mastering the above points, you can take the cue ball to the position you want at will. I suggest you have time to play nine balls, because the walking requirements of nine balls are higher.

Part III: Tactical application

1: attack

The purpose of the attack is to kick one ball after another until the last goal. I won't say much about the basic accuracy and positioning. The following are the matters needing attention:

A: You must think about the order of hitting the ball. What to call first, then what to call, has a decisive role in whether you can finally turn off Taiwan. There are mainly the following principles:

● If you don't need a good shot for the transition now, try to save it until the end, because when you need to blow the ball, this ball can also give you a transition, so that you can have one more choice when hitting the ball and minimize the difficulty.

● The ball that blocked the opponent's fairway ended up playing.

● Kick the bad ball to a better position with a good ball.

● Know what the ball is as a transition and when to play it, so that you can do whatever you want.

B: There are many ways to move a ball. The first choice should be to move it without rotation, because that can ensure accuracy and save time. Of course, there are many ways to move a ball. You must make a choice in the shortest time, don't wander around.

C: If it is not necessary, try not to let your cue ball touch the opponent's ball, lest your target ball stop after touching the opponent's ball, or hit your cue ball where it is difficult to hit the next ball. Of course, if you know where the cue ball will go after hitting the opponent's ball, or where the opponent's ball will go, then you can play with confidence. It's really amazing when your ball goes in and out of the opponent's empty space and clears your ball.

D: Kick while kicking, and try to create opportunities for yourself.

Blowing the ball is to knock some balls that you can't hit with the ball you hit. What I want to explain here is that many people try their best to blow up the ball, and there is some luck in it. Sometimes, it doesn't take much strength. You just need to gently touch one of the balls, and then use that ball to touch the other balls, so that you can control it step by step without any ambiguity. The less you rely on luck, the higher your level will be.

Touching your ball gently near the mouth of the bag can reduce the difficulty and further reduce mistakes.

● Some pockets (such as the upper right pocket) are difficult. If possible, you can also hit the ball that needs to hit that pocket with a better shot. Of course, the requirements for strength and angle are higher here.

● The opponent's ball has blocked his pocket. You can try to kick it away, or just help him get in and make way for his own ball.

E: We must be open-minded.

● Many friends can't see the cue ball eat two positions when playing, that is, after hitting the target ball, they touch the edge of the library twice and then go to the position of the next ball. This kind of ball needs to be seen and practiced more. People who really have experience in playing are more sure of this.

● Try to go to the position where you can choose to play several balls at the same time, so that even if you make a mistake, other balls can be transitioned again.

2. Defense

& gt defense is to make it harder for opponents to hit the ball, and then make mistakes to provide themselves with a better chance to hit the ball. Attack is preemptive, so defense is also preemptive, which requires some patience.

A: When should we defend:

● When you are not sure about clearing Taiwan, please don't play well first, but defend first. Because the more balls you have, the greater the possibility that the opponent's road will be blocked by your balls, and the greater the possibility that the opponent will make mistakes.

● Your balls are hard. Some balls will stick to each other's balls, and both sides have to break those balls before they can continue playing. When you really can't figure out a way, defend first and give this question to the other side.

● When your ball is difficult, you can make a snooker for your opponent at this time. Please defend.

● When your opponent makes you a snooker, and you can make a more difficult snooker for your opponent at this time, please don't save your ball, but make another one.

B: how to defend

● Make a snooker for each other.

● Although the opponent can hit the ball, it is very difficult or there is no ball line at all.

● Hit your ball near the hole and block the opponent's way.

Let the opponent play some simple balls, but he can't make a transition with that ball, so he can't hit the ball continuously.

Many people can't defend, don't know when to defend, and sometimes even wait until the ball is hit, so they can't be the master. Real masters know when to defend and when to attack. Even if there is a good ball, he may not play it, because defending the ball is more important at this time. Play more and accumulate experience, so players with similar level and more experience will win.

Part IV: Self-cultivation and realm.

1: Overall situation

With the above three points, you need a big picture to improve your level. What's the big picture?

Big picture means clear thinking, that is, when you look at the ball on the eyeball table, you have designed the order of eight balls (referring to sixteen balls) that you want to play. You already know whether this shot can clear the field and when to choose defense. Of course, all this is based on the perfection of your technical application.

● The overall situation can be cultivated the day after tomorrow, which requires you to practice more and learn from the ideas of other experts.

But the real master's vision of the big picture is *' s talent, and their thinking is quite clear. The position and thinking of some balls are also inspired by oneself temporarily, which is impossible to learn. This is also the reason why many people can't become masters after playing for a long time, because you don't have that talent.

Of course, don't lose heart. As the saying goes, diligence can make up for it. As long as you really work hard and take every ball seriously, your level can reach a considerable height.

2: Status

The quality of a country mainly depends on the following aspects:

A: Mentality

Whether you will be nervous during the competition and whether you can play your usual level depends on a person's mentality, so a mature player has more reason to become a master. There is only one way to solve this problem: you should play more and cultivate your confidence. With self-confidence, you can play your usual level, so that your state can always be consistent.

momentum

The master plays ball with great momentum. As soon as you fight him, you will find that you lost, because if you lose in momentum, you will not be able to play your level, let alone surpass it. Real masters will have a momentum at any time, which we call domineering.

Whether you are domineering or not is an important factor to determine your state, because only when you overwhelm your opponent with momentum will your confidence make you seldom make mistakes.

C: Bearing

Tolerance means that no matter what happens on the table, he can face it normally, and his level will not be affected by his opponent's reasons, so that he can always keep a clear head and clear thinking, and his state will naturally be fine.

D: attitude

Whether you take every ball seriously is also a factor that determines your state. If you are not serious enough, you will definitely not be in the best state. Milu said: "Attitude is everything." Hehe, I believe it is also applicable here.

E: physical strength

If you are too tired, you won't have a clear idea and you won't be able to see the route of the ball clearly. At this time, your state will not be very good. Go home and sleep.

3. Style

Players with different styles will have different chances of winning.

A: attacking players

Offensive players can often score pleasant goals. Their weakness is overconfidence on some balls. He will fight for the ball with only a 50% chance of scoring. If you take part, you win. If not, you lose. For this type of player, choosing a latecomer has a greater chance of winning. Of course, if his attack is excellent, you can only watch the ball and sigh.

B: the defender

This type of player has considerable patience when playing, and he often makes you feel helpless. But their weakness is that they are too careful in fighting and often waste some offensive opportunities. For this type of player, you just need to be as patient as him, slowly grind with him, and clear the table as soon as you get a chance.

An indecisive player.

This type of player is the easiest to deal with. As long as you overwhelm him in momentum, you will win half.

D: A player with both offensive and defensive skills.

This kind of player is a master. The only way for you to deal with him is to be as good as him, and at the same time you have to have better luck than him.

4: Luck

You are lucky when you can't play. Whoever is lucky will win.

So, sometimes if you can't play, you have to play hard. This is also a way. Of course you can't play around. At least you should know where the ball is going. Therefore, high-level players have more reason to dribble than low-level players, because they don't play without any ideas.

5. Experience

Play more ball games and be a good summing-up person, so that you have experience.

You can come to my space, which is full of knowledge about billiards.

Leave me a message if you have any questions.

What I know will definitely give you the answer. Let's progress together.

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