1. Serve DEEP to your Opponent’s weaker side
  2. Return to the LINE OF DOUBT (confusion)
  3. Return to the WEAKER banger or to the BETTER volleyer
  4. To return difficult serves – FOCUS with short preparation
  5. Return Slower, Deeper, and Diagonal for Time Management at NV
  6. Return with deep underspin to produce upward errors by the net team
  7. Avoid ANY short returns, unless opponents are too far back
  8. ALWAYS close in to the NV on return of serve
  9. Cheat back a little if your opponents are burning you with lobs
  10. Against SUCCESSFUL bangers, back up a little for Time Management
  11. After you serve, do not ‘CREEP’ into the court and get jammed
  12. If your opponent’s return is deep to you, 95% of the time 3rd shot drop
  13. If your opponent’s return is short to you, occasionally execute a “BLAST”
  14. If the return goes to your partner, creep in in anticipation of ‘CLOSING’
  15. If your partner does a successful 3rd shot drop, CLOSE to the NV line
  16. Remember the ball is BOSS and determines the direction the closer takes
  17. If your partner puts up a high ball, SPLIT STEP STOP, and backhand ready
  18. Oftentimes 3rd shot to the middle to the LINE OF DOUBT and confusion
  19. Middle 3rd shot drops also decrease the ability of opponent’s sharp angles
  20. Occasionally, TOPSPIN LOB as a 3rd shot option to get your opponents back
  21. Prior to tournament matches, discuss wind, righty, leftie, weaker, stronger
  22. Pick on the WEAKER player in tournament play to erode their confidence
  23. Practice hitting to the STRONGER player in PRACTICE open play
  24. Communicate: yours, mine, bounce, out, short, up, good, play it, etc.
  25. With the DRIBBLER return really short, or deep diagonal to give time
  26. Flip at player in the NV zone if they do not get established outside
  27. Lob at NV zone to gain time or Time Management
  28. In tournament play, use effective TIME OUTS to stop momentum
  29. Change strategies if losing, keep the same if winning
  30. Support your partner with POSITIVE comments and BODY LANGUAGE
  31. The BALL IS BOSS so face the ball
  32. Quick, Quick Slow or SHUFFLE STOP to move to the COMFORT ZONE
  33. ALWAYS return to the READY POSITION and EXPECT and WANT ball
  34. Use less wrist with your bread and butter DINK stroke
  35. Take the ball in the air if your POSTURE is not destroyed TIME MANAGE
  36. Getting to the NET and NV zone is a priority
  37. Punch it in the GAP – look for openings
  38. Remember the TRIANGLE formation with your partner
  39. Leave your EGOs at home, weaker player defer to stronger partner
  40. Attack your opponent’s weaknesses
  41. Change your game plan, if needed, as the match progresses
  42. Attempt to make your opponents hit UP on the ball
  43. Make your dinks more PROACTIVE to force errors in short hops
  44. Practice against players BETTER than you to improve your game
  45. Identify your opponents TENDENCIES and GUESS!
  46. Watch the paddle face to try to get a jump on direction
  47. Treat your FOREHAND and BACKHAND equally
  48. Mini Poach in order to disturb your opponents FOCUS
  49. Stay light on your feet and mobile instead of planted by the roots
  50. READY POSITION is paddle up and in front of you
  51. Avoid Posture Tilt: Keep your BUTT DOWN AND HEAD UP!
  52. Treat your blade as the RUDDER of a boat: low blade open
  53. Assume your first ENEMY is the NET. And keep the ball IN.
  54. Use and practice your weaknesses in open play to make them strong
  55. If you catch your weight back, must hit harder and higher to clear
  56. Poach small and GO BACK and the next ball is your partners
  57. Pick off the ball to give your partner TIME MANAGEMENT
  58. If you POACH, it should be a winner
  59. If your partner is drawn off the court, slide and cover
  60. If you are out of your comfort zone, think middle, low, nearest point
  61. If you are in deep trouble, throw up a lob to at least give you time
  62. Pick on the opponent directly across from you to decrease reaction
  63. Picking the long DIAGONAL might offer you more time
  64. Wide angles (brush loops & curls) think AROUND THE POST
  65. Make sure you allow the ball to go really wide and low to do #64
  66. Look for opportunities to do the Ernie shot
  67. Place your OVERHEADS deep to the feet
  68. Think FEATHER DROP if opponents are back at the baseline
  69. Perfect your skills to drop from ANYWHERE on the court
  70. Perfect FIRST BASE, SECOND BASE, AND THIRD BASE. HR
  71. First: Serve, Return, Capture the net
  72. Second: Serve Team Struggles to capture the net
  73. Third: Dink Game
  74. Home Run: Recognizing the HIGH ball and let it fly (body shots)
  75. Playing Dodge Ball by letting out balls go
  76. Use SPOT DINKS target 1,2,and 3 right and left
  77. Do not play OUT balls…Let them go.
  78. In war, aim to attack outside of your opponent’s POWER zone
  79. Add pace with efficiency of movement but RETURN to READY
  80. Disguise your shots when possible. Head fakes, misdirects
  81. Attempt to wrong foot your opponent by going in back of them
  82. PULL THE TRIGGER on the HIGH balls
  83. Observe the better players and STEAL their techniques
  84. Invest in a videocamera and analyze your matches
  85. Note the unforced errors, winners, and strive to improve
  86. Develop a PRACTICE group of willing players to DRILL, DRILL, DRILL
  87. Know that EACH player is unique to themselves and create own magic
  88. Sometimes it’s not the final shot but the SET-UP that counts
  89. Stick to the bread and butter shots. Use Fancy spins when not pressed
  90. FAME (Focus, Anticipate, Move, Execute)
  91. Avoid low percentage shots to decrease unforced errors
  92. Overuse of power breeds unforced errors
  93. Hitting up on the ball keep it soft: Down on the ball hit it Hard
  94. Power usage to defeat REACTION TIME
  95. You will lose the point 70% of the time if you do not capture the NV
  96. Aim for the gap, the feet, or defeat reaction time
  97. At all costs, avoid service and return faults
  98. If opponents lack mobility, gap placement and lobs over
  99. Serve and Serve return: Higher NOT Harder
  100. One Two Punch: Body attack, Pop up and angle down and away