Summary: David Alciatore ("Dr. Dave") ILLUSTRATED PRINCIPLES
"Draw Shot Primer Part IV: game examples"
Note: Supporting narrated video (NV) demonstrations, high-speed video (HSV) clips, and
technical proofs (TP) can be accessed and viewed online at billiards.colostate.edu. The
reference numbers used in the article (e.g., HSV 3.1) help you locate the resources on the
website. If you have a slow or inconvenient Internet connection, you might want to view
the resources offline using a CD-ROM. See the website for details.
This is the fourth article in a series dealing with draw shot principles. In the last three
months, we explored some of the basic physics of draw shots, compared various aiming systems
for predicting the path of the cue ball, and looked in detail into the trisect aiming system. This
month, we'll look at some real examples where this knowledge can pay off in game situations.
Diagram 1 illustrates the trisect system that was described in detail in last month's article.
For a "typical" draw shot, with good action, the angle between the final cue ball direction and the
impact line (2A) is twice the cut angle (A). Remember from previous months that a "typical"
amount of draw is defined as the amount of backspin required to change the cue ball's direction
by 90° for a half-ball hit. For a draw shot with less action than "typical," the angle labeled 2A in
Diagram 1 will be larger than 2A; and for a draw shot with lots of action, the angle will be smaller
than 2A. Please refer to last month's article for all of the details and advice, especially how to use
your hand to help measure the cut angle and visualize the final cue ball direction. Note if you
want to refer back to any of my past articles, they are available on my website