Chongqing Champions: Gear and Technique Points, Part 1

Originally published 2026-03-17 · Translated & republished with permission

1

Fast long serves. Firing a long ball at the drop of a hat — this is Sora Matsushima’s and Felix’s way. Watch their semifinal: four words, “do not like it, fight.” It is high-speed contesting close to the table. And long balls opening the way is a very key part. Two or three years ago, I marveled at Miwa Harimoto’s fast-long-serve frequency. Who knew now so many young players use it at high frequency, and overseas players use it more than our national team. At this Chongqing Champions, Satsuki Odo beating Wang Manyu and Chen Yi, the hook fast-long serve was greatly used, playing a crucial role. Especially the Manyu match — tactics simplified, escaping the over-the-table tangle with Manyu as much as possible.

2

High-quality counter-loops and counter-drives have become a fairly mature tactic. I do not quite recall when counter-looping the opponent’s loop for a direct point arose. But years ago, the deep impression was Ma Long using it especially well, though more pivot counter-loops. Now these overseas players use it more aggressively, especially on the backhand. Serve a ball, expecting you cannot flick out or produce a high-quality forehand loop, then I counter-drive, brutally quick-rip, or counter-loop with one backhand. Watch Felix vs Wen Ruibo, Sora Matsushima vs Wang Chuqin — very obvious. Satsuki Odo vs Wang Manyu likewise — basically a within-three-balls affair. Last October’s China Smash, Sora Matsushima, with the backhand just switched to ZYRE-03, beat Liang Jingkun 3-2. In the article then I said it really suits him — good defense, mindless jamming, entering topspin rallies at key moments, just jamming forward. After this rubber switch, Matsushima’s backhand flick, counter-drive and quick-rip landing rates all rose. Twice beating Wang Chuqin in half a year — I have to say gear boosted his technique. If in technique use, the backhand uses counter-loop, counter-drive, flick at high frequency, then I think a tensor or slightly-tacky tensor is a better choice, because relatively, it less easily catches the incoming spin, with a better sense of speed. Not every player suits backhand Hurricane. If you can produce better control and spin variation, that is nice. But if you just contest speed and fierceness with the opponent, why use backhand Hurricane? Tiring and slow. Notably, some national players seem to notice this too. Over the past half year, Wang Yidi and Chen Yuanyu both went from dual Hurricane to backhand K3 Pro. And Xiang Peng and others’ backhands are exploring the Jinghai C55.0.

3

Mid-far-table counterattack ability is more three-dimensional than before. At far table, no longer just more defense, but counterattacking with any chance. Representatives include Lin Shidong, Alexis, Hugo. Especially Hugo, ever more cocky. Generally, counterattacking at far table demands rubber with good slingshot effect and ball-holding arc. A slightly-tacky tensor is a relatively easy choice — both ball-gripping and not so tiring. Speaking of which, some players advised Lin Shidong to switch forehand rubber. How to say it — switching to the Lebrun brothers’ custom-hardened K3 Pro or D09c is not impossible, but out of habit, hard to drop Hurricane. And generally, when Hurricane is fully boosted — see online about Xiaopang’s, Datou’s, Wen Ruibo’s forehand Hurricane pip texture — you understand it works too. With a tensor, because the slingshot is better, backing off to counterattack is more effortless. But the arc ability is relatively worse. So Moregard switched from DNA Platinum to the better-friction Helix, raising spin ability and strengthening the backing-off counterattack arc. Relatively, the DNA Platinum drives through better, easier for amateurs to produce speed. The Helix’s surface friction is better, spin better, but the power threshold is slightly higher than the DNA Platinum.