스포츠/배드민턴

드롭, drop

bjiu 2025. 1. 19. 02:13

 

 

드롭은 말 그대로 셔틀콕을 떨어트리는 기술이다. 드롭샷은 팔을 일자로 쭉 뻗은 상태에서 라켓의 각도를 하이클리어 보다 조금 더 기울여서 쳐야 한다. 드롭도 하이클리어 만큼 정교한 기술이기 때문에 힘보다는 섬세한 컨트롤이 필요하다. 주로 완급조절이나 타이밍 뺏기용으로 쓰이기 때문에 시도때도 없이 남발하다간 파트너의 살기어린 눈총을 받기 딱 좋은 기술이다. 스매시가 선수급으로 좋아서 상대방이 쫄지 않는 이상 때릴 여건이 된다면 무조건 때리는 게 상책이다.

하지만 중상급자 수준으로 올라갈수록 사용 빈도가 높아지는데 단식의 경우 상술한 대로 빈 공간을 노리거나 타이밍을 재는 용도로 많이 사용하고, 복식의 경우 셔틀콕이 높이 뜨게 되면 상대방이 스매시를 구사하기 쉬우므로 최대한 셔틀콕을 띄우지 않게 리턴을 시도하게 된다. 실력대가 올라갈수록 스매시의 강도 역시 올라가므로 셔틀콕을 '누르는' 플레이가 자주 나오는데 이 때 가장 유용한 것이 드롭과 헤어핀이다.

공을 네트 가까이 바짝 붙여서 넘기게 되면 상대방 입장에서는 이미 공이 네트보다 낮게 떨어졌으므로[27] 헤어핀으로 맞대응을 하거나 언더클리어로 수비를 하는 양자택일의 기로에 놓이게 된다. 이 경우 헤어핀을 시도하다간 이미 로테이션으로 전위에 들어온 상대방에게 푸시를 허용할 수 있기 때문에 높게 올리는 것이 가장 안전한 선택지가 된다. 이렇게 공을 올리면 공수전환이 이루어지며 드롭을 시도한 쪽이 스매시를 시도할 수 있는 공격권을 얻게 된다. 하지만 이는 선수 성향에 따라 달라지기도 하는데 강력한 수비가 무기인 이용대-유연성 조나 엔도 히로유키-와타나베 유타 조의 경우 상대방이 네트플레이를 시도할 때 엔드라인까지 올리면서 스매시 수비를 통한 역습과 공수전환을 노리는 반면 케빈 수카물조-마르쿠스 기데온 조와 같이 네트플레이 및 전위에서의 드라이브를 무기로 하는 선수들의 경우 오히려 적극적으로 네트플레이로 맞대응하며 상대방의 실수를 유발한다. 또한 스매시 자세에서 상대방을 속이며 드롭을 하는 '모션드롭' 역시 프로경기에서도 유용한 득점원 중에 하나이다.

초보 수준에서는 단순히 힘을 빼고 스매시하듯이 치면 되지만 중급 이상이 되면 느리고 높은 공은 전진하여 드라이브나 푸쉬로 받아치기 때문에 역관광당하기 좋다. 드롭샷을 잘 때리려면 스매시 수준의 타구력과 각도재는 능력이 필요하다. 기가막히게 네트를 스쳐 상대 코트에 떨어지면 '컴퓨터 드롭'이라고 부르며 극찬한다.

 

 

 

Drop is literally a technique to drop the shuttlecock. In a drop shot, the angle of the racket should be tilted slightly more than that of the high clear. Drops are as sophisticated a technique as high clear, so you need detailed control rather than strength. Since the technique is mainly used to control speed or steal timing, it is a perfect technique to be criticized by a partner if he or she spurs excessively. As long as the smash is good as a player and the opponent is not scared, it is best to hit him or her unconditionally.

However, the higher the level of the upper-middle class, the higher the frequency of use. In the case of singles, as described above, it is often used to aim for empty spaces or to measure timing, and in the case of doubles, if the shuttlecock rises high, it is easy for the opponent to use the smash, so try to return it so that the shuttlecock does not float as much as possible. As the strength of the smash increases, the strength of the smash also increases, so there is often a "pressing" play on the shuttlecock, and the most useful things at this time are drops and hairpins.

If the ball is pushed close to the net and handed over, the opponent's point of view is that the ball has already fallen lower than the net [27], so it is at a crossroads between counter-attacking with a hairpin or defending with an underclear. In this case, if you try a hairpin, it is the safest option to raise it high because you can allow push to the opponent who has already entered the potential in the rotation. If you raise the ball like this, the offense and defense will be converted, and the person who attempted the drop will have the right to attack it. However, this varies depending on the player's tendency, and in the case of Lee Yong-dae, Yoo Yeon-seong, Endo Hiroyuki, and Watanabe, whose strong defense is a weapon, they raise the end line when the opponent tries to play the net, aiming for counterattack and offense and defense through smash defense, while players who use netplay and drives in potential, such as Kevin Sukamuljo-Marcus Gideon, actively respond with netplay and cause the opponent's mistake. In addition, "motion drop," which tricks and drops the opponent in a smash position, is also one of the useful scoring sources in professional games.

At the beginner level, you can simply relax and hit it like a smash, but when you reach the intermediate level or higher, the slow and high ball moves forward and hits it with a drive or push, making it good for reverse sightseeing. To hit a drop shot well, you need a smash-level batting power and an angle measurement ability. If you pass the net amazingly and drop it on the opponent's court, you call it a "computer drop" and highly praise it.

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