System Library

Maximum Plus

Three tips of running side into the far corner: start on the long rail near the corner, aim at the short rail just below the far corner, arrive back on the start rail. Aim = Start − Arrival.

FormulaAim = Start − Arrival + table correction

35 32.5 30 27.5 25 20 10 0 40 30 20 10 0
  • Start
  • Aim
  • Arrival

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How it works

From the System Library: the source's numbers, checked in this game's physics but not reviewed by a coach.

Maximum side into the far corner: the cue ball leaves the red for the short rail just below the far corner, takes the far long rail and comes back to the rail it started from. Aim = Start − Arrival.

It is taught only near the corner: starts 25 to 35, aims 0 to 20. The start goes up 2.5 a diamond, the aim 10 every half diamond, the arrival 10 a diamond.

Reading the numbers

Start On the long rail behind the cue ball, along the line it leaves the red on: 25 in the corner, 2.5 a diamond up to 35 at the middle diamond.

Aim On the first cushion, the short rail across the table: 0 in the far corner, 10 half a diamond down, 20 at the first diamond.

Arrival On the third cushion, back on the start rail, read at the cushion: 0 in the start's corner, 10 a diamond up to 40 at the middle.

Step by step

  1. Choose the arrival on the start rail: where the cue ball must come back to make the second object ball.
  2. Read the start from the line the cue ball leaves the red on, traced back to the long rail.
  3. Aim = Start − Arrival. Start 30 to arrive at 20: aim at 10, half a diamond below the corner. Start 25 to arrive at 25: the corner itself.
  4. Re-read the start along the new line, work it once more, then add the table correction.

The stroke

Three tips of running side (3 or 9 o'clock), centre height, a follow-through stroke at two and a half rails' speed.

Other systems

All diamond systems →