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Glossary Of Shot Terms

Equipment | Competing | Shots

Angled | When the position of the cue ball is behind the corner of a pocket preventing the cue ball from directly contacting an object ball.

Angle Shot | The cue ball driving the object ball at angle rather than straight.

Arc | The arc of the cue ball is the extent to which it curves as a result of a semi-masse or masse shot.

BACK CUT | A cut shot in which if a line were drawn from the cue ball to the rail behind the object ball parallel to the table's rail, the object ball would lie outside the line with respect to the pocket being targeted.

Bank | When the object ball is driven to one or more cushions before it is pocketed.

BILLIARD SHOT | A billiard shot is when the cue ball touches a numbered ball on its ways to strike the intended object ball. Note that there is a subtle distinction between caroms, billiards, and combinations.

BLOOD TEST | Any very difficult shot that must be made under pressure.

BREAK | 1. Typically describes the first shot in a billiards game. In carom games it describes the first point attempt, as shot from an unvarying cue ball and object balls placement; in many pocket billiard games it describes the first shot which is used to break open the balls which have been racked together. 2. Also describes a series of consecutive pots by a player during a single turn. More typically applied in Snooker, e.g. "The player had a break of 89 points."

Breaking Violation | Violating the specific game rules of the opening break of specific games.

BREAK AND DISH | In UK eight ball, to break off, pot one or more balls, then go on to run out the frame.

BREAK AND RUN (OUT) | In pocket billiards, when a player breaks the balls, pockets at least one ball on the break, and commences to pocket the remaining balls without the opponent getting a turn at the table. Multiple break-and-runs occur quite frequently in professional play, but anything higher than five racks in a row is considered very good.

CANNON | English/Canadian variant of carom.

Carom | When the cue ball glances or bounces off one object ball into another.

CHEAT THE POCKET | Shooting the object ball to the left or right side of the pocket in order to create an angle for position play. Commonly used on a shot that would otherwise be straight-in.

CHECK SIDE | A type of imparted to the cue ball to make it rebound from a cushion at a shallower angle than it would if the spin had not been used.

CHINESE SNOOKER | A situation where the cue ball is directly in front of another ball in the line of the shot such that the player is hampered by it, having to bridge over it awkwardly. This term is most commonly used in the game of snooker.

CINCING A SHOT |Total focus on the aim point and making the ball, perhaps even not worrying about resulting position.

CLEAN | Describing a pot that goes straight into the pocket without touching either knuckle.

CLEARANCE | In snooker and various pool games played in the UK, the successful potting of all objects balls in play in a single frame.

COLLISION-INDUCED ENGLISH | Sidespin imparted to an object ball by the friction from the hit of the cue ball during a cut shot.

COLLISION-INDUCED THROW | Deflection of an object ball's path away from the impact line of a cut shot, caused by sliding friction between the cue ball and the object ball. One of the two types of throw.

COMBINATION SHOT | Also combination, combo. Any shot in which the cue ball contacts an object ball, which in turn hits one or more additional object balls (which in turn may hit yet further object balls) to send the last hit object ball to an intended place, usually a pocket. In the UK this is often referred to as a plant.

Combination On | When two object balls are positioned in line to pocket an object ball with a combination shot.

Consecutive Fouls | Fouls made on consecutive innings or strokes by the same player.

Contact Point | The precise point of contact when the cue ball strikes the object ball.

CONTAINING SAFETY | A type of safety shot in the middle of a safety exchange that is not intended to put the opponent in a difficult situation regarding their next safety, but rather played so as to not leave an easy pot on.

Corner Hooked | When the position of the cue ball is behind the corner of a pocket preventing the cue ball from directly contacting an object ball.

Count | A successful shot that scores.

CRIPPLE | An object ball right in front of a pocket that cannot be missed.

Cross Corner | Used to call the pocket when banking an object ball off of one cushion into the corner pocket.

CROSS DOUBLE | A UK term describing a bank shot in which the cue ball crosses the future path of the object ball. Such shots are usually played into a center pocket because there is the danger of a double-kiss if played to a corner pocket.

Cross Side | Used to call the pocket when banking an object ball off of one cushion into the side pocket.

CUEING | Using other than center hit to control the movement of the cue ball.

CUE POWER | A UK term describing the amount of control a player can retain when playing shots with heavy spin and great pace; "it took tremendous cue power to get onto the 2 ball having been relatively straight on the 1."

CURVE SHOT | See semi-masse

Cut | The cue ball driving the object ball at angle other than straight.

DART STROKE | A short and loose stroke performed in a manner similar to the way one throws a dart; usually employed for the jump shot.

Defense | Positioning the cue ball and/or object balls to minimize the opponent's chances of scoring.

Dead Ball | The cue ball stroked to transfer all or most of the speed or English of the cue ball to the object balls so the cue ball retains little to no motion after contact.

DEAD STROKE | When a player is flawlessly, just "cannot miss" and the game seems effortless.

DEADWEIGHT | Describing a pot played at such a pace as to just reach the pocket and drop in without hitting the back.

DEFLECTION | Displacement of the cue ball's path away from the parallel line formed by the cue stick's direction of travel; occurs every time english is employed. The degree of deflection increases the faster and the more english with which a ball is struck. It is also called squirt, typically in the United States.

DELIBERATE FOUL | A shot, especially common in straight pool and in some variants of UK eight ball in which a player intentionally commits a foul with the object in mind of either leaving the opponent with little chance of running out or simply to avoid shooting where no good shot is presented and to do anything else would give the opponent an advantage. It is often referred to in straight pool also as a "back scratch."

DEVELOP | To more a ball from a safe position, e.g. close to the middle of a cushion or in a cluster, so that it becomes pottable.

DISH | A variant term, especially in UK eight ball, for running out. Compare break and dish.

DOG | A widespread term in US parlance describing missing a relatively easy shot - often in the face of pressure. Can be used in many forms: "I dogged the shot"; "I hope he dogs it"; "I'm such a dog."

Draw | Spin applied to the cue ball by striking below center. The result is back spin, causing the cue ball to create a path below the tangent line and often returning back to the player after contact with an object ball.

Double Hit | When the cue ball is struck twice by the cue tip on the same stroke.

DOUBLE KISS | A situation in which a ball strikes another ball which is close to a rail and the struck ball rebounds back into the ball it was hit by; usually but not always unintended.

DOUBLE THE RAIL | A three cushion billiards shot where the cue ball is shot with reverse english at a relatively shallow angle down the rail, and spins backwards off the adjacent rail back into the first rail.

DRAG SHOT | A shot played slowly and with heavy draw so that the cue ball can be struck firmly but with a lot of the pace take out, allowing more control than just a gentle tap that would travel as far.

DUCK | 1. An object ball right in front of a pocket that cannot be missed. 2. To intentionally play a safety.

English | Spin applied to the cue ball by striking it on the left or right. The result is used to alter the natural roll of the cue ball and/or the object ball.

EQUATOR | The horizontal plane directly in the center of the cue ball, which when hit exactly by the cue tip should impart no follow or draw.

ESCAPE | A successful attempt to get out of a snooker.

Feather | A shot in which the cue ball glances off of the object ball to slowly roll the object ball.

FLUKE | A shot that has a positive outcome for the player, although it was not what the player intended. Examples of flukes include an unexpected pot off several cushions or other balls having missed the pocket aimed for, or perhaps a lucky safety position having missed a pot.

Follow | Spin applied to the cue ball by striking it above center applying forward spin causing the cue ball to roll forward after contact with an object ball.

Follow Through | The cue movement through the area previously occupied by the cue ball after striking the cue ball.

Force | The power applied when striking the cue ball to alter the angle and action of the ball.

Force Draw | Applying draw to the cue ball with more force to result in extreme draw.

Force Follow | Spin applied to the cue ball by striking it above center applying extreme forward spin causing the cue ball to hesitate and propel forward upon contact with an object ball.

Foul | A rule infraction of the specific game rules resulting in a penalty.

Foul Stroke | The stroke on which a foul is committed.

Free Break | An opening break which is not risky nor penalized by scattering the object balls.

Frozen | A ball at rest that is touching another ball or cushion.

Full Ball | Contact with the center of the cue ball with the exact center of an object ball.

GHOST BALL | A common aiming method in which a phantom ball is imagined frozen to the object ball at the point where an imaginary line drawn between their centers is aimed at the desired target; the cue ball may then be shot at the center of the "ghost" ball and, ideally, impact the object ball at the proper aiming contact point.

GOLDEN BREAK | In nine ball, especially in the UK, a break shot that pots the 9 ball without fouling, in which case the player wins in one shot.

HALF-BALL HIT | A shot aimed such that the center of the cue ball is in line with the edge of the object ball, eclipsing half of the ball. "Hit it just a little thinner than half ball." Also notable because the carom angle the cue ball takes is more consistent than at other contact points.

HANGING IN THE POCKET | A ball hanging over the edge of a pocket.

HAVING THE CUE BALL ON A STRING | Used when describing perfect cue ball position play.

Hold | English applied to stop the cue ball from continuing the natural course after contacting the object ball or cushion.

INSIDE ENGLISH | Sidespin on a cue ball on the same side of the direction of the cut angle to be played (left hand english when cutting a ball to the left, and vice versa).

INSURANCE BALL | A ball that is easily made from most positions on the table but which is left untouched while the rack is played, so that in the event the player gets out of position, the shooter has an insurance shot. Typically an insurance ball will be in near the jaws of a pocket.

JAIL | When a player is on the receiving end of a devastating safety where it is very difficult or near impossible to make a legal hit on an object ball.

Jump | To cause a cue ball or object ball to rise off of the bed of the table.

Jumped Ball | A ball which leaves the bed of the table.

KEY BALL | The object ball involved in a key shot.

KEY SHOT | 1. A shot or ball that allows a player to obtain shape on another ball hard to play position to. 2. A shot or ball that is the "key" to running out. 3. The 14th object ball in a rack of straight pool that, when proper position is achieved on, allows easy position play, in turn, on the last (15th) object ball for an intergame break shot.

Kick | Driving the cue ball into a cushion before contacting an object ball.

KILL SHOT | A shot intended to slow down or "kill" the cue ball's speed as much as possible after contact with an object ball; usually a shot with draw, often combined with inside english. It is often shortened to kill.

Kiss | Contact between balls.

Kiss out | Unintentional contact between balls causing the shot to fail.

Leave | The position of the balls after a shot has been executed.

Long | A ball traveling a path with wider angles due to English and speed.

LOSING HAZARD | A shot in which the cue ball scratches after caroming off another ball.

Masse | Applying extreme English to the cue ball and elevating the cue butt at an extreme angle causing the cue ball to take a curved path.

Miscue | A stroke resulting in faulty contact between the cue tip and cue ball causing the tip to slide off of the cue ball which creates a "snapping" or "cracking" sound.

Miss | Failure to execute and complete a shot.

MISSABLE | Describing a difficult pot: "the awkward cueing makes this shot missable."

Natural English | Favoring the direction of the cue ball path by applying English to give the cue ball more speed than applying no English.

Natural Roll | The cue ball's path with natural English applied.

Nip Draw | Applying a short, sharp draw stroke.

ON THE SNAP | literally "on the break shot"; usually used in reference to pocketing the money ball on the break.

Opening Break | The first shot of a game to scatter the object balls when racked.

OUTSIDE ENGLISH | Sidespin on a cue ball on the opposite side of the direction of the cut angle to be played (right hand english when cutting a ball to the left, and vice versa).

OVERCUT | Hitting the object ball with too large of a cut angle; hitting the object ball to thin. It is a well known maxim that overcutting is preferable to undercutting.

PAPER CUT | A very thin cut shot.

PARKING THE CUE BALL | 1. Having the cue ball stop at or near the center of the table on a forceful break shot (the breaking ideal in many games such as nine ball) 2. Having the cue ball stop precisely where intended.

Position | Placing the cue ball for the next shot when completing a shot.

POSITION PLAY | Skilled playing in which knowledge of ball speed, angles, post-impact trajectory, and other factors are used to gain shape after the target ball is struck. The goals of position play are generally to ensure that the next shot is easy or at least makeable, and/or to play a safety in the advent of a miss (intentional or otherwise).

POT AND TUCK | A tactic employed in UK eight ball in which a player calls and pots one of the balls in a favorably-lying set, then plays safe, leaving as many of his/her well-placed balls on the table as possible, until the opponents commits a foul or leaves a chance that the player feels warrants an attempt at running out.

POTTING ANGLE | The desired angle that must be created between the path of the cue ball and the path of the object ball upon contact to pot the object ball. It is usually measured to the center of the pocket. See also aiming line.

Power Draw | Applying draw to the cue ball with more force to result in extreme draw.

Power Follow | Spin applied to the cue ball by striking it above center applying extreme forward spin causing the cue ball to hesitate and then propel forward upon contact with an object ball.

PROFESSIONAL SIDE OF THE POCKET | To err on the side of overcutting a shot rather than undercutting; "missing on the professional side of the pocket." So called because experienced nine ball players understand that an overcut will far more often leave the cue ball in an unfavorable position for the incoming opponent that will an undercut, as well be less likely to leave a missed object ball sitting in front of the pocket it had been intended for. (Note however that undercutting may be more advantageous when playing eight ball, rather than nine ball, as the incoming player cannot be shooting for the same ball (unless only the 8 ball is left on the table) and the majority of the time an undercut that misses will leave the object ball closer to the pocket, for later sinking, than will an overcut. In nine ball this would be a grave error, but in eight ball it is a part of a good strategy of play.)

Push | Lengthy contact between the cue tip and cue ball resulting in an illegal stroke.

PUSH OUT | A rule in many games allowing a player to "push" the cue ball to a new position without certain foul rules applying, with the caveat that the opponent may shoot from the new cue ball position or give the shot back to the pusher who must shoot from the new position.

RAT IN | To pocket a ball by luck; "he ratted in the 9 ball"; usually employed disapprovingly.

RE-RACK | In pool, placing of the object balls back in the rack, after a foul break.

Reverse English | English applied to the cue ball which favors the opposite direction of the cue ball's natural path.

ROAD MAP | A pool table spread in which the balls are easily positioned for a run out.

ROLL | Describes luck or unlucky "rolls" of the cue ball.

ROLL UP | A gentle tap of the cue ball with the intention of getting it as tight as possible behind another ball, in the hope of a snooker. It is most common in the game of snooker, and is illegal in many pool games, in which on every shot a ball must either be pocketed, or some ball must contact a cushion after the cue ball has contacted an object ball.

ROUND THE ANGLES | Describing a shot which requires one or more balls to be played off several cushions, such as an elaborate escape or a positional shot; "he'll have to send the cue ball round the angles to get good position."

RUCKUS | A UK term (especially in snooker) for the splitting of a group of balls when another ball is sent into them, typically with the intent of deliberately moving them with the cue ball to develop them.

Running English | English applied to the cue ball to cause a narrow angle and more speed when rebounding from an object ball or cushion.

Safety | Positioning the cue ball and/or object balls to minimize the opponent's chances of scoring.

Scratch | The cue ball going into a pocket when a shot is executed; usually ending the players turn.

SEMI-MASSE | A moderate curve imparted to the cue ball by an elevated hit with the use of english.

Shot | The action from fundamentally positioning, contacting the cue ball with a cue, the cue ball contacting object ball(s) and ending when all balls are at rest.

SHOT FOR NOTHING | A UK term for a shot in which a player attempts a difficult pot but with safety in mind, so that in the event of missing the pot it is likely that the opponent will not make a meaningful contribution, and will probably have to reply with a safety. The meaning refers to lack of risk. to implying the shot comes "to nothing".

Short | A ball traveling a path with narrow angles due to English and speed.

SIDE | The commonwealth English term for the sidespin forms of English.

SIDESPIN | Same as english; this term is often shortened to just side.

SKID | Phenomenon where the cue ball contacts the object ball right on a chalk mark and causes it to take a straighter angle than normal. Experienced observers can see that a skid occurred because the object ball moves oddly, lightly skipping. One of the only uncontrollable factors that can stop otherwise perfect play. "That ball skidded, did you see that?" Also know as cling or kick.

SLIDE | Describes a cue ball sliding on the cloth without any topspin or backspin on it.

SLOP | 1. A luck shot 2. Any game where the rules have been varied to allow luck shots not normally allowed or where no foul rules apply.

SMASH-THROUGH | The effect of shooting regulation weight object balls with an old fashioned over-weight bar table cue ball, such that the cue ball moves forward to occupy (sometimes only temporarily), or go beyond, the original position of the object ball, even on a draw or stop shot, because the mass of the cue ball exceeds that of the object ball. Players who understand smash-through well can use it intentionally for position play, such as to nudge other object balls nearby the target ball. Smash-through also makes it dangerous in bar pool (when equipped with such a cue ball) to pocket straight-on ducks with a stop shot instead of by cheating the pocket because of the likelihood of scratching the cue ball.

SNICK | A UK term for a pot that requires very fine contact between cue ball and object ball.

SNOOKER | To leave the opponent (accidentally or by means of a safety) so that a certain shot on a preferred object ball cannot be played directly in a straight line by normal cueing. It most commonly means that the object ball cannot be hit, because it is hidden by another ball or, more rarely, the knuckle of a pocket. It can also refer to the potting angle or another significant point of contact on the object ball, blocking an otherwise more straightforward shot, even if an edge can be seen. A common related adjective describing "hooked" is also common.

SPEED CONTROL | Use of the correct amount of cue ball speed to achieve proper position for a subsequent shot.

SPLIT | In pool, the degree to which the balls move apart upon impact by the cue ball as a result of a break shot.

Split Hit | When the cue ball contacts two object balls simultaneously or nearly simultaneously.

Spot Shot | Shooting an object ball which is resting on the foot spot from behind the head string.

Spotting | Replacing object balls to the table in the position specified by the game rules.

SQUEEZE SHOT | A type of combination that can be played when the second object ball is frozen to the first and lined up at one of the knuckles of the target pocket. It can normally be pocketed by hitting the first object ball on the same side as the knuckle and second object ball at a medium to hard pace. It is somewhat counterintuitive shot because if there is the slightest gap between the two object balls the only way to pocket the second would be to hit the opposite side. The phenomenon occurs as a result of throw.

STAY SHOT | In the UK, a long distance shot played to pot a ball close to a pocket with heavy topspin, so that when the cue ball hits the cushion it bounces off but then stops due to the counteraction of the spin. It is not common competitive play, being more of an exhibition shot.

STEERING | The lamentable practice of not following through with the cue straight, but veering off in the direction of the shot's travel or the side english is applied, away from the proper aiming line; a common source of missed shots.

Stop | The cue ball immediately coming to a rest upon contacting an object ball.

STUN RUN-THROUGH | A shot played with stun, but not quite enough to completely stop the cue ball, allowing for a little follow. It is played so hat a follow shot can be controlled more reliably, with a firmer strike than for a slow roll. It is widely considered as one of the most difficult shots in the game to master, but an excellent weapon in a player's armory once it has been.

STUN SHOT | A shot where the cue ball has no topspin or backspin on it when it impacts an object ball, and "stuns" out along the tangent line. Commonly shortened to just "stun".

Successive Fouls | Fouls made on consecutive innings or strokes by the same player.

SUCKER SHOT | A shot that only a novice or fool would take. Usually because it is a guaranteed scratch or because it has a low percentage of being pocketed and is likely to leave the opponent in good position.

SWERVE | 1. An unintentional and often imperceptible curve imparted to a cue ball from the use of english without a level cue. 2. Sometimes used interchangeably with semi-masse.

Table in Position | Refers to the cue ball and object balls resting position after a shot is completed.

Throw | When English or speed alters the path of the object ball.

TIGHT | Describing a situation where a pot is made more difficult, either by a pocket being partially blocked by another ball so that not all of it is available, or the cue ball path to the object ball's potting angle involves going past another ball very closely.

Time Shot | Moving an object ball into a different position and contacting the object ball to score.

TIMING | The ease with which a player is generating cue power, due to well-timed acceleration of the cue at the appropriate point in a shot.

TRICK SHOT | An exhibition shot designed to impress either by a player's skill or knowledge of how to set the balls up and take advantage of the angles of the table; usually a combination of both. A trick shot may involve items otherwise never seen during the course of a game, such as bottles, baskets, etc., and even members of the audience being placed on or around the table.

TWO-WAY SHOT | 1. a shot in which if the target is missed, the opponent is safe or will not have a desirable shot; 2. A shot in which there are two ways to score; 3. A shot in which a second ball is targeted to be pocketed, broken out of a cluster, repositioned or some other secondary goal is also intended.

UNDERCUT | Hitting the object ball with not enough of a cut angle; hitting the object ball too full or "fat". It is a well-known maxim that overcutting is preferable to undercutting. See professional side of the pocket.

VELCRO | A UK term describing when a ball is tight on the cushion and a player sends the cue ball to hit both the object ball and the rail at nearly the same time; the object ball, ideally, stays tight to the rail and is thus "velcroed" to the rail. Running english is often employed to achieve this effect, hitting slightly before the ball. Velcroing is also called hugging the rail in the UK, which is the main expression used to describe this effect in the US.

WARRIOR | A ball positioned near a pocket so that a particularly positioned object ball shot at that pocket will likely go in off it, even if aimed so imperfectly that if the warrior was absent, the shot would likely result in a miss. Usually arises when a ball is being banked to a pocket.

WING SHOT | Shooting at an object ball that is already in motion at the moment of shooting and cue ball impact; illegal in most games and usually only seen in exhibition/trick shots.

WIPE ITS FEET | UK term referring to the metaphorical base of "feet" of a ball that rattles in the jaws of a pocket before eventually dropping. Usually said of a ball for which the intention was to pot it.

WIRED | When two balls are or are close to frozen and lined up for a pocket that contact on the first ball, without the necessity of great accuracy, will almost certainly pocket the second ball.