Do you mean a stop shot with a short after run or just following from the equator or lower?
Ideally any decisions thereof would be based on comfort/consistency/accuracy/consistency in addition to consistency.
For me these choices depend on shot dimensions ie. lay of the balls; how and where the cue ball needs to go and more often than not, avoiding changeups. FI if your pattern is mostly popping ducks in, you may opt for that stun follow because the cue speed is in the same zone as the rest of the shots. Beyond that is the nagging question, "is this gonna roll off?" Other factors allowing, popping it will cure that.
One pocket players use it because its controlling whitey. You can blast a ball
you're shooting into towards another location and then roll the cue ball up behind something for defense. Deadly skill.
it lets you stroke the ball as opposed to slow rolling
Stun rollthrough is also a way we control the carom angle, often without thinking of it as stun rollthrough.
It’s also a way to “enhance” sidespin.
It’s not just “stun” vs. “top” - stun rollthrough can be achieved by hitting any distance below center or even a little above center, depending on OB distance
great initial question
sliding the cb with a lazy draw is a neat shot
stop shot after run in this case tho, I think
I believe some call it a "stun run though" shot?
of course every player/layout is unique
but I see a lot of pros use the shot
I figured the "roll off" thing might be a factor
tho pro gear appears to usually be consistent
maintaining cue speed makes sense too
help a player keep a rhythm going
those things together could count for a lot
thanks for the reply
You can get "extra" side spin action by hitting a stun rollthrough with side spin - the forward speed wears off, but the side spin doesn't, resulting in a greater spin-to-speed ratio (and therefore greater spin action) than you can get otherwise.can you explain the enhancing sidespin part?
I would assume the main reason is to eliminate any possible chance of rolloff (cue ball and/or object ball) that could potentially cause a miss on a slow paced hit.
You can get "extra" side spin action by hitting a stun rollthrough with side spin - the forward speed wears off, but the side spin doesn't, resulting in a greater spin-to-speed ratio (and therefore greater spin action) than you can get otherwise.