
GroundstrokesCompetitive7.95/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Groundstrokes measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Forehand dominates rallies. Creates angles and power that opponents struggle to handle.
Elite backhand. Both topspin and slice are weapons. Down-the-line is consistently dangerous.
ServeCompetitive7.75/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Serve measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Flat serve is a weapon — opponents feel the pace. Kick serve bounces high and away.
Serve placement sets up the point. T and wide serves create wide angles for the next shot.
Net GameCompetitive7.65/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Net game creates real pressure. Poaching on the doubles line. Put-away volleys from difficult positions.
Footwork & MovementCompetitive7.5/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Footwork creates advantages — arrives early, sets up cleanly, recovers fast. Opponents feel the pressure.
Tactics & Point ConstructionCompetitive7.8/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Tactical sophistication is a differentiator. Constructs points that force errors even against better ball-strikers.
Decision-MakingCompetitive7.6/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Decision-Making measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Pre-programmed reads — decisions look instant because they start before the play develops.
Makes the right decision even in complex, multi-option situations. Decision-making is a primary competitive differentiator.
Strength & PowerCompetitive7.45/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Strength & Power measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Explosive lower body in game situations. Jump height, sprint power, and drive strength are all above peer average.
Arm strength and core stability are functional weapons — throwing velocity, contact resistance, and trunk control.