Tips / Systems
3-cushion systems
Rules of thumb calculated from diamond numbers, ideal mirror constructions, and shots that use spin to shape the route, all in one place. Check each article's diamond scale, tip position and speed, and adjust for your table.
Searches names, English names, descriptions, formulas, when to use them and section headings. Spaces are optional.
22 systems
- Five & Half Five & Half SystemA rule of thumb that finds the third-cushion arrival from the difference between the departure number and the first-cushion number on a long → short → long path. This page uses INPROD's scale system.Third-cushion number = cue ball number − first-cushion number
- Half System Half / MirrorA no-English aiming reference that uses the midpoint at equal distances and a mirror construction when distances differ. It also applies to the 3-cushion half reference line that goes around the corner.Only at equal distances: aim point = (cue ball coordinate + target coordinate) ÷ 2
- No English System No EnglishAn aiming method with no left-right spin. Even without side spin the ball still rolls forward, and it doesn't mean a real cushion reflects like a perfect mirror.Ideal corner departure: third-cushion distance counted from the departure corner = 2n (0 < n < 4)
- Plus System Plus SystemA rule of thumb that adds the first-cushion number to the departure number on a short → long → long path. This page uses INPROD's shared departure/arrival scale.Third-cushion number = cue ball number + first-cushion number
- Double the Rail Double the Rail / jeopsi (plate)A path that comes back to the cushion it hit first to make up the third cushion. This page covers the jeopsi (plate) pattern, which comes in shallow with reverse English.Long → short → same long (or short → long → same short)
- Reverse System Reverse EnglishA family of shots that enter the first cushion with reverse English. The key is learning how the ball responds to the angle of incidence, spin and speed, rather than a fixed subtraction formula.Reverse English tends to shorten the rebound and reduce speed (depends on angle of incidence and amount of spin)
- Ball System Ball System · side-aroundA side-around rule of thumb that reads the first object ball's reference line and the third-cushion target and combines thickness and spin. This page explains thickness in eighths and a slope correction of 1 per diamond.Thickness number + tip number = first-object-ball line number + third-cushion number + slope correction
- 15 System 15 System · short PlusA short path that hits the near short rail first and comes back across the two long rails. Subtract 15 and the departure number from the arrival number to find the first aim point.First cushion A = arrival D − 15 − departure S
- Maximum Plus Maximum Plus · long PlusA rule of thumb for long Plus layouts that head toward the short rail from the far end. The key is telling the departure marks 25, 28, 30, 32 apart from the arrival marks.First cushion A = departure S − arrival D
- Sid’s System Sid’s System · no-English two cushionsA no-English reference that finds the first cushion by multiplying the departure number by the second-cushion arrival number. It finds the path only as far as two cushions, so to complete a 3-cushion score you also have to check the rest of the path.First cushion A = departure S × second-cushion arrival D
- South system South · short–long–short thin cutA rule of thumb for long thin cuts when the object balls are near both short rails. The three numbers give you a tip-position step, not a first aim point.Tip-position step = object ball number + arrival number − cue ball number
- Rodriguez system Rodriguez · side around with close ballsWhen both object balls are near the same long rail, halve the gap between them to find the target on the second cushion. Count diamonds before reaching for a complex number table.Second-cushion target (diamonds) = gap between the two object balls along the long axis ÷ 2
- Long–long–short Base 40 LLS Base 40 · no EnglishA path that hits two long rails in a row and then goes to a short rail. Learn the no-English reference that adds the second-cushion number to the start number to find the first aim point.First cushion A = start S + second-cushion target B (long-rail start · Ef-0)
- Tuzul system Tuzul · 1-tip short–long–short basicsAdd a table value that depends on spin to find the first cushion. Learn the 1-tip reference that comes back to the same height on the short rail you started from.First cushion A = start S − arrival D + table value TV
- Sunrise–Sunset system Sunrise–Sunset · thin cutAdd the cue ball, first-cushion and third-cushion numbers to get a tip-position step. Start by learning which way to send the first object ball.Tip-position step = cue ball number + first-cushion number + third-cushion number
- Front around ball system Front Ball · line-number methodAdd the front around line number, the slope and the arrival number to find a thickness and spin combination. Don’t reuse the side around scales as they are.Line number + slope + third-cushion number = tips + thickness
- Thin cut 7-ball system Seven Ball · long thin cutLink the slope and the arrival number from a half-ball, 2-tip reference. When the target changes, adjust either spin or thickness.Half-ball · 2-tip reference: slope 7 diamonds → arrival number 7
- Plus Two system Plus Two · normal rangeSubtract the start number from the arrival number to find the first short rail. It belongs to the same family as Plus, but you learn the normal, short and long start ranges separately.First cushion A = third-cushion arrival D − start S (normal range)
- Spot on the Wall Spot-on-the-Wall · external reference pointA method of remembering a reliable reference shot by extending its aiming line to a mark outside the table. When the cue ball moves, use the same mark to find a candidate line and check the actual arrival.Confirm reference shot → extend first aiming line → external mark S → aim at S from the new cue ball
- Midpoint parallel shift (two cushions) Midpoint Parallel ShiftConnect the midpoint of the cue ball and the target to the corner, then shift that direction in parallel onto the cue ball to find the aim for two cushions. When the balls move, find the midpoint again first.Midpoint M = (cue ball C + target T) ÷ 2 → shift the M→corner direction in parallel onto the cue ball
- Double cushion by layout Double Cushion · long-long-shortNarrow-angle layouts where the cue ball, after hitting the first object ball, crosses the two long rails in a row and comes to the short rail. Learn thickness and tip position by comparing the reference layout with its mirror image.First object ball → long ① → opposite long ② → short ③ → second object ball
- Sánchez two-cushion bank system Sánchez · Two-cushion bankAn aiming reference for reaching the first object ball after two cushions. Construct the parallel using the second-cushion arrival Q, not the object-ball centre.S → M(S,Q) → C → ∥S · 18 − 11 = 7
If there is a system you would like covered, let us know. We will add it in the same format.