Combination blades are amazing - even the FH SP, players like Falck and Jia Nan Yuan prove the concept at the highest level.
You mean a combination "racket" not "blade"..
Easier said than done.
A significant number of players who do not use spinny inverted both sides of racket are consumed by guilt & by lack of self esteem & are constantly brainwashed by the looper controlled ITTF that something is wrong with you if you use pips or anti & your behavior is not socially acceptable.
make sure you find the right combination for you,
Only Dr.Neubauer makes decent combination blades but only for non defensive players.
Even Dr.Neubauerdoes not have blades that meets all 3 requirement I listed in my earlier post for defenders (even blocklers let alone choppers)
SP is THEORETICALLY the best FH rubber if you are talented enough to use it
But how many FH pips out hitters exist, even penholders at any level ?
I cannot think of any other FH shakehands player other than Falck
the ability to play different gears of spins
I don't think so. SP has the least number of gears compared to other four types of rubber (Spinny inverted, Anti, Medium Pips & Long Pips)
But it will work on FH despite that because of the most extreme offence possible (with block & smash at high speeds) from very close to the table.
But again as I pointed out earlier, only a very small % players are talented enough to do this.
Having the least numberof gears also makes SP the least suitable rubber for BH.
Yet a ridiculous myth exists that you can vary spins with short pips especially more than long pips. Fact of the matter is that OVERALL you can vary the spins the least with SP than other 4 types of rubbers. This is the very nature of design of short pips. They sit in the dead center of the spin continuum with long pips on back spin end & spinny inverted on top spin end.
Again of course there are attempts by manufacturers to try to make short pips behave like long pips for marketing purposes, but even that does not equate short pips to long pips in terms of spin generation or spin variation, because the length & aspect ratio (AR) of short pips are set & limited by ITTF ( AR cannot exceed 0.89) . Also the spin production capability of ALL PIPS has also been greatly reduced by the Pip Distribution Density Reduction Regulation of 2004, which reduced the number of pips per sq.cm from 50 down to 30 . (a whopping 40% reduction)
[low/no acceleration at contact -> light to no spin] but a heavy acceleration will lead to medium to high spin generation.
This is incorrect.
Unless it is a touch return or you are purposely varying spins (lower acceleration) , a player generally needs maximum acceleration at contact whether it is flat hit (no spin) or a top spin or back spin
The spin or lack of it , is determined by contact angle .If make contact close to 90 degrees that is a flat hit. You still need maximum accelaration at contact to maximize speed. No acceleration as you say means constant hand velocity (Velocity is the rate of change of distance. And acceleration is the rate of change of velocity. In other words from the principles of calculus, velocity is first differential of distance & acceleration is the first differential of velocity & therefore acceleration is second differential of distance) .
The unit for distance is meters. The unit for velocity is meters / second. The unit for acceleration is meters / second / second
Constant hand velocity which means zero acceleration will produce neither maximum speed for a flat hit nor maximum spin in a loop or a chop.
Therefore unless it is a touch shot you want maximum acceleration of your hand whether you want to maximize speed in a flat hit or spin in a loop.
To maximize spin you contact the ball at more of a tangential angle to "brush" the ball and contact angle is alamost 0 degrees. Your hand must still be accelerating & reach maximum during contact if you want to maximize spin (top spin for a loops or back spin for a chop and side spins added on top takes you to the next layer of complication). This is why new loopers miss 95% loops initially & even pros miss close to 5%. (Have you not see a tennis player hit the frame when they try to loop & mishit the ball goes up 30 or 40 feet towards the ceiling ?) .
BTW as far as spin "generation" goes, short pips (even the modern fake long pip type short pips) have the least spin "generation" capability of all 5 rubber types. This is due to reasonn I explained above regarding ITTF defintion of SP as well as the 2004 Pip Density Reduction Regulation
I plead to ITTF to ban all pips & anti to release & set free all of ITTF's political prisoners (choppers / defenders)