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Top Spin 3 FAQ & Strategy Guide: Part 3 in the series of the most popular and helpful Top Spin FAQ in Cyberspace for Top Spin 1, 2 & 3 on the Xbox 360!  The Original Top Spin FAQ & Strategy Guides have been responsible for helping thousands of Top Spin fanatics around the world in dealing with cheesy gamers by providing detailed insights and innovative gameplay strategies. These Guides are widely acknowledged by gaming and sports forums (and even a developer or two) as the one-stop location on the 'Net for Top Spin information for both offline and online gameplay.  This Top Spin 3 Guide features walk-through for offline career mode and extensive strategies  for gaming on Xbox Live! 

Creation date: June 23, 2008, Last Update: September 12, 2008

Below you will find yet another addition to my highly successful series of Original Top Spin Superguides

If you were a regular visitor during the evolution of my two previous Top Spin Superguides, you can expect much of the same with this one in terms of updates and organization.  For those of you who are relatively new to the format of my Guides, what you see now for Top Spin 1 and Top Spin 2 was written from experience after creating 18+ custom characters (18+ times through the offline career modes) and over 1,000 online matches – which equates to several month's worth of research and experience for each game.  While this guide was completed on August 4, 2008, it will be maintained and updated when necessary for up to one year from Top Spin 3's original release date.   The Original Top Spin Superguides are the most complete source for Top Spin information anywhere.

If you have any questions about Top Spin 3, please feel free to
ask.
  The inquiries for Top Spin 1 and 2 helped make my original guides a better, more complete source for Top Spin information as I was able to identify what was on people’s minds (i.e. the noted FAQs). Any new questions pertaining to Top Spin 3 would undoubtedly improve this guide as well.


Message Board:   The Top Spin 3 FAQ & Strategy Guide was completed on 8/4/08, but will still be maintained and updated as necessary until June 23, 2009.

All content found in the "Original Top Spin FAQ & Strategy Guides" (aka The Original Top Spin Superguides) is completely original work by the noted author(s).  
Content is owned by TheXBFL.com and protected by copyright law.  It is not to be reproduced or redistributed without the expressed written consent of the XBFL.
 

Intro:

Top Spin 3 is the third installment to one of the most popular tennis videogames to date (the other being Virtua Tennis).  The original Top Spin was a unique game in that it appealed to both the tennis enthusiast and the casual fan with its easy-to-learn controls, and excellent replay value when experienced over Xbox Live.  TS2 was released in March 2006 after four significant delays, and surprising to some, by a new publisher (2K Sports). Aside from the better models being available to create more realistic custom players and the obviously improved roster of new pros to choose from, TS2 had other revisions which made it quite a bit different from its predecessor: the risk shot had been modified considerably, and more tactical shot making was available to gamers who chose to use it.  Despite the changes (and noted improvements) however, TS2 failed to capture and maintain its fan-base the way the original Top Spin did.  Critics widely acknowledged that TS2 lacked the "X factor" that made the original so fun, as well panning the reality flaws that could be exploited unfairly in ranked online match play.  Top Spin 3 has clearly been billed as a "tennis sim" - and with the breadth of new options available to gamers in terms of shot selection and advanced tactics, the developers of TS3 may have taken a 'split-step' in the right direction.  Is the third time really a charm for the Top Spin series?  That is up for you to decide, but I will offer my opinion at the conclusion of this FAQ & Strategy Guide.  Below, you find my in-depth instruction to playing through Top Spin 3 both offline and online, as well as many extra bits of information that should enhance your overall experience with this game.



Table of Contents:   click topic below to advance to relevant section on this Webpage.

1 - Court basics and Face Buttons
2 -
Terminology

A
-
Creating a Player
                               -
Skills
                               -
Player Types
                               -
Custom Creations
                               -
Creating Andre Agassi
B - What the Pros Use (equipment and clothing found in TS3)
                                
-
Clothing and Sneakers
                                -
Racquets
                                -
Notes and definitions
                                -
Adidas hats
C
- Career Mode Walkthrough (Max Out Your XP As Quickly As Possible & Finish Pro Circuit at #1)
                               - Career Mode Overview
                               -
Career Schedule
                               -
Career Chart
                               -
Career Tips Summary
                     
     
     - Shortcuts
D
- Offline Strategies
                             
  -
Assigning XP
                            
   - Hitting Approach Shots
                               -
Returning Serves
                               -
Baseline Exchanges
                               -
Chasing Down Lobs
                               - LB vs RB
                               - Amateur Circuit Tips & How To Beat Opponents
                               -
Challenger Circuit Tips & How To Beat Opponents
                               -
Junior Circuit Tips & How To Beat Opponents
                               -
Pro Circuit Tips & How To Beat Opponents
                               -
Legend Circuit Tips & How to Beat Opponents
                               -
Final Note: Beware of CPU Interference (Cheesy A.I.)
E -
Career Mode Summary
F
- Xbox Live Gamer Achievements
                         
       -
Offline Achievements
                                -
Online Achievements
G
- Xbox Live! Play
                               
- General Online Gaming
                   
            - Exhibition (Player) Matches
                               - World Tour
                             
  - General Advice
H -
Online Strategies 
                            
   - Be Patient, Play Only When You Are Ready!
                               -
Identifying Strengths & Weaknesses
                               -
Service Positioning
                               -
Returning Serve
                               -
Battling the Power Game (1)
                               -
Battling the Power Game (2)
I
-  Cheesy Online Gameplay: Beware!
                               -
Induced Lag
                               -
Wide-Angled Serving
                               -
Risk Shot Abuse
                               -
Risk Shot Return of Serves
                               -
Player Stacking (Multiple 100s & 90s)
                               -
Exploitation of the "Handcuff" Return of Serve
                               - Trigger Returns from Inside the Baseline
                               -
Lob Returns
                               -
Risk Slice Abuse - updated 9/12/08
J - Sim-Tennis For Dummies
K
- Xbox Live/Top Spin Server Updates, Patches, and DLC
L - FAQs
M - Top Spin 3 Game Review
N - Improvements Made Over Top Spin 2?
O - Suggestions for PAM Development & 2K Sports
P - Reality Flaws In TS3
Q - Wrap Up (conclusion)
R - Miscellaneous Links
S - The Author (and acknowledgements)
T - Custom Roster
U - Gamer Log - updated 9/12/08
 

* Special Notice Key:

- Pro Tactic: a technique I  developed to improve a scenario found in the game, or, an alternative (and original) way of winning points.
- Pro Strategy: strategy I  developed to increase the chances of winning a point.
- Pro Insight: an issue or thought that I  felt was important enough to make mention of; could pertain to offline career planning, or online gaming
- Glitch! an in-game glitch or anomaly that I  discovered during my experience with Top Spin 3
- Fun Fact:  an identified part of the game that really holds no perceived value, but is entertaining/amusing nonetheless
- FAQ: questions posed to me that share a similar theme
- Note: an observation worth noting.  It could be further explanation of an aspect of the game, or simply something in the game that I thought was worth sharing.

 

1 - Court Basics and Face Buttons:

Throughout this FAQ, I will use terms like deuce court, ad-court, baseline, etc.  These terms may or may not be familiar to everyone. Below are simple illustrations depicting these areas of the court.

Court Basics: Details various parts of a tennis court: baseline, singles and doubles lines, service boxes, and doubles alley.
Court Basics 2: Illustrates the ad and deuce courts as well as "no man's land."  The term "deuce court" refers to the left service box (and right baseline area when serving).  The term "ad court" refers to the right service box (and left baseline area when serving).



Pro Insight: Using the Face Buttons
One thing I've noticed in the past when playing people online is that they get too comfortable with one type of shot/button and use it throughout most of the match.  The A.I. opponents do pretty much the same thing.  Using different shot types can help you win some easy points, and on occasion, get you out of a jam.  Here are some examples of when to use the different face buttons:
 

A (Safe Shot): It's a flat ground stroke that is "supposed to" have a less likelihood of being mis-hit.  This is a good shot to use if:

- You are trying to establish a rally without seeking too much of an angle.

- You are being run from side to side, but still having adequate time to reach the ball.  This is a higher percentage shot to make when on the run.

- You have the opportunity to pounce on a short ball, the safe shot (and pressing UP on the analog stick for added depth) is a good choice.  
 
- You are faced with a powerful server, and need a fairly reliable return.  The safe shot ("A") is your best bet at a decent return that's reasonably consistent. 

B (Top Spin):  The ball will have a lot of forward spin causing it to bounce shorter than the "A" shot.  The drawback to heavy top spin is that it's a bit slower than the safe shot, thus allowing your opponent a better opportunity of reaching it in time.  The advantage however is that you can produce greater angles with this type of spin. The top spin shot is best used when:

- You are trying to open the court up by forcing your opponent to one side.

- You want to vary the depth of your shot in hopes of forcing your opponent to make an error.  Pressing UP or DOWN on the analog stick can change where the ball makes its first bounce on the court.  If your opponent is deep behind the baseline, short bounces may cause him to shovel the ball if he is out of position.

- You are on the run, and you want to create an opportunity to recover.  Sometimes, if hit just right when on the run, you can create a wicked angle that may surprise your opponent.

- Pro Insight: if you are playing against an opponent who makes frequent use of the risk shot, or, has 90+ XP assigned to power, the top spin shot should be avoided.  If used in this situation, you may find that your top spin shot will be slow and land short in your opponent's court, setting him up for an easy put-away.

X (Slice):  Slice is an extremely underrated shot, and one that I favored heavily in Top Spin 1 (especially when playing cheesy gamers who hit the risk shot all the time). Slice creates underspin which causes the ball to plane, as opposed to arcing over the net.  Due to the back spin, the ball bounces very low.  It is best used when:

- You are facing a big server like Andy Roddick.  When timed correctly, slice takes all the speed off your opponent's ball and returns it back to them low and slow.

- If your opponent is at the net, a slice can be a very effective passing shot.  Not only does it affect your opponent's timing (they are likely expecting a harder shot), but the reverse spin makes it difficult for them to hit a powerful volley.

- If you are on the run from side to side, and need to recover.  The most effective shot in this situation is to hit a cross-court slice since it will have a longer flight time before your opponent can hit it.  It should allow you an extra second to hopefully capture better defensive court positioning.

- You are facing an opponent who has heavy ground strokes, or, who is a cheesy gamer and hits risk shots all the time.  The slice is the most efficient way to return powerful shots if you can't match their power using "A" or "B."  Similar to returning a hard serve with slice, timing the use of your "X" button takes power off your opponent's shot and returns it back to them.

- Your opponent is out of position or deep behind the baseline, slice can be an effective shot as it has a low bounce, and can be hit with a decent angle.

- If you are a volleyer, a well placed slice is the best shot to hit prior to attacking the net.  You may have heard the term "chip and charge."  A player will chip (slice) the ball where it travels much slower than a typical shot and with reverse spin (to create a low bounce), and they follow right behind it to the net.  In theory, the low bounce should make it difficult for your opponent to hit a clean passing shot.  The slowness of your shot should also allow you more time to get to the net.  Don't forget to use the "RB" button when charging the net!

Y (Lob):  Lobs are shots that are hit high into the air, and above your opponent's head (and hopefully outstretched racquet too!).  In real life, there are two types of lobs:

1) a defensive lob, which is a ball hit high into the air with little or no spin.  The purpose of this shot is to allow you to regain court position if you are being run all over the place. The best defensive lobs are hit high and deep.  

2) Top spin lob.  Top spin lobs are offensive lobs that are hit with tremendous spin so that the ball flies over your opponent's head and arcs back down deep into the court, and just inside the baseline.  Due to the heavy forward spin, the ball will take off towards the back court after its initial bounce, thus making it very difficult to chase after.  Unfortunately, there is no distinction between the two lob types in Top Spin 3.  The lob found in Top Spin 3 is pretty basic (though more like a top spin lob than not), and is good to use in the two following scenarios:

- If your opponent is attacking the net, a lob not only can turn into an outright winner by traveling over their head and bouncing near the baseline, but it also sends a message to your opponent:  Think again before attacking the net against me!  Always remember though, lobs can be chased down in Top Spin 3, so be sure to rush the net as soon as you hit one just in case your opponent reaches it.  If they do reach it, any shot they hit will be a weak one, allowing you to put it away with an easy volley!

- If you are on the run back and forth and the outlook is not very good that you will recover, throw up a deep lob to allow your self time to regain a decent court position.  Of course, you are risking the possibility that your opponent could smash it for a winner, but it will not only help save some stamina, but it also gives you a better chance than what you had when running around the baseline.  It may also give your opponent second thoughts about rushing the net the next time he or she has you on the run again.


Pro Insights: Volley Types

A (Safe Volley) - the safe volley is nothing more than blocking the ball back before it bounces.  The speed of the volley will likely depend on the speed of the incoming ball.  Because you would be doing nothing more than re-directing the ball over the net, it is not really considered an offensive shot.  It is best to use this volley when:

- You are not in ideal position to hit an effective volley for a winner, but want to at least get it over the net safely.

- If your opponent is way out of position, and you fear missing the "easy put away," this type of volley into the open court is your best choice.

- If your opponent has heavy ground strokes (i.e. lots of power), this is the highest percentage volley to use.

B (Power Volley) - If you are in good position to hit a volley, this is arguably your best shot when at the net.  The power volley enables you to drive the ball over the net with force and angle (if desired).  If you have a relatively small zone on the court to hit a winner, this is a good choice too.  Be careful if you use the left analog stick to angle your shot though, it doesn't take much movement to hit a ball out of bounds.

 

X (Slice Volley) - A slice volley is a good choice when you are trying to take some pace off your opponent's shot.  It's also a good option when you want the ball to bounce low and to a specific area of the court.  Like the power volley, it doesn't take much movement of the left analog stick to knock one of these volleys wide of the singles lines.  Exercise caution when hitting this shot.

 

Y (Drop Volley) - Drop volleys are very effective if you are up at the net and your opponent is behind the baseline.  Depending how well skilled you are with the left analog stick, you can hit a drop volley so that it just clears the net, lands well short of the service line, and to where it hardly bounces.  You can also hit angles with drop volleys, though it takes a lot of practice.  Cross-court droppers are my favorite.  I can't help but hear Patrick MacEnroe yelling "Eye Dropper!" every time I hit one for a winner.  As with the power volley and slice volley, be careful when trying to hit too much angle.  You could either send it far wide, or, it may not clear your side of the net. Drop volleys are easier to execute the closer you are to the net.

 


 

2 - Terminology
 
Throughout this FAQ & Strategy Guide, I use some gaming terms that some people may be unfamiliar with.  Below, I've provided some definitions to explain their meanings:

2K Sports: The publisher of Top Spin 2 and Top Spin 3.

Cheesy Gamers: Gamers who resort to exploitations of reality flaws, cheats and unsportsmanlike gameplay in order to gain an unfair competitive edge over their opponents.  The play-styles of these gamers usually do not mimic the behaviors seen in the activities their respective games are based upon.  For American football games (e.g. Madden), cheesy gamers will make frequent 4th down conversion attempts, they will move specialized players out of their natural positions, they will frequently run "money plays" (i.e. plays that erroneously have high success rates), they will exploit glitches, etc.  In the Top Spin 3, cheesy gamers will resort to exploiting reality flaws such as the super wide-angled serve, excessive risk shots (including risk shot returns of serve), stacking players with three or more red zone skills (e.g. 90+ power, 90+ serve, 90+ forehand & backhand), and inducing lag.

PAM Dev: Power & Magic Development.  The developers of the Top Spin series.

Sim-Community: A collective group of gamers who abide by the codes of sim-gaming.  These individuals play honest and fair games, without resorting to exploitations of cheats, glitches, reality flaws, or loopholes.

Sim-Gaming: Simulation gaming.  This refers to the act of playing a game similar to that of the real life activity that it is based upon.  Sim-gaming does not make use of exploitations of cheats, glitches, reality flaws, or loopholes to gain an unfair advantage over other competitors.
 
Sim-Tennis: Simulation tennis.  The act of playing a tennis videogame where the style of gameplay mimics the real life sport, and "reality flaws" and glitches aren't used, abused or exploited.

Stacking Players:  A term I came up with for gamers who apply 90+ points to multiple skill areas of their custom players.  Many gamers opt for 100 power and 90+ level forehand and backhands.  They typically do this at the expense of two to three other key areas (typically 30 stamina and 30 volley, but sometimes serve or service return). While there is nothing wrong with forgoing stamina or volley, utilizing red level skills (90+) in more than two areas is frowned upon by the sim-community because the player gains the ability to overwhelm anyone with a diversified character regardless of their skill level.  Most cheesy gamers make frequent use of the wide-angled serve in addition to having a stacked player; they will serve out wide, expect a semi-weak return, and then pummel the ball down the near sideline for a winner.

Reality Flaws: Parts of a game that are embellished (or inaccurate) when compared to the real life activity to which it is based upon.  These are elements of a game that are typically exploited by cheesy gamers.  A few examples would be the Top Spin 1 risk shot which was measured to be in excess of 120 mph, and the Top Spin 1 kicker serve that would literally bounce over the return man's head.  Risk shots in TS3 are still considered reality flaws due to the fact that they can still reach or exceed 120mph, and can be used frequently.

 
 

A - First Things First, Creating a Player:

Section 1:
Skills
Section 2:
Player Types
Section 3:
Custom Character Creation
 

1)  I won’t spend too much time here other than highlighting a few key points with regard to creating your character:

Unlike Top Spin 1 where you had pre-defined character types (defensive, power, tactician), and Top Spin 2 where you had 11 areas to distribute "stars" to improve your player, Top Spin 3 has eight character attributes that you will need to focus on in order to reach the status of world-class competitor.  By assigning XP points earned through wins at various tournaments (560 in all), you can improve your player's abilities in the following categories:

- Service: increases the accuracy, power and consistency of serves
- Return: increases the accuracy, power and consistency of returns
- Forehand: increases the accuracy, power and consistency of forehand shots
- Backhand: increases the accuracy, power and consistency of backhand shots
- Stamina: according to the developer, stamina helps you regain energy after long runs, abrupt direction changes (drained more quickly if you use the LB or RB buttons)
- Volley: increases the accuracy, power and consistency of volleys
- Power: improves power of shots
- Speed: allows you to react quicker, run faster and change direction more quickly.

Note: Gone are precision, focus and spin from TS2
 

2) The first thing I recommend you do is put together an idea of what you want your character to be: A baseliner? Serve and volley player?  A defensive player?  Power hitter?   You should have a tentative plan of what you want your character to be because you will be accumulating XP points very quickly during your career.  For your first character,  I'd recommend setting a goal of having 55 points at each skill, and from there begin to shape your custom character to the style of play that suits you best.


For reference, here are my thoughts on player types and general ranges for each:

Power Hitters (baseliners): Andre Agassi, Jim Courier.   Groundstrokes (backhand/forehand) should have plenty of XP as should their power rating. They should also have moderate stamina (which is actually contrary to Andre and Jim - both of whom were in excellent physical condition for their style of gameplay).  Depending on your power hitter, sometimes precision is a tradeoff.  Some guys have very heavy swings but allow for some margin for error with the placement of their shots, while a very rare few (e.g. Agassi) possess the ability to paste lines with tremendous pace behind their shots.  Serves are adequate, but typically not exceptional.  Volleys are below average to average at best.  In today's game, Rafael Nadal is arguably the best pure baseline player.  His combination of speed, power, and top spin shots make him very difficult to play.

- Service range: 60-70
- Return range: 70-80
- Forehand range: 75-85
- Backhand range: 75-85
- Stamina range: 55-65
- Volley range: 25-35
- Power range: 85-95
- Speed range: 65-75
** Andre Agassi: Sv: 65, Ret: 81, FH: 83, BH: 81, Stm: 55, Vol: 30, Pwr: 95, Spd: 70 (this setup is an estimate based on the restrictive 560 points allowed)
** Jim Courier: Sv: 70, Ret: 73, FH: 80, BH: 80, Stm: 64, Vol: 30, Pwr: 90, Spd: 73

All-Court Players: Pete Sampras, Roger Federer: reasonable balance in their weapons of forehand, backhand, serve and volley, with one standing out slightly more than the others (e.g. Sampras' serve).  They have decent quickness around the court, good use of spins and angles, and are above average with their consistency and stamina.

- Service range: 65-75
- Return range: 65-75
- Forehand range: 65-75
- Backhand range: 65-75
- Stamina range: 65-75
- Volley range: 65-75
- Power range: 65-75
- Speed range:
 65-75
**

Defensive Players: Brad Gilbert is the best example in this category.  Strong stamina and consistency with groundstrokes is key to being a good defensive player.  A defensive player has no real weaknesses other than lack of firepower on offense.  He'd be one of strong mental focus and excellent consistency with shot making.  Speed around the court is also essential.  A good defensive player gets into the head of his opponent and causes them to make unforced errors as they try to produce winners. Novak Djokovic is the new breed of defensive player where he can play defensive tennis and as if hitting a switch, can go on the offensive with powerful, precise shots. Below are ranges for the "classic" defensive player model.

- Service range: 60-70
- Return range: 65-75
- Forehand range: 80-85
- Backhand range: 80-85
- Stamina range: 80-90
- Volley range: 40-50
- Power range: 55-70
- Speed range: 65-80
**

Serve and Volley Players (net aggressors): Patrick Rafter, Stefan Edberg, Taylor Dent, Tim Henman.  Serve and volleyers are a dying breed in tennis as it takes an exceptional amount of skill and talent these days to succeed with this style of play.  Part of this has to do with the high-fitness levels of today's players (i.e. much more power).  The other part has to do with how racquet technology has turned tennis into a power game that can be dominated from the baseline.   In Top Spin 1, in nearly 800 online matches, I experienced less than a half dozen net aggressors - and none of them were ranked very high.  I will go on record here and say that I was the highest ranking serve and volleyer with Top Spin 1, and had modest success in doing so.   If you choose this route, make sure you have an effective serve (120mph+), a strong ability to volley, and very good court speed. The trade-off is that you won't have firepower from the forehand or backhand side, but your shot making should at least be precise.  The best volleys are made after setting up a solid approach shot where your opponent's return won't be very effective.

- Service range: 65-80
- Return range: 65-75
- Forehand range: 65-75
- Backhand range: 65-75
- Stamina range: 50-65
- Volley range: 85-95
- Power range: 65-75
- Speed range: 80
-90
 ** Stefan Edberg:
Sv: 65, Ret: 65, FH: 69, BH: 69, Stm: 55, Vol: 97, Pwr: 70, Spd: 80
 

3) If you are creating a character in your likeness, make note of three things:

1) If you have a pronounced feature like a chin or nose, what you see in the create-a-player mode will look even MORE pronounced in the game during replays and the thumbnail image of your player during the pre and post-match screens.  You may want to scale back a bit with what you have during your creation process, even if it doesn't necessarily look right at that moment.  This same sort of issue was present in TS2 as well.  

2)      The default eye options are horrendous, most of what look to be unnatural; almost alien-like.  Pay careful attention to detail when selecting the eyes of your character if you have a special look in mind.  The eye shape has the potential to adversely affect the entire look of your character.  Granted, you can later tweak your facial settings with "morphology," but refinement around the eyes is limited, and from my experience, still didn't remedy the problem I was having while trying to get my look nailed down correctly. 

3) When you name your player, you may not want to use your real name.  Whatever first and last name you give your custom-player, they will appear to those you play when on Xbox Live.

 

Height and weight:  While height is something that can be precisely modified, your character's weight will not be revealed until you are about finished and ready to save your character.  Weight is affected by the general "build" of your character, and the level of fat and muscle you've added.  I wanted a player around 175lbs., and therefore had to toggle back and forth between screens, adjusting my build/fat/muscle percentages until I got the weight I wanted.

If you have questions with regard to a good height/weight for a custom player, please refer to the Original Top Spin FAQ & Strategy Guide under the same category heading.  I would assume much would still apply here.

Service Motions:

Service Motion A: Classic service motion, a very popular form used by many pros and established players.
Service Motion B: Deep knee bend with knees together, a less common motion, and practically exclusive to Boris Becker (this motion was seen in TS2 as well).
Service Motion C: Feet together, typical service motion.
Service Motion D: This is the service style of Andy Roddick (note: TS2's fourth service motion option was that of Pete Sampras, which is not available in TS3).
Service Motion E: Classic trophy pose.  Features a twist at the mid-section.  The logo of the ATP Tour was taken from this style of serve.
Service Motion F: Somewhat similar service motion to that of former tennis pro Goran Ivanisevic.
Service Motion G: Feet together, racquet drops just over shoulder prior to the upswing.  This style is modeled after tennis legend Bjorn Borg.

Right hand or left handed:

Whichever suits you best.  Right handers are more common in pro tennis, but lefties have their own advantage with contrasting spins.

Forehand Motions:

Forehand Motion A: Compact stroke, flat delivery
Forehand Motion B: Similar to Motion A, but has a greater follow through
Forehand Motion C: This is a driving forehand motion with a good backswing and follow through
Forehand Motion D: Loopy over the shoulder swing.  This motion is typically favored by Spanish clay-court players.
Forehand Motion E: This is the motion of Rafael Nadal (who is an exclusive pro player to PS3 Top Spin 3 owners).
Forehand Motion F: This form utilizes a huge backswing.
Forehand Motion G: This is a "push" motion.  In real life, this sort of swing would not generate a lot of pace.  "Pushers" typically use this type of swing.
 

Single or two-handed backhand:

Unlike Top Spin 1, TS3 does not have any obvious drawbacks due to glitches when using a two-handed backhand.  It's simply a matter of preference.  In real life, there are advantages and disadvantages to both.

Two-Handed Backhand Motions:

Backhand Motion A: Standard backhand swing, but with a very wide stance where the player's body opens up completely to their opponent.
Backhand Motion B: This motion features a high follow through over the shoulder.  This style resembles that of many Spanish clay-court specialists.
Backhand Motion C: A "basic" backhand form.  Player steps forward and swings out towards his target with a good follow through over the shoulder.
Backhand Motion D: A more compact stroke than the other three listed above.  

One-Handed Backhand Motions:

Backhand Motion A: A backhand swing with a high follow through.  Player's body opens up at the completion of the stroke.  Similar style to that of Roger Federer.
Backhand Motion B: This motion is very similar to Motion A, however it features a slightly higher follow through motion.
Backhand Motion C: This one-handed backhand features a more compact swing (i.e. less follow through).
Backhand Motion D: Contact with the ball is made with two hands on the racquet, but the top hand releases at the start of the follow through.  

 

Voice Frequency:

Quite simply (in my opinion):

Always On = very annoying
Power shots and efforts = okay
Effort Only = good
Never = silence is golden

Remember, you may be investing between 20 and 30 hours in offline career mode (depending on your objectives).  You will undoubtedly grow tired of your character's grunts after a short period of time if you choose "always on."


4) Creating Andre Agassi

In the Original Top Spin FAQ & Strategy Guide, my section on Andre Agassi was hugely popular far beyond my expectations.  Despite the relatively limited options found in the create-a-player mode, the Agassi look-alike that I created was pretty impressive, and far better than anything else online at the time.  Due to the two-handed backhand glitch in TS1, I didn't use him very much for online competition (choosing to instead use a virtual likeness of myself).

In Top Spin 2, I had spent countless hours trying to re-create Andre, and finally succeeded.  However, I could not share my results online because of the weird functionality of TS2's "DNA" feature.  If you chose a certain DNA base, and two minutes later chose the same one again, you would get drastically different results. Because of this, I couldn't post my process despite numerous requests.

In Top Spin 3, I have infact documented the steps I took to the best of my ability.  The Agassi character I created is based on his 2001-2003 appearances.  While he doesn't look exact (primarily because of the eyebrows which can't be further modified, and the eyes), he looks every bit as good as any of the in-game representations of existing pros.  From my experiences, I've found that the picture you see in the portrait view does not necessarily reflect the final "product" you will see in a game.  For example, if you were to create a very realistic version of yourself in create-a-player mode, you will likely look quite a bit different in the thumbnail image and cut scenes during an actual match. Certain features become more prominent during actual gameplay, so be aware of this during all of your custom creations.

I ran into this problem with the first version of myself, and my very first version of Andre Agassi.  So, after some trial and error, I have two versions of Andre that I am reasonably pleased with.  One looks better (more accurate) in the portrait mode (#1) but not so much during actual game play, and the other is not as accurate in the zoom/portrait view but looks better in the actual gaming mode (#2).  Below are the settings I used, but you will need to tweak certain facial features using the "Morphology" option in the game for the nose, mouth, eyebrows, chin, etc.  That part will be up to you.  I am merely providing a base to make the initial set-up easier.

Note: The settings for body/build/muscle/fat were to get his videogame weight close to his real-life competitive weight.  Despite being fairly accurate, the videogame version of Andre looks a bit bulkier than he should be.  If you want to give him a leaner appearance, reduce the level of fat and muscle by a few points.

Note: Rumor is that Andre Agassi will appear as a downloadable pro in the reasonably near future, along with some other pros including Pete Sampras.  As exciting as this is for fans of his, he will not be useable in World Tour mode.  As you may know, Andre's previous tennis games (for Sega Genesis and Playstation 2) were absolutely horrendous, and not even worth keeping for nostalgic value.  His appearance in Top Spin would definitely be his best game to date despite his name not being in the title. 


Style/Setting Name

Andre Agassi 1
More realistic in portrait/salon views
(use #1 above)

Andre Agassi 2
More realistic looking during gameplay

(use #2 above)

Face: Color

 2/8

2/8

Face: Eyes

4/10

4/10

Face: Nose

1/10

3/10

 Face: Mouth

2/10

 2/10

Face: Jaw

1/5

1/5

Face: Chin

10/10

9/10

Face: Forehead

10/10

10/10

Face: Shape

2/6

2/6

Details: Color

2/8

2/8

Details: Eye Color

13/37

13/37

Details: Age

5/7

5/7

Details: Circles

1/7

1/7

Details: Lips

1/5

1/5

Details: Freckles

1/10

1/10

Details: Complexion

18/30

18/30

Details: Granular

3/4

2/4

Details: Eyebrows

9/16

9/16

Body: Build

6/11

6/11

Body: Fat

4/11

4/11

Body: Muscle

9/11

9/11

Body: Neck

6

6

Haircut:

1/26

1/26

Hair Color:

2/35

2/35

Stubble:

4/4

4/4

Shave Type:

1/41

1/41

Style:

Right Handed

Right Handed

Service Style:

A

A

Forehand Style:

C

C

Backhand:

Two-Handed Backhand

Two-Handed Backhand

Backhand Style:

C

C

Celebration Style:

Normal

Normal

Grunt Style:

Effort only or none

Effort only or none

DOB:

4-29-1970

4-29-1970

Country:

United States

United States

Hometown:

Las_Vegas

Las_Vegas

Residence:

Las_Vegas

Las_Vegas

Again, these settings will require some minor modifications in the "Morphology" area of the create-a-player mode, but they should give you a very solid foundation to which you can create a realistic "virtual Andre Agassi" in Top Spin 3.

 

B - What the Pros Use: Clothing and Racquets

Index:
Clothing
Racquets
Adidas Fun-Fact


Due to the sheer number of clothing items and equipment available in Top Spin 3, I may omit certain items that are not used by more notable pro players.  With regard to the shoes listed below, the listed players have worn variations of these styles, maybe not the specific one found in the game.  For instance, Tommy Haas wore the Nike Breathe II style in 2006.  So, what I've listed may be as accurate as you can get considering the options found in the game. 

Clothing:

Racquets:

Babolat Aero Storm:
Babolat Aero Strike:
Babolat Aero Pro Drive: Rafael Nadal, Caroline Wozniacki
Babolat Aero Z Lite:
Babolat Drive Z Tour:
Babolat Pure Drive:  Andy Roddick uses the Babolat Pure Drive Roddick Plus Signature racquet, Carlos Moya uses the Pure Drive Standard, and Julienne                                   Benneteau uses the Pure Drive Plus
Babolat Pure Storm: Fernando Gonzalez, Elena Veshina
Babolat Storm Tour:

Dunlop TR Aerogel 200: James Blake, Thomas Berdych
Dunlop TR Aerogel 300: Tommy Haas, Tommy Robredo
Dunlop TR Aerogel 400
Dunlop TR Aerogel 500:

Head Flexpoint Radical MP: Amelie Mauresmo, Patty Schnyder (Andre Agassi once used the OS version)
Head Flexpoint Instinct:
Head Microgel Extreme Pro: Svetlana Kunetsova
Head Flexpoint Prestige: Gustavo Kuerten used this frame prior to his retirement
Head Radical MP:

Prince O3 Hybrid Tour: Sam Querry
Prince O3 SP Tour MP:
Prince O3 Speedport Black MP:
Bob and Mike Bryan
Prince O3 White MP:
Maria Sharapova
Prince Tour Diablo MP:
Prince Original Graphite:
If you are looking for the "Classic Graphite" model, this is the closest you will find in TS3.  The Original Graphite is not used by any notable                                         current or former pro, however, the Classic Graphite (commonly, yet incorrectly referred to as the "Original Graphite" since it's a frame dating                                         back to the mid-to-late 80s) was used by a number of pros:  Andre Agassi (1986-1989), Michael Chang (late 80s-early 90s), Patrick Rafter                                         (1993), Juan Carlos Ferrero (2007) -- and yours truly.  Some differences between the frames include stiffness, color, and the lack of a                                         throat stabilizer on the POG.  After 20+ years, the Classic Graphite is still one of Prince's best-selling racquets!.
Prince Ozone Seven: Daniela Hantuchova
Prince O3 Tour:


Yonex Red Racquet 1: (RQ iS 1 Tour is used by Ana Ivonovic and Lleyton Hewitt)
Yonex Red Racquet 2: (RQ iS 2 Tour is used by Maria Kirilenko and Nicole Vaidisova)
Yonex Red Racquet 3:
Yonex Blue Racquet:
Yonex Yellow 1: (David Nalbandian uses a similar looking frame)
Yonex Yellow 2: 

Notes: If you are unfamiliar with some of the terminology following the racquets' names in the Global Shop or specific manufacturer's shop,  here's a quick summary........and a few other observations I've made while looking around in the various in-game stores:

- Fun Fact: Looking for Adidas headwear?  Well, you won't find them in the store, you'll find them in the salon!  For an Adidas hat, simply choose a hair-style that has a ball cap (options 24, 30, 36 or 38), and select option 62 under the color options.     

 

C - Career Mode Walkthrough (Max Out Your XP as Quickly As Possible & Finish Pro Circuit At #1)

Index:
Career Mode Overview
The Schedule
Career Chart
Career Summary & Tips
Shortcuts
 

Career Mode Overview:

Unlike the previous two Top Spin titles, Top Spin 3 provides a narrow pathway to character development.  In TS3, you no longer have a coach, and training drills are found only in the Top Spin School which is a separate gaming option outside of Career Mode (results there have no impact on the Career Mode).  Top Spin 3 utilizes "XP" as opposed to TS1 and TS2's star systems, and are accumulated through wins on the Amateur, Challenger, Junior, and Pro circuits.  XP can be assigned to increase the point values in each of your eight skill categories.  More XP is required to increase higher point values (e.g. 5 XP for a point between levels between 31-39, 10 XP for a point between levels 40-49, 15 points to increase point values between 50-59, etc.).  Overall, there are 560 points that you will distribute across eight skill categories.  

In addition to earning XP throughout your career, you will also earn Unlocking Points (U.P.) through matchplay which can be used to unlock a plethora of tennis clothing and equipment found at the Global Shop and manufacturer-specific outlets.  Top Spin 3's monetary system is more "relaxed" than its predecessors with respect that you no longer need to worry about coaching and training fees.  There is an earnings-based Achievement in addition to one that's awarded for unlocking 300 store items.  

The conclusion of your Career Mode comes after completing the Legend Circuit; a two part finale to your career.  The first part is the Grand Slam which is where you must successfully win all four major titles (Australian, French, Wimbledon, U.S. Open).  The second part is the Hall of Fame: a series of progressively longer and more difficult matches against eight top players featured in Top Spin 3, including the few retired legends found in the game.

Please note that the following guide is subject to revisions as I go through career mode with multiple characters.  New/better ways may be found, but what I have written so far is a decent way of making it through with your first character.  I have included a several original  strategy tips as well as some ways to score "cheap" points on your service games.  As expected, they were posted here FIRST!  Furthermore, let me emphasize that the following is the best route to take for completing career mode on the default "normal" difficulty setting.  That being said, you may not find this course easy - - but hopefully my tips and tricks will help you overcome the challenges that await you!


The Schedule:

Your career will be divided into four sections from where you will earn your XP:  Amateur Circuit, Challenger Circuit, Junior Circuit, and Pro Circuit.  The Amateur Circuit pits you against three opponents in a standard tie-breaker format (first to seven points but leading by two, wins).  You are given the option to choose the order of how you will play your three opponents here.  You should find the Amateur Circuit quite easy to pass through quickly.  I was an early Top Spin School drop out (I only took the introductory lesson) and was still pretty much clueless as to the proper timing of button releases when I first entered the Amateur Circuit.  Despite my inexperience, I did reasonably well and defeated my three opponents without too much difficulty. The "Rookie Award" Achievement (10 pts.) is available for completing this portion of career mode.

The Challenger Circuit pits you against six competitors, each of which is around Level 35 (your base level is 30).  Unlike a regular tournament, the Challenger Circuit begins as a round robin format, where the outcome of your first three performances will determine how you place for the bracket featuring the eight best players.  Once you qualify for the Challenger tournament, you will start in the quarterfinals where you will notice an increase in awarded XP and U.P. for each win thereafter.  Please refer to my
chart below for details.  Once you successfully complete the Challenger Circuit, you will once again be awarded with an Achievement (Newcomer Award: 20 pts.).

The Junior Circuit offers you two options per month:  One option is a hard venue (found at the top), the other is an easy tournament (found at the bottom).  The payouts are substantially higher for winning the difficult events, though many gamers may find the opponents there a little overwhelming at first.  That being said, if you mastered what the Top Spin School had to offer, I wouldn't hesitate in suggesting that you try the more difficult tournaments in the Junior Circuit.  That's the route I chose.  If you lose a few events early on, don't worry.  You will have 12 events in total to reach a Top 3 ranking, and you will need to win approximately five tournaments to capture (and secure) the #1 ranking.  If you lose your first seven tournaments in the FIRST ROUND, but win the final five - you'll attain the #1 ranking in December after winning the last event.  Remember though, in Top Spin 3, all you have to do is make the Top 3 to advance to the Pro Circuit.  The format for the Junior Circuit is a single set match where a standard tie-breaker is used if necessary at 3-3.  The "Orange Prize" Achievement (40 pts.) is awarded for successfully completing this part of Career Mode.

The Pro Circuit becomes available when you reach (and maintain if necessary) a Top 3 ranking as a Junior at the end of the calendar year.  Your first match as a pro will take place at the Australian Open.  In four tries (three on an Xbox 360, and a report from a friend using a PS3), Roger Federer will likely be your first opponent.  While this might seem insane considering your relatively weak player, Roger is definitely beatable!  Check out
Section D for help if you think you'll need it.  Pro Circuit matches consist of best of three set matches (three games per set), with the third set being nothing more than a Super Tie-Breaker.  A player wins a Super Tie-Breaker by scoring 10 points first, but where they must be ahead by two (e.g. 10-8). If both players are at 9-9 in the Super Tie-Breaker, the first player to win two consecutive points earns the victory.

Should you do fairly well at the Australian Open (or even win it), I would suggest that you continue to compete in the more difficult tournament options each month. Unlike Virtua Tennis 3 where rest is required between certain events, in Top Spin 3, you can pretty much beat your custom player into the ground by playing month after month at the hardest events.  He or she will not show any signs of fatigue from playing such a demanding schedule.  After all, one is to assume that a player has at least two or three weeks off between events.  Your goal in the Pro Circuit is to capture and maintain the #1 ranking by the end of the calendar year.  Should you win the Australian Open to start off the year, you are already in good shape!  Be sure to strategically assign your XP in the key skill areas that you'll need to succeed at this level.  The "Legends Club" Achievement (50 pts.) is awarded for completing the Pro Circuit.

The Legend Circuit is the final stage of your career where you will need to complete two events: the Grand Slam where you have to successfully play through each of the four major events (Australian, French, Wimbledon, U.S. Open), and the Hall of Fame where you will play eight pros and legends in single matches (on their favorite courts) that become progressively longer and more challenging.  You can earn two Achievements in this area depending on the difficulty you select for the HOF events: The Lemon Prize (70pts) for completing the Legend Circuit and Big Names List (20pts) for winning the HOF on the "hard" difficulty setting.  Of course, you can take advantage of other Achievements that may have eluded you along the way (i.e. Faster This Way).

Below is the course of action I took through my first  career mode on the default (normal) difficulty - - -  except for the HOF which I played on "hard".
 


Career Chart

Key:

- "Stats" represents my statistics going into a particular match or tournament (does not represent the XP applied AFTER the noted match/tournament was won).  
- "Monetary Award" represents the earnings coming from winning the noted tournament final.
- "Time at this point" represents the running total of time invested in Career Mode. This is an approximate value, not a literal one.

Notes:
- I listed my final opponent(s) for each event.  You may experience a different line-up of players than I did, primarily in the Junior and Pro Circuits.  Your success in a given season will sometimes determine who your final round opponent will be (or so it seemed that way to me).


Index:
Amateur Circuit
Challenger Circuit
Junior Circuit
Pro Circuit
Legend Circuit Grand Slam
Legend Circuit Hall of Fame

Date

Action

Comments

 

Amateur Circuit
Chicago Public Courts
Match #1

Opponent: Joel Alonso
Stats:
30 for everything
Monetary Award: 10 XP, 20 U.P.
Time at this point:
4 minutes
Notes:
Simply focus on your timing using the "A" button and always hit both serve returns and regular ground strokes down the line.  That's all you'll need to win these Amateur Events.  If you want to use XP from winning this match, I would recommend spending 5 points on both your "forehand" and "backhand."  If for some reason you feel like you will have difficulty beating these Amateur players, review my Amateur Tips.

 

Amateur Circuit
Chicago Public Courts
Match #2

Opponent: Oliver Leduc
Stats:
30 for everything except forehand (31) and backhand (31)
Monetary Award: 10 XP, 20 U.P.
Time at this point:
10 minutes
Notes:

 

Amateur Circuit
Chicago Public Courts
Match #3

Opponent: John Carter
Stats:
30 for everything except for forehand (31), backhand (31) and power (32).
Monetary Award: 10 XP, 20 U.P.
Time at this point:
15 minutes
Notes:
Hopefully, your timing is getting good to where you are hitting service returns down the nearest sidelines for winners.  Going into the Challenger Circuit, this type of strategy will earn you some easy wins. Always hit to the nearest sideline in these "warm-up matches!"

 

Challenger Circuit
Round Robin #1
Atlanta Doves

Opponent: J. Vivaldez
Stats:
FH: 32, BH: 32, SV: 30, Ret: 30, Vol: 30, Pwr: 32, Spd: 30, Stm: 30
Monetary Award: 10 XP, 30 U.P.
Time at this point:
20 minutes
Notes:
The difficulty is the about the same as the Amateur Circuit, but you are playing a full three game set versus a standard tie-breaker.  If you think you'll have problems beating these guys, check out my Challenger Tips.

 

Challenger Circuit
Round Robin #2
Atlanta Doves

Round Robin Opponent: W. Loparks
Stats:
FH: 32, BH: 32, SV: 30, Ret: 30, Vol: 30, Pwr: 33, Spd: 31, Stm: 30
Monetary Award: 10 XP, 30 U.P.
Time at this point:
26 minutes
Notes:
Check out my Challenger Tips if you are having difficulty with this player.

 

Challenger Circuit
Round Robin #3
Atlanta Doves

Opponent: C. Menroza
Stats:
FH: 33, BH: 33, SV: 30, Ret: 30, Vol: 30, Pwr: 33, Spd: 31, Stm: 30
Monetary Award:  10 XP, 30 U.P.
Time at this point:
32 minutes
Notes:
 Check out my Challenger Tips if you are having difficulty with this player.

 

Challenger Circuit
Quarterfinal Round
Atlanta Doves

Opponent: P. Sipeblo
Stats:
FH: 33, BH: 33, SV: 31, Ret: 30, Vol: 30, Pwr: 33, Spd: 32, Stm: 30
Monetary Award:  15 XP, 50 U.P.
Time at this point:
38minutes
Notes:  
Check out my Challenger Tips if you are having difficulty with this player.

 

Challenger Circuit
Semifinal Round
Atlanta Doves

Opponent: J. Fernandas
Stats:
FH: 34, BH: 34, SV: 31, Ret: 30, Vol: 30, Pwr: 34, Spd: 32, Stm: 30
Monetary Award:  20 XP, 70 U.P.
Time at this point:
43 minutes
Notes:  
Check out my Challenger Tips if you are having difficulty with this player.

 

Challenger Circuit
Final Round
Atlanta Doves

Opponent: R. Lossis
Stats:
FH: 34, BH: 34, SV: 32, Ret: 31, Vol: 30, Pwr: 35, Spd: 33, Stm: 30
Monetary Award:  30 XP, 100 U.P.
Time at this point:
49 minutes
Notes:  
Check out my Challenger Tips if you are having difficulty with this player.

49 minute mark

** Stats Update **

FH: 35, BH: 35, SV: 32, Ret: 33, Vol: 30, Pwr: 35, Spd: 35, Stm: 30.   

January

Junior Circuit
Dubai, UAE

Final Round Opponent: M. Ward
Stats:
FH: 42, BH: 42, SV: 39, Ret: 39, Vol: 30, Pwr: 42, Spd: 39, Stm: 30
Rank After Winning Tournament: #7
Monetary Award: 205 XP, 600 U.P. for winning event.  (410 XP, 1100 U.P. for entire tournament).
Time at this point:
1 hour, 13 minutes
Notes:
This first Junior level tournament can be very difficult to win, be sure to check out my Junior Tips if you anticipate having difficulty with certain A.I. opponents.

February

Junior Circuit
Rio de Janiero

Final Round Opponent: R. Frasconi
Stats:
FH: 42, BH: 42, SV: 39, Ret: 39, Vol: 30, Pwr: 42, Spd: 39, Stm: 30   (I never updated my player).
Rank After Winning Tournament:
#1
Monetary Award: 205 XP, 600 U.P. for winning event (405 XP, 1100 U.P. for entire tournament).
Time at this point:
1 hour, 34 minutes
Notes:

March

Junior Circuit
Dallas Open

Final Round Opponent: C. Zhaejing
Stats:
FH: 45, BH: 45, SV: 45, Ret: 45, Vol: 30, Pwr: 45, Spd: 45, Stm: 44
Monetary Award: 205 XP, 600 U.P. for winning event (385 XP, 1100 U.P. for entire tournament)
Time at this point:
1 hour, 53 minutes.
Notes:

April

Junior Circuit
Munich

Final Round Opponent: Z. Kuti
Stats:
FH: 50, BH: 50, SV: 50, Ret: 50, Vol: 30, Pwr: 50, Spd: 50, Stm: 47
Monetary Award: 180 XP, 600 U.P. for winning event (380 XP, 1100 U.P. for entire tournament)
Time at this point:
2 hours, 14 minutes
Notes:

May