Table Tennis (Visual Aid)

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TABLE TENNIS

SHORT HISTORY & FACTS


History
Table tennis was invented in England in the early days of the 20th century and was originally
called Ping-Pong, a trade name. The name table tennis was adopted in 1921-22 when the old
Ping-Pong Association formed in 1902 was revived. The original association had broken up about
1905, though apparently the game continued to be played in parts of England outside London and
by the 1920s was being played in many countries. Led by representatives of Germany, Hungary,
and England, the Federation Internationale de Tennis de Table (International Table Tennis
Federation) was founded in 1926, the founding members being England, Sweden, Hungary, India,
Denmark, Germany, Czechoslovakia, Austria, and Wales. By the mid-1990s more than 165
national associations were members.
The first world championships were held in London in 1926, and from then until 1939 the game
was dominated by players from central Europe, the men’s team event being won nine times by
Hungary and twice by Czechoslovakia. In the mid-1950s Asia emerged as a breeding ground of
champions, and from that time the men’s team event has been won by either Japan or China, as
has the women’s event, though to a lesser extent; North Korea also became an international
force. In 1980 the first World Cup was held, and Guo Yuehua of China won the $12,500 first prize.
Table tennis became an Olympic sport in 1988, with singles and doubles competition for men and
women.
Facts
 Table-tennis is the third largest participation sport in the world after soccer and cricket.
 The Guinness Book of World Record’s longest table-tennis rally is 8 hours and 40 minutes
done by father and son Peter and Daniel Ives of England. The rally lasted 32,000 total hits.
 Whether you’re playing doubles or singles, table tennis, or ping pong, can be a fast-paced
competitive sport. When played at an intense rate, another benefit of table-tennis is it burns
calories and gets you fit.

EQUIPMENT & ATTIRE


Equipment
1. Paddles
A table tennis racket, also known as a paddle, is the most crucial piece of equipment. The racket
may be of any size, shape or weight. It consists of a blade and two rubber sheets attached to it.
The blade is the wooden part of the racket. The surface of the covering material on a side of the
blade, shall be matt, bright red on one side and black on the other.
2. Balls
The ball is spherical and has a 40mm diameter and weighs 2.7 grams. It is made of celluloid or of
similar plastic material and is colored white or orange, and matt.
3. Table
The table looks similar to a small version of a tennis court, with lines marking the area of play and
a net dividing the two courts. The playing surface may be of any material but is usually made from
wood or synthetic materials. The rectangular table is nine feet long, five feet wide, and stands 30
inches off the ground.
4. Net
The net is made of stretchy nylon material and measures a height of 6 inches and be able to
divide the table into two equal parts. It should also be adjustable for tension and height.
Attire
1. Shirt
Table tennis shirt should be short-sleeved or sleeveless and tends to be loose and lightweight,
allowing the player to be comfortable while moving around the table. Avoid wearing tight. Also,
make sure that you don’t play with a white shirt or a tank top. Because a white ball against a white
t-shirt can be difficult for some players to see.
2. Shorts/Skirts
When playing table tennis, any comfortable pair of shorts/skirts will do. Same sa Shirt, it should be
loose and light para comfortable ilihok. Also, you can’t use white shorts or skirts. The overall color
of the outfit should be different from the ball being used.
3. Socks & Shoes
Table Tennis shoes should ideally be lightweight, support lateral movement, be very grippy, and
have sufficient heel support. Tall shoes aren’t good for table tennis because it becomes a lot
easier to twist your ankles.

GRIPS & STANCE


1. Shakehand Grip – the racket is grasped as if one is performing a handshake
The shakehand grip is one of the primary ways to hold a table tennis paddle. It’s called the
“shakehand” grip because you hold the paddle as if you were shaking hands with it. Here's how to
use the shakehand grip:
 Place the paddle in your playing hand.
 Extend your arm forward and keep your wrist in a neutral position.
 Place your index finger on the backhand side of the blade (opposite the rubber). The finger
should rest gently against the rubber.
 Wrap the rest of your fingers around the handle of the paddle.
 Your thumb should be positioned on the backhand side of the handle, opposite your index
finger.
The shakehand grip is known for its versatility as it allows you to easily switch between forehand
and backhand shots. It’s a popular choice among table tennis players and provides good control
and power for various playing styles.
2. Penhold Grip – the racket is grasped similarly to the way one holds a writing instrument
The penhold grip is one of the primary ways to hold a table tennis paddle. It’s called the “penhold”
grip because it resembles holding a pen or pencil. Here's how to use the penhold grip:
 Hold the paddle in your playing hand with the blade facing downward.
 Position your index finger on the front (forehand) side of the paddle, so it’s touching the
rubber.
 Let your thumb rest against the back of the paddle, near the blade.
 The other fingers, such as the middle, ring, and pinky fingers, curl around the handle on the
backhand side.
The penhold grip is known for its stability and control, particularly on the backhand side. It allows
for quick and precise movements for short and controlled shots. However, it can be less versatile
than the shakehand grip when it comes to transitioning between forehand and backhand strokes.
The choice of grip often depends on the player’s preferred style and comfort.
3. Seemiller Grip - the thumb and index finger are placed on the backside of the racket and only
the forehand side of the racket is used
The grip is considered exceptional for blocking, especially on the backhand side, and for forehand
loops of backspin balls
TABLE TENNIS STANCE
The stance in table tennis is also known as the 'ready position'. It is the position every player
initially adopts when receiving and returns to after playing a shot in order to be prepared to make
the next shot. It involves the feet being spaced wider than shoulder width and a partial crouch
being adopted; the crouch is an efficient posture for moving quickly from and also preloads the
muscles enabling a more dynamic movement. The upper torso is positioned slightly forward and
the player is looking forwards. The racket is held at the ready with a bent arm. The position should
feel balanced and provide a solid base for striking and quick lateral movement.

TYPES OF STROKES
Usually strokes in table tennis are divided into two categories — offensive and defensive Strokes.
Offensive Strokes
This shot aims to attack and use offensively to keep their upper hand during the game set. Here
are 5 offensive strokes in table tennis:
1. Hit – This is a very powerful stroke with more speed and less or no spin at all. It is hard to
return this kind of stroke, but is usually played to keep the ball in the game. The paddle is
perpendicular to the direction of stroke.
2. Loop – This attack gives the ball more spin than speed. The racquet is parallel to direction of
stroke. This kind of stroke results in topspin and jumps a bit forward after hitting the
opponent’s side of the table.
3. Counter-hit – This hit, if delivered with correct accuracy, could be as good as a smash. When
the ball is hit immediately after it bounces on the table, it results in counter-hit. To achieve this
stroke, bat should be very close to the ball.
4. Flick – When the backswing is compressed to a short wrist swing, it gives a flick. Usually,
played by participants, when the ball has not bounced beyond table’s edge. This stroke is
usually played to return a serve and when there is no much room for backswing. This could
resemble loop in the way it is played.
5. Smash – As the name itself, it is a stroke which is very powerful. Usually played to return a
serve that’s either too high or too close to the net. A lot of acceleration and accuracy is
needed to deliver this stroke. It is a combination of backswing and high-speed. The ball’s
trajectory is changed with sidespin. The main objective of smash is high speed and bounce,
so that the opponent is unable to hit the ball.
Defensive Strokes
This skill helps players defend their opponent’s attacks and creates chances for their attacking
strokes. There are 4 basic table tennis strokes you can use to defend:
1. Push – This stroke causes a backspin and makes the ball float slowly in air to the opponent’s
side. This attack is popular by name “slice” in Asia. This stroke can be difficult to return
because of the back spin action. This serve might land very close to the net and is difficult for
amateurs to play. However, experienced players could return this serve with a loop and could
put the opponent in a tough spot.
2. Chop – This is the backspin counterpart of loop. This strike is made when the ball lands
almost at the end of the table. Hence, the strike is very heavy, and requires more energy. This
backspin is usually a return to the opponent’s topspin. If played well, the ball is horizontal to
the table while in air with a little rise. Chop is extremely difficult to return. Only certain players
can demonstrate variations in chop like no-spin impact or side spin.
3. Block – This stroke might look easy, but could destroy the opponent. One doesn’t hit the ball,
but simply puts the racquet so close to the ball, that it hits the racquet right after its bounce.
Block could change the side of ball landing on the table, which can be highly advantageous as
the opponent wouldn’t be able to judge the ball. Usually in block, the ball is returned with the
same energy and angle with which it was served. This stroke can have a topspin and can
make the opponent defenseless. Experienced players tend to return this serve with a loop or a
smash.
4. Lob – This strike propels the ball to a height of about 5 meters, to land on opponent’s table
with highest spin. A good defense lob is so effective that it can be used as a return to smash.
To make a return to this strike, players usually back off from the table for about a few meter
and run towards the table to hit the ball with maximum speed and strength. This strike is very
powerful because of its unpredictability of spin.

EFFECTS OF SPIN
Depending on the situation and the player’s style, a table tennis ball might have considerable
rotation - known as spin - in any given direction. Players use spin for two main reasons: First,
spinning balls follow different trajectories compared to clear hits (without spin), making it possible
for players to reach the table from angles and positions that would be unattainable without
rotation. Second, spin hits are more difficult to respond to.
1. BACKSPIN - produced by starting the stroke above the ball and brushing the racket tangentially
against the ball in a downward and forward motion.
When a player impart backspin onto the ball, the backspin decreases the downward pressure on
the ball, so that after it bounces on the table it will rise up more and not go as far forwards.
When a backspin stroke makes contact with the opponent's racket, the backspin will cause it to
rebound in an downward direction.
2. TOPSPIN - produced by starting your stroke below the ball and brushing the racket on the ball
in an upwards and forwards motion.
When a player impart topspin onto the ball, the forward spin increases the downward pressure on
the ball, so that after it bounces on the table it will stay low and accelerate forwards.
When a topspin stroke makes contact with the opponent's racket, the topspin will cause it to
rebound in an upward direction.
3. SIDESPIN - produced by brushing the racket tangentially against the ball in a sideways motion.
A. When a player impart left sidespin onto the ball, by brushing on the left hand side of the ball,
it will cause it to go to the right.
When a leftspin stroke makes contact with the opponent's racket, the left sidespin will cause
it to rebound to their right.
B. When a player impart right sidespin onto the ball, by brushing on the right hand side of the
ball, it will cause it to go to the left.
When a right sidespin stroke makes contact with the opponent's racket, the right sidespin will
cause it to rebound to their left.
4. CORKSPIN (DRILL SPIN) - with cork spin, the axis of spin is in the unusual position of being
roughly parallel to the ball's trajectory.
It is exceedingly challenging to return since the ball will dart right or left upon bouncing,
depending on the direction of the spin. Similar to a backspin stroke, the corkspin stroke has a
lower maximum velocity, simply due to the contact angle of the racket when producing the
stroke.
The racket must be swung more or less perpendicular to the ball's trajectory in order to give the
ball spin that is parallel to its trajectory. This significantly reduces the amount of forward motion
that the racket can impart to the ball. Corkspin is almost always mixed with another variety of
spin, as it is less effective and harder to produce on its own.
RULES
TABLE TENNIS BASIC RULES
1. Scoring
 It takes 11 points to win a game.
 If the score is 10-10, the game goes on until one of the players has gained a lead of 2
points.
 Matches can be best of 3, 5, 7 -- or any odd number you like.
2. Serving
 Behind the end of the table, hold the ball in your open palm. Throw it at least six inches
straight up, striking it as it descends. Throughout the service, the ball cannot be hidden
from the receiver; it must always be visible.
 The ball must first bounce on your side and then your opponent's side. (NOTE: If the ball is
missed or mishit, it counts as the receiver's point because it is in play once it has left the
server's hand.)
 If it hits the net and doesn't go over, you lose the point. But, if it contacts the top of the net
and lands on opponent side, it's considered a "let". There is no restriction on how frequently
this may occur.
 Change serve every two points
 If the score reaches 10-10, change server every point.
3. Volleys are not allowed.
 Volley means hitting the ball before it bounces on your side of the net. In regular tennis you
may volley the ball, but in table tennis, this results in a point for your opponent. (NOTE:
When your opponent hits a ball that sails over your end of the table without touching it and
then hits you or your paddle, that is still your point.)
4. An "edge" ball bouncing off the horizontal table top surface is good.
 An otherwise legal serve or hit may contact the top edge of the horizontal table top surface
and be counted as valid, even if it bounces sidewise. The vertical sides of the table are
NOT part of the legal playing surface.
5. Touching the ball with your paddle hand is allowed.
 If the ball touches your paddle hand and otherwise results in a legal hit, there is no rule
violation and play shall continue as normal. Your paddle hand includes all fingers and hand
area below the wrist. You may not touch the ball with your non-paddle hand for any reason.
It will result in a point for your opponent. (NOTE: If the table moves at all from your touching
it during a rally, that is your opponent's point.)
6. Honour system applies to disagreements.
 The "honour system" is in effect if there is no referee present during a game and the
players cannot agree on a particular call. In this case, the point must be retaken. There is a
history of competitive but fair play in ping pong.

TABLE TENNIS SINGLES RULES


1. Opponents will conduct a coin toss, the winner may choose either end of the table or the right
to serve or receive first. If they choose an end, the other player has the choice of serving or
receiving first.
2. The server changes from one player to the other every time two points are scored, except
when the score becomes tied 10-10. At this time, the serve changes and continues to change
after each point until one player scores two consecutive points, thus winning the game.
3. In singles, you can serve anywhere on the table you like.
4. The serve must be made from behind the end line. The server puts the ball into play by
tossing it into the air from the palm of one hand and striking it with the paddle (held in the
other hand) so that it hits his/her own court. The ball must go over the net and hit the
receiver's court. The receiver must return the ball over the net so that it hits the server's court.
Play continues until one player fails to make a legal return. The opponent then scores a point.
5. Let Ball. A let is a rally that results in a scoreless outcome. It happens when:
 The ball contacts the net or its supports during service;
 When the recipient or his partner is not prepared, a service is provided as long as no
attempt has been made to return the ball;
 A player makes a poor serve or return due to an unavoidable event outside of his control,
like a spectator's movement or an unexpected noise;
 During play, the ball is broken;
 A rally either concludes or is interrupted to fix a playing order error.
6. Either player must side out or lose a point.
 If he or she does not perform well until a let is declared.
 If the opponent provides a solid service or good return, but the player does not provide a
good return.
 If a player's clothes, racket, or other accessory hits the net while the ball is in play.
 If the person playing the ball moves the table in any way.
 If a player touches the table with their free hand while the ball is in play.
 If at any point the player volleys the ball, it must be struck before it has bounced.

TABLE TENNIS DOUBLES RULES


The rules for singles shall apply to doubles play in all instances except those indicated below.
Draw a white 1-inch line down the middle of the table, parallel to the sidelines. The service line
will be used to refer to this.
1. The pair having the right to serve the first five serves in any game shall decide which partner
shall do so. The opposing pair shall then decide which shall be the first receiver.
For example, let's imagine two teams ... A&B and X&Y.
At the start of the match, player A elects to serve first and player X elects to receive first. This
means that for that first game, player A will always play his serves to player X.
In the next game, X & Y will decide whether X or Y serves first. When they have decided who
will serve first, the receiver will automatically be determined by reversing the sequence of the
previous game.
For example, if player A served to player X in the first game and player X elects to serve first in
the second game, player A must be the receiver for all of player X's serves for that game.
Therefore, after the first game, for every subsequent game in the match, each team will decide
which player in their team will serve first and then the receiver will be determined automatically
by reversing the sequence of the previous game.
2. Serving always start from the right-hand box diagonally.
No player is allowed to serve from the left-hand box. So remember, always serve from the
right-hand box.
3. The serving player serve two serves to the same side.
This means that the serving player also serve it to the same person for both of the serving
player’s two serves.
4. Players in doubles have to take it in turns to hit.
So after the first player of the team hit, he then get out of the way, and then the second player
of the team hits the next one. If ever the first player of the team hits two in a row, the other
team wins the point.
5. At the end of each two points, the one who was receiving becomes the server, and the partner
of the previous server becomes the receiver.
The previous server shall become the receiver. This means that to abide by the table tennis
doubles rules, you must follow the correct sequence throughout each game. For example, after
player A has played his two serves to player X, player X will then play his two serves to player
B. Player B will then play his two serves to Player Y and then player Y will play his two serves
to Player A. Player A will then restart the sequence all over again and the sequence will repeat
itself until the end of that game.
6. After each game the pairs shall change ends.
The pair serving first in the previous game shall become the first receivers in the next game
and vice versa.
7. The player or pair serving first in a game shall receive first in the next game of the match and
in the last possible game of a doubles match the pair due to receive next shall change their
order of receiving when first one pair scores 5 points.
This means that in the last possible game of a match, as soon as the one team has scored
points, the teams must change ends and the receiving pair must change their order of
receiving.
For example, if A & B score 5 points first, whilst A is serving to X, after changing ends, player A
will serve to player Y for the remainder of the game.
Additional Notes
 The umpire may caution the player if he has any doubts about whether a service is
legitimate. If the player continues to make questionably legal serves, the umpire will
penalize him and give the point to his opponent.
 The umpire will criticize the player and award the point to his rival if a service is obviously
outside the rules.
 Double bounce and the opponent hits it, you win the point
 Into the net
 As we saw earlier, when one player has scored 11 points (or when one player has a two-
point lead if the score previously reached 10-10), he wins the game. However, there is a
time limit on how long a game can last. This is known as the Expedite rule and comes into
operation after 10 minutes of play - unless 18 points have already been scored. If at least
18 points have already been scored, the game continues to a conclusion - however long it
takes.

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