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Table Tennis (Visual Aid)
Table Tennis (Visual Aid)
Table Tennis (Visual Aid)
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.