Jump to content

Table tennis

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by CWenger (talk | contribs) at 15:44, 21 October 2010 (racquets → rackets (as per ITTF website)). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Table tennis
Table tennis at the highest level
Highest governing bodyITTF
Nicknamesping-pong
First played1880s England
Characteristics
ContactNo
Team membersSingle or doubles
Mixed-sexmen, women or other
TypeRacquet sport, indoor
Equipmentcelluloid, 40 mm
Presence
Olympic1988

Table tennis, also known as ping pong, is a sport in which two or four players hit a lightweight, hollow ball back and forth using table tennis rackets. The game takes place on a hard table divided by a net. Except for the initial serve, players must allow a ball played toward them only one bounce on their side of the table and must return it so that it bounces on the opposite side. Points are scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. A skilled player can impart several varieties of spin to the ball, altering its trajectory and limiting an opponent's options to great advantage.

Table tennis is controlled by the worldwide organization International Table Tennis Federation (ITTF), founded in 1926. ITTF currently includes 210 member associations.[1] The table tennis official rules are specified in the ITTF handbook.[2] Since 1988, table tennis has been an Olympic sport,[3] with several event categories. In particular, from 1988 until 2004, these were: men's singles, women's singles, men's doubles and women's doubles. Since 2008 the doubles have been replaced by the team events.

History

The game originated as a sport in Britain during the 1800s, where it was played among the upper-class as an after dinner entertainment activity,[4] commonly known then as "wiff-waff". A row of books were to be stood up along the center of the table as a net, two more books served as rackets and were used to continuously hit a golf-ball from one end of the table to the other. Later, table tennis was played with paddles made of cigar box lids and balls made of champagne corks. Eventually, table tennis evolved into the modern game in Europe and the United States. The popularity of the game led game manufacturers to sell the equipment commercially. Early rackets were often pieces of parchment stretched upon a frame, and the sound generated in play gave the game its first nicknames of "wiff-waff" and "Ping-pong". A number of sources indicate that the game was first brought to the attention of Hamley's of Regent Street under the name "Gossima".[5] The name "ping-pong" was in wide use before British manufacturer J. Jaques & Son Ltd trademarked it in 1901. The name "Ping-Pong" then came to be used for the game played by the rather expensive Jaquesses equipment, with other manufacturers calling theirs table tennis. A similar situation arose in the United States, where Jaques sold the rights to the "Ping-Pong" name to Parker Brothers.

The next major innovation was by James Gibb, a British enthusiast of table tennis, who discovered novelty celluloid balls on a trip to the US in 1901 and found them to be ideal for the game. This was followed by E. C. Goode who in 1901 invented the modern version of the racket by fixing a sheet of pimpled, or stippled, rubber to the wooden blade. Table tennis was growing in popularity by 1901 when table tennis tournaments were being organized, books on table tennis were being written, and an unofficial world championship was held in 1902. During the early 20th century the game was banned in Russia due to a belief that was held by the rulers at the time that playing the game had an adverse effect on players' eyesight. In 1921, the Table Tennis Association was founded in Britain, and the International Table Tennis Federation followed in 1926.[6] London hosted the first official World Championships in 1926. Table tennis was introduced as an Olympic sport at the Olympics in 1988.[7]

In the 1950s rackets that used a rubber sheet combined with an underlying sponge layer changed the game dramatically,[8] introducing greater spin and speed.[9] These were introduced to Britain by the sports goods manufacturers S.W. Hancock Ltd. The use of speed glue increased the spin and speed even further, resulting in changes to the equipment to "slow the game down".

Toward the end of 2000, the International Table Tennis Federation instituted several rules changes aimed at making table tennis more viable as a televised spectator sport.[10] First, the older 38 mm balls were officially replaced by 40 mm balls.[11] This increased the ball's air resistance and effectively slowed down the game. By that time, players had begun increasing the thickness of the fast sponge layer on their rackets, which made the game excessively fast, and difficult to watch on television. Secondly, the ITTF changed from a 21-point to an 11-point scoring system. This was intended to make games more fast-paced and exciting. The ITTF also changed the rules on service to prevent a player from hiding the ball during service, in order to increase the average length of rallies and to reduce the server's advantage.

Variants of the sport have recently emerged. "Large-ball" table tennis uses a 44 mm ball which slows down the game significantly. This has seen some acceptance by players who have a hard time with the extreme spins and speeds of the 40 mm game.

There is a move towards reviving the table tennis game that existed prior to the introduction of sponge rubber. Classic table tennis like Liha or "hardbat" table tennis players reject the speed and spin of reversed sponge rubber, preferring the 1940–60s play style, with no-sponge, short-pimpled rubber equipment, when defense is less difficult by decreasing the speed and eliminating any meaningful magnus effect of spin. Because hardbat killer shots are almost impossible to hit against a skilled player, hardbat matches focus on the strategic side of table tennis, requiring skillful maneuvering of the opponent before an attack can be successful.

Equipment

Ball

The international rules specify that the game is played with a light 2.7 gram, 40 mm diameter ball.[12] The rules say that the ball shall bounce up 24-26 cm when dropped from a height of 30.5 cm on to a standard steel block thereby having a coefficient of restitution of 0.89 to 0.92. The 40 mm ball was introduced after the 2000 Olympic Games.[11] However, this created some controversy as the Chinese National Team argued that this was merely to give non-Chinese players a better chance of winning since the new type of balls has a slower speed, while at that time most Chinese players were playing with fast attack and smashes. A 40 mm table tennis ball is slower and spins less than a 38 mm one. The ball is made of a high-bouncing air-filled celluloid or similar plastics material, colored white or orange, with a matte finish. The choice of ball color is made according to the table color and its surroundings. For example, a white ball is easier to see on a green or blue table than it is on a gray table. Stars on the ball indicate the quality of the ball. Three stars indicate that it is of the highest quality, and is used in official competition.

Table

Diagram of a table tennis table showing the unofficial dimensions

The table is 2.74 m (9 ft) long, 1.525 m (5 ft) wide, and 76 cm (30 inch) high with a Masonite (a type of hardboard) or similarly manufactured timber, layered with a smooth, low-friction coating.[13] The table or playing surface is divided into two halves by a 15.25 cm (6 inch) high net. An ITTF approved table surface must be in a green or blue color.

Racket

Players are equipped with a laminated wooden racket covered with rubber on one or two sides depending on the grip of the player. In the USA the term "paddle" is common, in Europe[where?] the term is "bat," and the official ITTF term is "racket".

The wooden portion of the racket, often referred to as the "blade", features, on average, anywhere between one and seven plies of wood, cork, glass fiber, carbon fiber, aluminum fiber, or even Kevlar. There are no restrictions as to what kinds of materials may be used, just so long as the racket consists of at least 85% natural wood.[14] Common wood types include Balsa, Limba, Walnut, and Cypress or "Hinoki," which is popular in Japan. The average size of the blade is about 6.5 inches (16.5 cm) long and 6 inches (15 cm) wide. Although there are no official restrictions on the shape or size of the blade itself, these dimensions are optimal for most styles of play.

Table tennis regulations allow different surfaces on each side of the racket.[15] The different types of surfaces provide various levels of spin or speed, or in some cases, nullify spin. For example, a player may have a rubber that provides much spin on one side of his racket, and one that provides no spin on the other side of the racket. By flipping the racket in play, different types of returns are possible. To help a player distinguish between different types of rubber used by his opposing player, international rules specify that one side must be red while the other side must be black.[14] The player has the right to inspect his opponent's racket before a match to see the type of rubber used and what color it is. Despite high speed play and rapid exchanges, a player can see clearly what side of the racket was used to hit the ball. Current rules state that, unless damaged in play, the racket cannot be exchanged for another racket at any time during a match.[16]

Game play

Starting a game

According to ITTF rule 2.13.1, the first service is decided by lot,[17] normally a coin toss.[18] It is also common for one player (or the umpire/scorer) to hide the ball in one or the other hand (usually hidden under the table), allowing the other player to guess which hand the ball is in. The correct or incorrect guess gives the "winner" the option to choose to serve, receive, or to choose which side of the table to use. Another method is for one player to hit the ball to the other and he or she returns it or by hitting it back and forth four times and then playing out the point. This is commonly referred to as "play to serve" or "rally to serve".

Service and return

File:Wang Liqin from ITTF.jpg
Wang Liqin; the 2001, 2005 and 2007 World Champion

In game play, the player serving the ball commences a play.[17] The server first stands with the ball held on the open palm of the hand not carrying the racket, called the freehand, and tosses the ball directly upward without spin, at least 16 centimeters (approximately 6 inches) high. The server strikes the ball with the racket on the ball's descent so that it touches first his court and then touches directly the receiver's court without touching the net assembly. In casual games, many players do not toss the ball upward; however, this is technically illegal and can give the serving player an unfair advantage.

The ball must remain behind the endline and above the upper surface, known as the playing surface, of the table at all times during the service. The server cannot use his body or clothing to obstruct sight of the ball; the opponent and the umpire must have a clear view of the ball at all times. If the umpire is doubtful of the legality of a service they may first interrupt play and give a warning to the server. If the serve is a clear failure or is doubted again by the umpire after the warning, receiver scores a point.

If the service is "good", then the receiver must make a "good" return by hitting the ball back before it bounces a second time on receiver's side of the table so that the ball passes the net and touches the opponent's court, either directly or after touching the net assembly. And thereafter server and receiver alternately make a return until a rally is over. Returning the serve is one of the most difficult parts of the game, as the server's first move is often the least predictable and thus most advantageous shot due to the numerous spin and speed choices at his or her disposal.

Let

A let is a rally of which the result is not scored, and is called in the following circumstances:[17]

  • The ball touches the net in service, provided the service is otherwise correct or the ball is obstructed by the player on the receiving side. Obstruction means a player touches the ball when it is above or travelling towards the playing surface, not having touched the player's court since last being struck by him.
  • When the player on the receiving side is not ready and the service is delivered.
  • Player's failure to make a service or a return or to comply with the Laws is due to a disturbance outside the control of the player.
  • game is interrupted by the umpire or assistant umpire.

Scoring

A point is scored by the player for any of several results of the rally:[17]

  • Opponent fails to make a correct service or return.
  • After making a service or a return, the ball touches anything other than the net assembly before being struck by the opponent.
  • The ball passes over the player's court or beyond his end line without touching his court, after being struck by the opponent.
  • The opponent obstructs the ball.
  • The opponent strikes the ball twice successively. Note that the hand that is holding the racket counts as part of the racket and that making a good return off one's hand or fingers is allowed. As of 1 September 2010, it is not a fault if the ball accidentally hits one's hand or fingers and then subsequently hits the racket.
  • The opponent strikes the ball with a side of the racket blade whose surface is not covered with rubber.
  • The opponent moves the playing surface or touches the net assembly.
  • The opponent's free hand touches the playing surface.
  • As a receiver under the expedite system, completing 13 returns in a rally.
  • The opponent has been warned by umpire commits a second offence in the same individual match or team match. If the third offence happens, 2 points will be given to the player.[19] If the individual match or the team match has not ended, any unused penalty points can be transferred to the next game of that match.[18]

A game shall be won by the player first scoring 11 points unless both players score 10 points, when the game shall be won by the first player subsequently gaining a lead of 2 points. A match shall consist of the best of any odd number of games. In competition play, matches are typically best of five or seven games.

Alternation of services and ends

Service alternates between opponents every two points (regardless of winner of the rally) until the end of the game, unless both players score 10 points or the expedite system is operated, when the sequences of serving and receiving stay the same but each player serves for only 1 point in turn.[17] Player serving first in a game shall receive first in the next game of the match.

In the 21-point game system, service would alternate every 5 points.[10] If both players reached a score of 20, then service would alternate each point until one player gains a two-point advantage.

After each game, players switch sides of the table. In the last possible game of a match, for example the seventh game in a best of seven match, players change ends when the first player scores 5 points, regardless of whose turn it is to serve. If the sequence of serving and receiving is out of turn or the ends is not changed, points scored in the wrong situation are still calculated. The order of service and the ends which players should be at is decided by the score that has been reached.

Doubles game

Service zone in doubles game

In addition to games between individual players, pairs may also play table tennis. In doubles, all the rules of single play apply except for the following.[17]

  1. A line painted along the long axis of the table to create doubles courts bisects the table. This line's only purpose is to facilitate the doubles service rule, which is that service, must originate from the right hand "box" in such a way that the first bounce of the serve bounces once in said right hand box and then must bounce at least once in the opponent side's right hand box (far left box for server), or the receiving pair score a point.
  2. Players must alternate hitting the ball. For example, if A is paired with B, X is paired with Y, A is the server and X is the receiver. The order of play shall be A → X → B → Y. The rally proceeds this way until one side fails to make a legal return and the other side scores.
  3. At each change of service, the previous receiver shall become the server and the partner of the previous server shall become the receiver. For example, if the previous order of play is A → X → B → Y, the order becomes X → B → Y → A after the change of service.
  4. In each game of a doubles match, the pair having the right to serve first shall choose which of them will do so. The receiving pair, however, can only choose in the first game of the match. When the first server is chosen in the second or the latter games of the match, the first receiver of the game is the player who served to the first server of the game in the preceding game. For example, if the order of play is A → X → B → Y in the first game, the order begins with X → A → Y → B or Y → B → X → A in the second game depending on either X or Y being chosen as the first server of the game.
  5. When a pair reach 5 points in the final game, the pairs must switch ends of the table and the team that receives the service must switch receiver. For example, when the last order of play before a pair score 5 points in the final game is A → X → B → Y, the order after change shall be A → Y → B → X if A still has the second serve. Otherwise, X is the next server and the order becomes X → A → Y → B.

Singles and doubles are both played in international competition, including the Olympic Games since 1988 and the Commonwealth Games since 2002.[20] In 2005, the ITTF announced that doubles table tennis only was featured as a part of team events in the 2008 Olympics.

Expedite system

If a game is unfinished after 10 minutes' play and at least a player or a pair do not score 9 points, the expedite system comes into effect.[17] The umpire first interrupt the game and each player starts to serve for 1 point in turn until the end of the game. The server has to win the point before the 13th return by the opponent, or the point goes to the opponent. The system can also be operated at any time at the request of both players or pairs. Once introduced, the expedite system remains in operation until the end of the match. It's the rule to shorten the time of a match, and is mainly seen in defensive players' games.

Styles of play

Grip

Competitive table tennis players grip their rackets in a variety of ways. The manner in which competitive players grip their rackets can be classified into two major families of styles. One is described as penhold, and the other shakehand. The Laws of Table Tennis do not prescribe the manner in which one must grip the racket, and numerous variations on gripping styles exist in excess of these two general categories.

Penhold
The penhold grip is so-named because one grips the racket similarly to the way one holds a writing instrument. The style of play among penhold players can vary greatly from player to player. The most popular style, usually referred to as the Chinese penhold style, involves curling the middle, ring, and fourth finger on the back of the blade. The amount of curl in the fingers can vary from clenched, to almost perfectly straight. The three fingers however, will always remain touching one another. Chinese penholders favour a round racket head, for a more over-the-table style of play. In contrast, another style, sometimes referred to as the Korean or Japanese penhold grip, involves splaying those three fingers out across the back of the racket, usually with all three fingers touching the back of the racket, rather than stacked upon one another. Sometimes a combination of the two styles occurs, wherein the middle, ring and fourth fingers are straight, but still stacked, or where all fingers may be touching the back of the racket, but are also in contact with one another. Korean/Japanese penholders will often use a square-headed racket for an away-from-the-table style of play. Traditionally these square-headed rackets feature a block of cork on top of the handle, as well as a thin layer of cork on the back of the racket, for increased grip and comfort. Penhold styles are popular among players originating from East Asian regions such as China, Taiwan, Japan, and South Korea.
Traditionally, penhold players use only one side of the racket to hit the ball during normal play, and the side which is in contact with the last three fingers is generally not used. This configuration is sometimes referred to as "traditional penhold" and is more commonly found in square-headed racket styles. However, the Chinese developed a technique in the 1990s in which a penholder utilizes both sides of the racket to hit the ball. This backhand adjunct is referred to as the Reverse penhold backhand (RPB) where the player produces a stroke (most often topspin) by turning the traditional side of the racket to face him or herself, and swinging, with a backhand motion, using the opposite side of the racket. This stroke has greatly improved and strengthened the penhold style both physically and psychologically, as it eliminates the strategical weakness of the traditional penhold backhand.
Shakehand grip (forehand)
Shakehand grip (forehand)
Shakehand grip (backhand)
Shakehand grip (backhand)
Shakehand
The shakehand grip is so-named because one grips the racket similarly to the way one performs a handshake.[8] The grip is sometimes referred to as the "tennis grip" or the "Western grip," although it has no correlation to the Western grip used in Tennis. The shakehand grip is traditionally popular among players originating in Western nations and South Asian nations. Today, however, the shakehand grip is being encouraged over the penhold grip even in some East Asian table tennis establishments, due to its simplicity and versatility compared to the penhold grip. In fact there are many world class Asian players who currently use the shakehand grip.[citation needed] This is primarily due to the increasingly fast nature of the game, making the backhand stroke more prevalent, a stroke which is difficult to execute consistently at a high standard when using the penhold grip.

Types of shots

The strokes break down into generally offensive and defensive. The types of strokes include backhand and forehand. The shots vary from the forehand loop to the backhand smash.

Offensive strokes

Speed drive
These strokes differ from speed drives in other racket sports like tennis because the racket is primarily perpendicular to the direction of the stroke and most of the energy applied to the ball results in speed rather than spin, creating a shot that does not arc much, but is fast enough that it can be difficult to return. A speed drive is used mostly for keeping the ball in play, applying pressure on the opponent, and potentially opening up an opportunity for a more powerful attack.
Loop drive
The loop drive is essentially the reverse of the speed drive. The racket is much more parallel to the direction of the stroke ("closed") and the racket thus grazes the ball, resulting in a large amount of topspin. A good loop drive will arc quite a bit, and once striking the opponent's side of the table will jump forward, much like a kick serve in tennis. A loop drive might not be as difficult to return as a speed drive; however, because of its topspin, it is more likely to rebound off the opponent's racket at a very high angle, setting up an easy smash on the follow-up. As the loop drive requires a lot of topspin, players generally use their entire body to generate the movement required. Variations in spin and speed add to the effectiveness of this shot.
Chinese players categorize loop-drives into three variations based on trajectories:
1. The "Loop"
The "Loop" produces a more pronounced loopy arc, with a higher trajectory and extreme topspin, but is typically slower.
2. The "Loop Kill" ("Rush" in China)
The "Loop Kill" produces a flatter arc, with higher speed that resembles a speed drive but with stronger topspin, typically used for replacing speed drive or smash in "put-away" situations.
3. The "Hook"
Similar to a regular Loop, but carries a tilted topspin, also known as a "top-side" spin. The Hook bounces sideways and downward upon hitting the table. Similar to but stronger than the defensive "side-drive".
Counter-drive
The counter-drive is usually a counterattack against drives, normally high loop drives. The racket is held closed and near to the ball, which is hit with a short movement "off the bounce" (immediately after hitting the table) so that the ball travels faster to the other side. A well-timed, accurate counter-drive can be as effective as a smash.
Flip (or Flick in Europe)
When a player tries to attack a ball that has not bounced beyond the edge of the table, the player does not have the room to wind up in a backswing. The ball may still be attacked, however, and the resulting shot is called flip because the backswing is compressed into a quick wrist action. A flip is not a single stroke and can resemble either a drive or a loop in its characteristics. What identifies the stroke is instead whether the backswing is compressed into a short wrist flick.
Smash
The offensive trump card in table tennis is the smash. A player will typically execute a smash when his or her opponent has returned a ball that bounces too high or too close to the net. Smashing is essentially self-explanatory—large backswing and rapid acceleration imparting as much speed on the ball as possible. The goal of a smash is to get the ball to move so quickly that the opponent simply cannot return it. Because the ball speed is the main aim of this shot, often the spin on the ball is something other than topspin. Sidespin can be used effectively with a smash to alter the ball's trajectory significantly, although most intermediate players will smash the ball with little or no spin. An offensive table tennis player will think of a rally as a build-up to a winning smash; only a calculated series of smashes can guarantee a point against a good opponent. However, most players will be able to return at most one or two smashes consistently. Provided that the opponent is not too close to the table or too far away from the ball, a smash can be lobbed, chopped, blocked or even counter-looped, albeit with some difficulty. A player who smashes generally works out a series of smashes (and possibly drop-shots) to rush the opponent out of position, put him off balance, or both. Smashers who fail to do this find it difficult to win a point against an excellent defense.

Defensive strokes

Push (or Slice in Asia)
The push is usually used for keeping the point alive and creating offensive opportunities. A push resembles a tennis slice: the racket cuts underneath the ball, imparting backspin and causing the ball to float slowly to the other side of the table. While not obvious, a push can be difficult to attack because the backspin on the ball causes it to drop toward the table upon striking the opponent's racket. In order to attack a push, a player must usually loop the ball back over the net. Often, the best option for beginners is to simply push the ball back again, resulting in pushing rallies. Against good players, it may be the worst option because the opponent will counter with a loop, putting the first player in a defensive position. Another response to pushing is flipping the ball when it is close to the net. Pushing can have advantages in some circumstances, such as when the opponent makes easy mistakes.
Chop
A chop or cut is the defensive, backspin counterpart to the offensive loop drive. A chop is essentially a bigger, heavier slice, taken well back from the table. The racket face points primarily horizontally, perhaps a little bit upward, and the direction of the stroke is straight down. The object of a defensive chop is to match the topspin of the opponent's shot with backspin. A good chop will float nearly horizontally back to the table, in some cases having so much backspin that the ball actually rises. Such a chop can be extremely difficult to return due to its enormous amount of backspin. Sometimes a defensive player can impart no spin on the ball during a chop, or add right- or left-hand spin to the ball. This may further confuse the opponent. Chops are difficult to execute, but are devastating when completed properly because it takes a tremendous amount of topspin on a loop drive to return the ball back over the net.
Block
The block or short is a simple shot, but nonetheless can be devastating against an attacking opponent. A block is executed by simply placing the racket in front of the ball right after the ball bounces; thus, the ball rebounds back toward the opponent with nearly as much energy as it came in with. This is not as easy as it sounds, because the ball's spin, speed, and location all influence the correct angle of a block. It is very possible for an opponent to execute a perfect loop, drive, or smash, only to have the blocked shot come back at him just as fast. Due to the power involved in offensive strokes, often an opponent simply cannot recover quickly enough, and will be unable to return the blocked shot. Blocks almost always produce the same spin as was received, usually topspin.
Push-Block
High level players may use what is called push-block or an active block, adding speed to the ball with a small topspin movement. When playing in the penhold grip, many players use push-blocks when being pressured on the backhand. Chinese penhold players refer to it as a push-block because they literally "push" their backhand forward, instead of simply blocking it.
Side Drive
This spin shot is alternately used as a defensive and offensive maneuver. The premise of this move is to put a spin on the ball either to the right or the left of the racket. The execution of this move is similar to a slice, but to the right or left instead of down. This spin will result in the ball curving to the side but bouncing in the opposite direction when the opponent returns it. Do not attempt a right-side spin (moving your arm to the right when hitting the ball) when too close to the left side of the table, and vice versa. To return, simply execute the same sided spin as your opponent just gave you.
Lob
The defensive High Ball or Lob is possibly the most impressive shot in the sport of table tennis, and it is deceptive in its simplicity. To execute a High Ball, a defensive player first backs off the table 4–6 meters; then, the stroke itself consists of simply lifting the ball to an enormous height before it falls back to the opponent's side of the table. A High Ball is inherently a creative shot, and can have nearly any kind of spin. Top quality players use this to their advantage in order to control the spin of the ball. For instance, though the opponent may smash the ball hard and fast, a good defensive Lob could be more difficult to return due to the unpredictability and heavy amounts of the spin on the ball. Thus, though backed off the table by tens of feet and running to reach the ball, a good defensive player can still win the point using good High Balls. However, most of the time the lobber will lose the point, so the Lob is not recommended unless it is really necessary.
Drop Shot
The drop shot is a high level stroke, used as another variation for close-to-table strokes (like harai and slice). You have to position the racket close to the ball and just let the ball touch it (without any hand movement) in a way that the ball stays close to the net with almost no speed and spin and touches the other side of the table more than twice if the opponent does not reach it. This stroke should be used when opponents are far from the table and not prepared to get close to the table. This technique is most usually done by pen-holders and players who use long or short pimples. A very deceiving technique, this could result in the opponent failing to reach the ball after misjudging the distance of the ball. A perfectly executed stroke after a topspin sequence can win a point.

Effects of spin

Adding spin onto the ball causes a whole range of major and minor changes:

4 phases in a backspin curve

Backspin

The easy-to-learn backspin stroke adds subtle lift to the first part of the trajectory, it lets the ball drop more suddenly, makes the ball bounce more upright and most significantly: it makes the ball dive downwards when the opponent uses a common rubber (smooth, pimples inwards) to make a return. The opponent is forced to seriously compensate for the backspin by adjusting the contact angle of his or her racket. In many racket sports, this is commonly referred to as "opening the racket".[8] Due to the initial lift of the ball, there is a limit on how much speed with which one can hit the ball without missing the opponents side of the table. Backspin also makes it harder for the opponent to hit the ball with lots of speed, due to the required angular precision of the return. In table-tennis backspin is regarded as a defensive alternative due to the limitation on ball speed, as well as the relative bio-mechanical efficiency of producing such strokes. Although a player who relies on backspin puts them-self in the position of response, rather than initiation, this does not impede them strategically. In fact, alterations are frequently made to the rules and regulations regarding equipment, in an effort to maintain a balance between defensive and offensive spin choices. It is actually possible to smash with backspin offensively, but only on high balls, which are close to the net. Backspin is commonly employed in service because it is harder to produce an offensive return when faced with a back-spun ball.

4 phases in a topspin curve

Topspin

The harder-to-learn topspin stroke has a smaller influence on the first part of the ball-curve. Like the backspin stroke, however, the axis of spin remains roughly perpendicular to the trajectory of the ball thus allowing for the Magnus effect to dictate the subsequent curvature. After the apex of the curve, the ball clearly dips downwards as it approaches the opposing side, before bouncing. On the bounce, the topspin will accelerate the ball, much in the same way that a wheel which is already spinning would accelerate upon making contact with the ground. Again, the most significant change appears when the opponent attempts to return the ball (with a smooth, pimples inwards rubber). Due to the topspin, the ball jumps upwards and the opponent is forced to compensate for the topspin by adjusting the angle of his or her racket. This is commonly known as "closing the racket". There is a significant decrease in the speed limitations of the topspin stroke, aside from those limitations due to your own timing and physical strength. This stroke is the predominant technique used in professional competition because it gives the opponent less time to respond. In table tennis topspin is regarded as an offensive technique due to increased ball speed, lower bio-mechanical efficiency and the pressure that it puts on the opponent by reducing reaction time. (It is possible to play defensive topspin-lobs from far behind the table, but only highly skilled players use this stroke with any tactical efficiency.) Topspin is the least common type of spin to be found in service at the professional level, simply because it is much easier to attack a top-spun ball that is not moving at high speed.

Sidespin

This type of spin is predominantly employed during service, wherein the contact angle of the racket can be more easily varied. Unlike the two aforementioned techniques, sidespin causes the ball to spin on an axis which is vertical, rather than horizontal. The axis of rotation is still roughly perpendicular, to the trajectory of the ball. In this circumstance, the Magnus effect will still dictate the curvature of the ball to some degree. Another difference is that unlike backspin and topspin, sidespin will have relatively very little effect on the bounce of the ball, much in the same way that a spinning top would not travel left or right if its axis of rotation were exactly vertical. This makes sidespin a useful weapon in service, because it is less easily recognized when bouncing, and the ball "loses" less spin on the bounce. Sidespin can also be employed in offensive rally strokes, often from a greater distance, as an adjunct to topspin or backspin. This stroke is sometimes referred to as a "hook". The hook can even be used in some extreme cases to circumvent the net when away from the table.

Corkspin

This type of spin is almost exclusively employed in service, but it is also used from time to time in the lob at the professional level. Unlike any of the aforementioned techniques, corkspin (sometimes referred to as "drill-spin") features a unique situation in which the axis of spin is more or less parallel to the trajectory of the ball. This means that the Magnus effect will have little to no effect on the trajectory of a cork-spun ball. Upon bouncing, the ball will dart right or left, depending on the direction of the spin, making it very difficult to return. Although in theory this type of spin produces the most obnoxious effects, it is not as strategically practical as sidespin or backspin in terms of the limitations that it imposes upon the opponent during their return. Aside from the initial direction change when bouncing, a cork-spun ball is easily countered with topspin or backspin, and 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. In order to impart a spin on the ball which is parallel to its trajectory, the racket must be swung more or less perpendicular to the trajectory of the ball. This greatly limits the amount of forward momentum that can be transferred to the ball by the racket. Corkspin is almost always mixed with another variety of spin, as it is less effective and harder to produce on its own.

Competition

Competitive table tennis is popular in Asia and Europe and has been gaining attention in the United States.[21] The most important international competitions are the World Table Tennis Championships, the Table Tennis World Cup, the Olympics and the ITTF Pro Tour. Continental competitions include the European Championships, Europe Top-12, the Asian Championships and the Asian Games. Chinese players have won the men's World Championships 60% of the time since 1959;[22] in the women's competition, Chinese players have won all but three of the World Championships since 1971.[23] Other strong teams come from East Asian countries and European countries, including Austria, Belarus, Germany, Hong Kong, Japan, South Korea, Singapore, Sweden, and Taiwan.[24]

There are also professional competitions at the clubs level. The national league of countries like China (the China Table Tennis Super League), Germany, France, Belgium and Austria are some highest level examples. There are also some important international club teams competitions such as the European Champions League and its former competition, the European Club Cup, where the top club teams from European countries compete.

Notable players

File:Jan-Ove Waldner Olympia-2004.jpg
Jan-Ove Waldner who holds a career grand slam of 4 major titles (2 World Championships, 1 Olympic Gold, 1 World Cup).

An international hall of fame exists at the ITTF Museum.[25] A Grand Slam is earned by a player who wins singles crowns at Olympic Games, World Championships, and World Cup.[26] Jan-Ove Waldner of Sweden first completed the grand slam at 1992 Olympic Games. Deng Yaping of China is the first female recorded at the inaugural Women's World Cup in 1996. The following are past grand slam winners:

Name (gender) Nationality Times won
Olympics World Championships World Cup
Jan-Ove Waldner (M)[27] Sweden 1 (1992) 2 (1989, 97) 1 (1990)
Deng Yaping (F)[28] China 2 (1992, 96) 3 (1991, 95, 97) 1 (1996)
Liu Guoliang (M)[29] China 1 (1996) 1 (1999) 1 (1996)
Kong Linghui (M)[30] China 1 (2000) 1 (1995) 1 (1995)
Wang Nan (F)[31] China 1 (2000) 3 (1999, 2001, 03) 4 (1997, 98, 2003, 07)
Zhang Yining (F)[32] China 2 (2004, 08) 2 (2005, 09) 4 (2001, 02, 04, 05)

Governance

The International Table Tennis Federation (ITTF) is the worldwide governing body for table tennis.[33] On many continents, there is a governing body responsible for table tennis on that continent. For example, the European Table Tennis Union (ETTU) is the governing body responsible for table tennis in Europe.[34] There are also national bodies and other local authorities responsible for the sport, such as USA Table Tennis (USATT), which is the national governing body for table tennis in the United States.[33]

See also

References

  1. ^ "ITTF member associations". ITTF. Retrieved 27 August 2010.
  2. ^ "ITTF Handbook 2009/2010". ITTF. Retrieved 27 July 2010.
  3. ^ Hurt III, Harry (5 April 2008). "Ping-Pong as Mind Game (Although a Good Topspin Helps)". The New York Times. Retrieved 28 August 2010.
  4. ^ Letts, Greg. "A Brief History of Table Tennis/Ping-Pong". About.com. The New York Times Company. Retrieved 29 August 2010.
  5. ^ "A Comprehensive History of Table Tennis". ITTF Museum. ITTF. Retrieved 29 August 2010. {{cite web}}: External link in |work= (help)
  6. ^ "International Table Tennis Federation Archives". ITTF Museum. ITTF. Retrieved 29 August 2010. {{cite web}}: External link in |work= (help)
  7. ^ "Table Tennis in the Olympic Games". ITTF Museum. ITTF. Retrieved 29 August 2010. {{cite web}}: External link in |work= (help)
  8. ^ a b c Hodges, Larry (1993). Table Tennis: Steps to Success. Human Kinetics. ISBN 0-87322-403-5.
  9. ^ "Thick Sponge Bats 1950s". ITTF Museum. ITTF. Retrieved 29 August 2010. {{cite web}}: External link in |work= (help)
  10. ^ a b Clemett, Colin. "Evolution of the Laws of Table Tennis and the Regulations for International Competitions" (PDF). ITTF Museum. ITTF. Retrieved 29 August 2010. {{cite web}}: External link in |work= (help)
  11. ^ a b "Board of Directors Passes Use of 40mm Ball". USA Table Tennis. Retrieved 29 August 2010.
  12. ^ "ITTF Technical Leaflet T3: The Ball" (PDF). ITTF. 2009. p. 4. Retrieved 28 July 2010. {{cite web}}: Unknown parameter |month= ignored (help)
  13. ^ "ITTF Technical Leaflet T1: The Table" (PDF). ITTF. Retrieved 28 July 2010.
  14. ^ a b "ITTF Handbook 2009/2010 2.04 The Racket". ITTF. Retrieved 29 August 2010.
  15. ^ "ITTF Technical Leaflet T4: Racket Coverings" (PDF). ITTF. 2010. Retrieved 29 August 2010. {{cite web}}: Unknown parameter |month= ignored (help)
  16. ^ "ITTF Handbook 2009/2010 3.04.02.03". ITTF. Retrieved 29 August 2010.
  17. ^ a b c d e f g "The Laws of Table Tennis" (PDF, 114 KB). ITTF Hand Book 2009-2010. ITTF. Retrieved 29 August 2010.
  18. ^ a b "ITTF Handbook for Match Officials 13th edition" (PDF). ITTF. 2007. Retrieved 1 September 2010. {{cite web}}: Unknown parameter |month= ignored (help)
  19. ^ "ITTF Handbook 3.5.2 Misbehaviour". ITTF. Retrieved 1 September 2010.
  20. ^ "ITTF statistics by event". ITTF. Retrieved 1 September 2010.
  21. ^ Somaiya, Ravi (26 November 2007). "Back-and-Forth Sport Is Back Again". The New York Times. Retrieved 27 August 2010.
  22. ^ "World Championships Finalists - Men's Singles". ITTF. Retrieved 28 July 2010.
  23. ^ "World Championships Finalists - Women's Singles". ITTF. Retrieved 28 July 2010.
  24. ^ "ITTF Team Ranking". ITTF. Retrieved 29 August 2010.
  25. ^ "ITTF Hall of Fame" (PDF). ITTF Museum. ITTF. Retrieved 28 July 2010. {{cite web}}: External link in |work= (help)
  26. ^ Cao Jianjie (13 December 2003). "Liu Guoliang needs to prove he is good as coach". ITTF. Retrieved 27 August 2010.
  27. ^ "Jan-Ove Waldner's results of tournaments". ITTF. Retrieved 27 August 2010.
  28. ^ "Deng Yaping's results of tournaments". ITTF. Retrieved 27 August 2010.
  29. ^ "Liu Guoliang's results of tournaments". ITTF. Retrieved 27 August 2010.
  30. ^ "Kong Linghui's results of tournaments". ITTF. Retrieved 27 August 2010.
  31. ^ "Wang Nan's results of tournaments". ITTF. Retrieved 27 August 2010.
  32. ^ "Zhang Yining's results of tournaments". ITTF. Retrieved 27 August 2010.
  33. ^ a b "About USATT". USA Table Tennis. Retrieved 28 August 2010.
  34. ^ "ETTU - European Table Tennis Union". European Table Tennis Union. Retrieved 28 August 2010.

Bibliography

  • Sizzling Chops & Devilish Spins: Ping-Pong and the Art of Staying Alive by Jerome Charyn, Publisher: Four Walls Eight Windows (September 2002) ISBN 1-56858-242-0
  • Winning Table Tennis: Skills, Drills, and Strategies by Dan Seemiller, Publisher: Human Kinetics Publishers (October 1996) ISBN 0-88011-520-3

Template:Link GA

Template:Link FA