Final Handout in Table Tennis
Final Handout in Table Tennis
Final Handout in Table Tennis
INTRODUCTION
1. Health and Fitness. Table Tennis is good for your health – it’s great for
getting up a sweat and getting the heart rate up. Played at the higher levels,
it’s one of the fastest sports around. A couple of hours a week hitting the ball
do wonders for your fitness.
2. Gentle on your Body. It’s easy on the body. You can play the game
according to your own capabilities and limitations, and still be competitive.
And being a non-contact sport, you don’t have to worry about those bruises
or even broken bones that you can get in contact sports.
3. It could be played by all. There’s no age or gender barriers – it’s common
at clubs for 60 year old veterans to be playing 15 year old juniors, or men
playing against women, and with everyone having a great time and a close
match. Families can all play each other. In fact, many athletes with
disabilities can compete on equal terms with able-bodied athletes at table
tennis, since there is much more to the game that sheer power or strength.
4. A Sport for Life. Table tennis is a lifelong sport that can be played
competitively right up to your eighties and beyond. It’s ever too late to start.
5. Keeps You Mentally Sharp. As you get older, table tennis is good for the
brain. There is an awful lot of thinking, planning and strategizing going on
out there on the court, all of which helps keep the old grey matter active!
6. You Can Play Anytime. Table Tennis is an indoor, non-seasonal sport. You
can play it all year around, day or night, and you don’t have to worry about
bad weather or covering up to those harmful UV rays off.
7. You Can Play Anywhere. It’s space efficient. You don’t need a huge
amount of space to have fun at home, in the dormitory lobby and a foldaway
table can be put away when you aren’t using it.
8. Make New Friends. Table tennis is a great social sport. You’ll get to meet
plenty of people down at the local clubs or in your PE class. Play a
competition once in a while and you’ll be able to compete and make friends
with a whole bunch of fellow table tennis enthusiasts.
9. You Don’t Have to Spend a Fortune. You don’t have to spend a lot of
money to play table tennis. A basic table tennis racket, net and a ball are not
too costly compared to other sports. Plus, the cost of joining a club and club
fees are usually quite low compared to sports such as golf or tennis.
10. Enjoy Yourself. It’s fun! Table tennis is a wonderful sport to take up
for life. It’s easy to play, yet difficult to master. You’ll always have another
challenge to look forward to, and another mountain to climb.
You can’t argue with all those reasons, can you? So now that you’re
convinced that table tennis is for you, let’s take a look at what you will need to get
started in the sport.
SAFETY
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1. Before starting to play or practice, check the playing area. Choose a smooth
and safe surface to play.
2. Make sure all the equipment are safe to use especially the tables and
surrounds. Check that all legs are locked and stable.
3. Pick up unused and spare equipment and other items (bags, towels, bottles)
and place it out of the way.
4. Wear proper playing attire.
5. Do warm-up before playing and do cool-down after playing.
1. Table
The table is 2.74m (9 ft) long, 1.525m (5 ft) wide, and 76m (30 inch) high,
layered with a smooth coating. The table or playing surface is divided into two
halves by a 15.25cm (6 inch) high net. The table surface is often in a green, blue or
dark color (see ITTF Laws).
2. Ball
The international rules specify that the game is played with a light 2.7 gram,
40mm diameter ball. It is made of celluloid material, colored white or orange, with
a matte finish. 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 (see ITTF Laws).
3. Racket
Players are equipped with a laminated wooden racket covered with rubber on
one or two sides depending on the grip of the player. This is called either a paddle,
racket, blade or a bat. The wooden portion of the racket, is often referred to as the
“blade.” There are no official restrictions on the shape or size of the blade itself,
however, these dimensions are optimal for most styles of play. International rules
specify that one side must be red while the other must be black. 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. There are two types of rubbers used by players: ordinary
pimpled rubber and the sandwich rubber (see ITTF Laws).
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and ball
4. Net Assembly
This is stretched across the center of the table by a cord attached to a post
at either end. It measures 6ft long and the ball must pass
over if for a rally to continue (see ITTF Laws).
5. Playing Conditions
The playing space shall be rectangular and not less than 14 meters long, 7
meters wide and 5 meters high, but the 4 corners may be covered by surrounds of
not more than 1.5 meters length. The playing area shall be enclosed about 75 cm
high, all of the same dark background color, separating it from adjacent playing
areas and from spectators (see ITTF Laws).
FUNDAMENTAL SKILLS
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Grip
Grip means how to hold a racket. The main two grips are: shakehand
grip and penhold grip.
Shakehand Grip. The shakehand grip is aptly named because you hold the
racket or paddle as if you were shaking someone’s hand, with your index
finger extending over the bottom part of the rubber on the backhand side
and your thumb slightly touching the rubber and the forehand side. Notice
how only 3 fingers wrap around the handle.
Mechanics:
Preparation Phase
a. Blade rests in crook between thumb
and forefinger.
b. Thumbnail perpendicular to racket
surface.
c. Index finger near bottom of racket.
d. Loose grip.
e. To strengthen forehand, rotate
top of racket toward you.
f. Strengthen backhand, rotate top of
racket away from you.
ERROR CORRECTIONS
1. Either your forehand or 1. Rotating the top of the racket forward
backhand shots feel erratic (when holding in front of the body with a
or unstable. shakehand grip) will make the backhand
2. The soft part of your thumb more stable but the forehand less stable;
touches the racket. rotating it backward will do the reverse.
Most players find the compromise
between the two extremes.
Penhold grip. The penhold grip is also aptly name because you hold the
paddle like a pen, only grasping the paddle at the top of the handle.
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Because the “penholders” often use paddles with special handles more
comfortable for them.
Mechanics:
Preparation Phase
It is your choice which grip you want to use, but the shakehand grip is
suggest especially for beginners. Also, the shakehand grip makes table tennis a lot
easier to play, because it gives you freedom of wrist and allows you to hit easily
from both forehand and backhand sides.
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ERROR CORRECTIONS
2. Your grip is too tight. 2. Relax your grip. Holding the racket too
tightly costs you both power and control. A
good way to tell if you’re holding the
racket too tightly is to imagine someone
sneaking up behind you as you play and
grabbing your racket. If the person would
have trouble pulling it from you r grip, you
are holding the racket too tightly.
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Ready Position/Footwork
Before you can properly execute any table tennis shot, you need to learn a
correct ready position. Player should directly face the table with his legs slightly
flexed, his feet spread about eighteen inches apart, and his body in a crouched
position. Racket should be table height and in front of the body (for easy transfer to
forehand and backhand).
Mechanics:
ERROR CORRECTION
1. Your feet bounce too high or 1. Your feet should stay low to the
lift off the ground. ground, almost sliding.
2. You’re not in position at the 2. Make adjustments during and
end of the movement. after the movement.
3. Your heels are on the ground 3. Your weight should be on the
4. You’re reaching got the ball. inside balls of your feet.
4. Try not to reach for the ball, but
instead use the two-step
footwork. Move the leg that is in
the direction you want to go
and follow up with the other
leg.
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Basic Strokes
Forehand Drive. The forehand drive is generally the strongest shot in the
game. It is an aggressive topspin shot and is important for 3 reasons: you
need it to attack shots to your forehand side; it will probably be your primary
attacking shot; and it’s the shot you’ll use most often to smash.
Mechanics:
Preparation Phase
a. In ready position.
b. Arm relaxed.
c. Racket slightly open against backspin, slightly
closed or perpendicular against topspin.
d. Wrist loose and cocked slightly down.
e. Move into position, right foot slightly back for
forehand.
Fig. 11a
Fig. 11b
Fig. 11c
Backhand drive
a. In ready position.
b. Arm relaxed.
c. Racket slightly open against backspin, slightly
closed or perpendicular against topspin.
d. Wrist loose cocked slightly down.
e. Move into position, right foot slightly back for
forehand.
Fig. 12a
Fig. 12b
Fig. 12c
ERROR CORRECTION
1. The ball goes into the 1. Read the spin and adjust racket angle. If
net or off the net. you’re going into the net, aim higher and
contact more under the ball. If you’re going 2. T
off the end aim lower with a closed racket. s
The push is a
passive backspin shot generally done against a backspin serve or push that you do
not feel comfortable attacking, either for tactical reasons or because pushing is a
more consistent way of returning backspin. keep the ball low, place it well, and give
it a good backspin.
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Forehand Push
Preparation Phase
a. In ready position.
b. Move into position.
Fig.13a
a. Open racket.
b. Bring arm backward and slightly up, pivoting the
elbow.
c. Cock wrist back.
Fig. 13b
Fig. 13c
Backhand Push
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Preparation Phase
a. In ready position.
b. Move into position.
Fig. 14a
a. Open racket.
b. Bring arm backward and slightly up,
pivoting at elbow.
c. Cock wrist back.
Fig. 14b
Fig. 14c
ERROR CORRECTION
1. The ball goes into the net 1. Read the spin and adjust the racket angle.
or off the end, or pops up. 2. Graze the ball more at contact. Contact
2. You’re not getting enough more under the ball; use your wrist.
3. You don’t have control of 3. Make sure your stroke is smooth , not
the bat. jerky. The push is slow control shot, so
don’t stroke too fast. The aim is to keep
the ball low with good backspin. Make sure
you’re moving to the ball, not reaching.
Basic Serving
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Serving is shot that initiates the rally in a game. Players serve from
behind the table to their opponent so that the ball bounces first on their half
of the table and then on their opponent’s half of the table. If the service hits
the net on the way over, but is otherwise a successful service then this is
termed a “let” service and the server may have another serve. Service
alternates after every two points. There are basic 4 serves: forehand topspin,
backhand topspin, forehand backspin, and backhand backspin.
The ball tossed vertically and, with a sweeping upward motion, the
racket should brush behind and above the ball. Backhand topspin serve is made
with the same motion, as the forehand topspin serve.
Preparatory Phase
1. Racket roughly
perpendicular to floor.
2. Wrist loose and
cocked slightly down.
3. Arm flexed.
In forehand backspin serve, the ball tossed vertically in the air to about
shoulder height. The racket should then be brought backward and downward so
that the blade is drawn across and a little below the center of the back of the
ball.
Backhand backspin serve is executed in approximately the same way as
the forehand backspin serve except that the player assumes the backhand
position and the racket is started from a position in front of the shoulder of the
non-stroking arm. The swing is made across the body with only a slight forward
motion of the racket.
ig. 20c
ERROR
6. You serves erratic.
1. Your serve bounces too 1. Contact the ball lo
7. You can’t keep your high making it easy for not to hit downwa
backspin serve short. 6. Keep
your your to
opponent eye on the ball. Toss the
attack. the most commo
ball slightly higher so you have more
bounce.
8. You can’t hit the topspin 2. Yourtime
serveto goes
watchinto the time your contact.
it and
net. 2. Make sure your f
serve fast enough. 7. Make sure to graze the ball. Generate
close to the net tha
racket speed with loose muscles,
3. Your serve goes off the 3. Either you’re serv
longer backswing.
table. your serve is bou
8. Make sure the stroke and contact are
ball doesn’t have
the same each time. Make sure your
the other side.
4. 4. You
armmiss the ball
is relaxed.
entirely. 4. Keep your eye on
9. Graze the ball more. Make the first
ball slightly higher
bounce near the net and very low.
time to watch it an
5. 5. You’re not generating 5. Make sure to graz
enough spin. racket speed wi
longer backswing.
CORRECTION
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Sidespin
BASIC RULES
1. Starting a game
According to ITTF rule 2.13.1, the first service is decided by a lot, normally
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 ends of the table to use.
2. Serve
In game play, the player serving the ball commences a point. The player
stand with the higher ball held in the palm of the freehand, with the hand behind
the end line of the table and higher than the surface of the table. The racket is held
in the other hand, the racket hand, and the server tosses the ball directly upward
without spin, at least 16 centimeters (approximately 6 inches) high, and strikes the
ball with the racket on the ball’s descent. The ball must remain behind the end line
and above the height of the table at all times during the service.
The server must strike the ball such that it bounces once on his or her half of
the table, and then bounces at least one time on the opponent’s half. If the ball
strikes the net but does not strike the opponent’s half of the table, then a point is
awarded to the opponent. However, if the ball hits the net, but nevertheless goes
over and bounces on the other side, it is called a let.
Any hitting of the ball must be done such that the ball passes over or around
the net. If a player cannot return a legal hit over (or around0 the net so that the
ball bounces on the opposite side of the table, the player loses the point.
4. Scoring
Points are awarded to the opponent for any of several errors in play (see
ITTF Laws).
5. Alternation of service
alternates after each point, until one player gains a two-point advantage. In
doubles, service alternates every two points between sides, but also rotates
between players on the same team. At the end of every two points, the receiving
player becomes the server, and the partner of the serving player becomes the
receiver.
2.5 DEFINITIONS
1. A rally is the period during which the ball is in play.
2. The ball is in play from the last moment at which it is stationary on the palm of
the free hand before being intentionally projected in service until the rally is
decided as a let or a point.
3. A let is a rally of which the result is not scored.
4. A point is a rally of which the result is scored.
5. The racket hand is the hand carrying the racket.
6. The free hand is the hand not carrying the racket.
7. A player strikes the ball if he touches it in play with his racket, held in the hand,
or with his racket hand below the wrist.
8. A player obstructs the ball if he, or anything he wears or carries, touches it in
play when it is above or travelling towards the playing surface and has not passed
beyond his end line, not having touched his court since last being struck by his
opponent.
9. The server is the player due to strike the ball first in a rally.
10. The receiver is the player due to strike the ball second in a rally,
11. The umpire is the person appointed to control a match.
12. The assistant umpire is the person appointed to assist the umpire with certain
decisions.
13. Anything a player wears or carries include anything that he was wearing or
carrying, other than the ball, at the start of the rally.
14. The ball shall be regarded as passing over or around the net assembly if it
passes anywhere other than between the net and the net post or between the net
and the playing surface.
15. The end line shall be regarded as extending indefinitely in both directions.
receiver by any part of the body or clothing of the server or his doubles partner; as
soon as the ball has been projected, the server’s free arm shall be removed from
the space between the server’s body and the net.
5. It is the responsibility of the player to serve so that the umpire or the assistant
umpire can see that he complies with the requirements for a good service.
6. If the umpire is doubtful of the legality of a service he may, on the first occasion
in a match, declare a let and warn the server.
7. Any subsequent service is doubtful legality of a service he may, on his doubles
partner will result in a point to the receiver.
8. Whenever there is a clear failure to comply with the requirements for a good
service, no warning shall be given and the receiver shall score a point.
9. Exceptionally, the umpire may relax the requirements for a good service where
he is satisfied that compliance is prevented by physical disability.
1. The ball, having been served or returned, shall be struck so that it passes over or
around the net assembly and touches the opponent’s court, either directly or after
touching the net assembly.
2.9 A LET
1. The rally shall be a let.
2. If in service the ball, in passing over or around the net assembly, touches it,
provided the service is otherwise food or the ball is obstructed by the receiver or his
partner;
3. If the service is delivered when the receiving player or pair is not ready, provided
that neither the receiver nor his partner attempts to strike the balls.
4. If failure to make a good service of a good return to otherwise to comply with
the Laws is due to a disturbance outside the control of the player;
5. If play is interrupted by the umpire or assistant umpire.
6. Play may be interrupted.
7. To correct an error in the order of serving, receiving or ends;
8. To introduce the expedite system;
9. To warn a penalize a player;
10. Because the conditions of play are distributed in a way which could affect the
outcome of the rally.
2.10 A POINT
1. Unless the rally is a let, a player shall score a point.
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2.11 A GAME
1. A game shall be won by the player or pair first scoring 11 points unless both
players or pairs score 10 points, when the game shall be won by the first player or
pair subsequently gaining a lead of 2 points.
2.12 A MATCH
1. A match shall consist of the best of any odd number of games
7. The player or pair starting at one end in a game shall start at the end in the next
game of the match and in the last possible game of a match the players or pairs
shall change ends when first one player or pair scores 5 points.
TERMINOLOGIES
Match- A match consists of the best of any odd number of games (usually 3, 5, or
7.)
Open racket- A stroke played with the striking surface of the racket angled
upwards, eg. a push or backspin shot.
Penhold- A style of grip in which the racket handle is held between the thumb and
forefinger. Used mainly by Asian players.
Playing Surface- The upper surface of a table tennis table which lies in a
horizontal plane 76cm (2ft 6in) above the floor.
Point- A unit of scoring in table tennis.A rally where the result is scored.
Racket- The equipment used to hit the ball. Comprises of a wooden blade with
rubbers affixed to it.
Rubber- The racket covering. Sometimes refers only to the rubber on top of a
sponge base.
Service- The start of a point where one player strikes the ball
Shakehand- A style of grip in which the racket handle is held in the palm of your
hand so that the start of the racket head fits snugly into the “V” shape
formed by your thumb and pointing.
Short- Playing any shot which causes the ball to bounce very near to the net and,
if not hit by your opponent, would bounce at least twice on the table.
Sidespin- A type of spin imparted onto the ball causing it to move left or right
before and after it strikes with playing surface.
Smash- An aggressive shot hit with speed, often in response to a high bouncing
return.
Speed Glue- A type of glue used to affix table tennis rubbers to the blade.
Previously used at regular intervals in order to increase the playing speed of
the rubber, but this is no longer permitted.
Spin- The rotation of the ball. A player can impart spin onto the ball by using a
brushing action with the racket surface.
Strike- touching the ball in play with your racket, held in your racket hand, or with
your racket hand below the wrist.
Topspin- A type of spin imparted onto the ball causing it to arc over the net and
down onto the table surface.
Volley- Hitting the ball before it bounces on your side of the table. A player who
volleys the ball generally loses the point
Anti or Anti-loop or Anti-spin- A smooth rubber with very low surface friction,
used to defend against excessive spin or to confuse the opponent. This type
of rubber deactivates spin and speed, returning a “dead ball”.
Assistant Umpire- The person appointed to assist the umpire with certain
decision.
Backhand- A shot executed where the back of your hand is pointing towards the
opponent, to the left of the elbow for a right handed player and vice versa for
a left handed player.
Backspin- A type of spin used mostly on defensive shots. When you chop down on
on the ball you produce backspin. The bottom of the ball will move
away from you.
Block- A topspin shot played close to the table with the racket making contact with
the ball just after it bounces.
Chop- A defensive return of a topspin stroke played with backspin, usually well
away from the table.
Closed Racket- A stroke played with the striking surface of the racket angled
downwards, eg.a topspin stroke or block.
Doubles- A game of table tennis where two people play on each side and alternate
turns at striking the ball.
Drive- A stroke played close to the table with your racket arm moving forward and
slightly upwards in the direction that the ball is going to travel.
Drop Shot- A shot which drops very short over the net on your opponent’s side of
the table. Usually played when your opponent is postponed away from the
table.
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Flick or Flip- A stroke played close to the table where you hit over the back or top
of ball, using a loose wrist action to impart topspin.
Forehand- A shot executed where the palm of your hand is facing your opponent,
to the right side of the elbow for a right handed player and vice versa for a
left handed player.
Game- A game is won by the player or pair first scoring 11 points unless both
players or pair subsequently gaining a lead of 2 points.
High Toss Serve- A serve where the ball is thrown high into the air. This helps the
server to increase the amount of spin and speed imparted onto the ball.
Inverted Rubber- The most common racket covering. It consists a sheet of rubber
on top of a layer of sponge. The pimples (pips) point inward, so the playing
surface is smooth.
Lob- A defensive shot used against high-speed shots, where the ball is returned
very high in the air.
REFERENCES
Letts, Greg. “What is the Objective of the Game of Table Tennis/ Ping-
Pong?” About.com. Retrieved June 20, 2015 from
http://tabletennis.about.com/od/objectiveofthegame/a/objective.htm
Cassady, Donald R. (1979). Sports Activities for Men. New York: MacMillan
Co.
Letts, Greg. “Top Ten Reasons to Play Table Tennis”. About.com. Retrieved
June 20, 2015 from
http://tabletennis.about.com/od/beginnersguide/tp/reasonstoplay.htm
ITTF Handbook for Match Officials 2011-2012. (June 2011). 14th ed.
Switzerland: The ITTF.
“Table Tennis Terminology”. All About Table Tennis.com. Retrieved June 29,
2015 from http://www.allsbouttabletennis.com/table-tennis-
terminology.html
Cassady, Donald R. (1979). Sports Activities for Men. New York: MacMillan
Co.