Badminton Stroke Moves Framework
Badminton Stroke Moves Framework
All the stroke-moves are variations on these three basic moves; they are
the different ways in which the moves can be performed. The reasons for
these moves are clear. When you hit the shuttle to the rearcourt you force
your opponent out of position, away from his central position, and create
Plate 9. space; as he goes further away from the net it becomes more difficult for
Hit to the forecourt him to make a scoring hit. Your stroke-move to the forecourt also forces
hi t f
Chapter 2: The Framework 29
position and creates space. A shuttle below net height makes him lift the
shuttle and so presents you with a better chance of making a scoring hit.
Finally, a downward or horizontal hit to the sides or centre of the
midcourt either hits the ground or forces your opponent to lift, which
again increases your chances of making a scoring hit. All the strokes are
played as moves with this target in mind. To play in this way is to play
in accordance with the principle of attack. When we have studied the
charts we can refer back to them whenever necessary, to discuss the
Plate 10. various moves that can be played in the different situations that occur in
Hit to the midcourt the game.
Rearcourt Situations
SHUTTLE OPPONENT'S
POSITION ATTITUDE INTENTION STROKE-MOVES DIRECTION FUNCTION POSSIBLE REPLIES YOUR RECOVERY
1. High Threatening to 1. to cause the opponent 1. power smash to To centre or sides To hit the ground or 1. block return to FC Get quickly into
(at the sides attack (take to adopt a defensive MC or RC force a weak lift sides or centre balance and travel
or centre up the smash stance in MC. 2. clear to the RC forwards in the
position) 2. to deceive the opponent 2. fast sliced smash Straight or x-court to To hit the ground or 3. whip shuttle down 'funnel' towards a
to MC sides force a weak lift line or x-court to RC position to cover the
possible replies
3. fast drop to FC To centre or sides To force a lift [Link] returns to FC (looking at the
(hit flat or sliced) 2. Lob over'smasher' opponent waiting to
to RC see what he intends
to do) This is a slow
4. check-smash to To centre or sides To cause opponent approach, hanging
FC (usually to bh side) from MC defensive back to cover the RC
base and may force and so inviting the
a weak lift. Also reply to the FC, then
creates space. ready to sprint
forwards to attack a
reply to the FC
5. attack clear to RC To sides or centre To catch opponent 1. Smash to MC In balance and travel
out and force a weak 2. Drop to FC forwards to MC to
reply. To the centre 3. Clear to RC take up a defensive or
cuts down the angle attacking stance
or reply and makes it depending on how
easier to cover the effective the attack
reply clear is. If opponent
caught out then take
up an attacking
stance.
2. High Threatening to To force opponent to 1. backward jump To sides or centre To hit floor in MC or All the basic replies to Land and recover
(at sides or attack adopt a defensive stance smash - attack clear to catch opponent these stroke-moves quickly to get into
centre and to (jumping and deceive opponent. To - checksmash- out of position and (see above) balance and sprint
the rear of backwards into give him less time for standard clear cause a weak reply. towards to MC ready
player) the smash recovery to cover the replies
position)
Rearcourt Situations (cont)
SHUTTLE OPPONENT'S YOUR
POSITION ATTITUDE INTENTION STROKE-MOVES DIRECTION FUNCTION POSSIBLE REPLIES RECOVERY
3. High Defensive To get out of trouble and 1. Very high To centre To hit the shuttle to fall 1. Smash to MC orFC Walk calmly back
(at sides or (caught out, into a stable position. To defensive clear to vertically in centre of 2. Drop to the FC to the MC and
centre and to off balance restore the situation to a RC RC and so make it 3. Clear to the RC take up a
the rear of and fighting to neutral one. To make difficult to time his hit defensive stance
player regain control, time. and also narrow the ready to receive a
in haste) angle of reply smash
4. Low Defensive 1. To neutralise the Use a deep or half He will be waiting in Stay in balance
(on forehand (set to make a opponent's advantage lunge on diagonal an attacking stance whilst hitting the
side and to the move which 2. To deceive to the fh corner in the MC ready to shuttle and then
rear of player will gain the whilst facing the travel to hit the travel forwards to
attack) net. Then while in shuttles which are approach the
balance can hit high or low in the RC, centre whilst
from side of body: MC or FC. He can facing the
1. Clear to RC Straight (down the Send opponent to bh smash to MC, drop to opponent down
line) RC FC - clear to RC - the 'funnel'
whip x-court
2. Drive to MC or Straight or x-court Neutralise situation or
RC catch opponent out of
position with x-court
drive.
5. Low As for 1. Underarm clear to RC As for the forehand As for forehand side As for forehand
(on backhand forehand side 2. Drive to MC or RC stroke-moves, though the opponent side.
side and to the 3. Drop to FC though the will be ready to
rear of the situation on the attack from his
player) backhand side is stronger forehand
weaker for most side.
players.
Midcourt Situations
SHUTTLE OPPONENT'S YOUR RECOVERY
POSITION _ATTITUDE INTENTION_ STROKE-MOVES DIRECTION FUNCTION POSSIBLE REPLIES
1. High Threatening to 1-To force the opponent 1. Power smash to To centre or sides To hit a winner or force 1. Block to FC Balanced and in
(at sides or attack (take up to adopt a defensive MC or RC a weak reply 2. Lob to RC control in the MC.
centre) the smash stance in MC. 3, Whip to RC Facing the
position) [Link] deceive the 2. Sliced smash to _To sides opponent and
opponent MC or RC ready to attack
any reply
Slash (side arm_3. To centre or sides
smash with power or
sliced to MC or RC)
2. Low Threatening to [Link] neutralise the Prepare to hit the To centre or sides In both moves the Balanced
(after a fast attack (alert situation and create one shuttle early as you opponent is caused to throughout. Alert
drop or low and racket held in which to attack approach it. wait or to commit with racket ready
reply to the ready) 2. To deceive the himself before the to counter the
MC opponent shuttle is hit, reply, i.e. to attack
1. 'Hold and drop' - 1. To check the FC attack. Opponent or defend.
prepare as if to hit to opponent and make can hit down to MC,
the RC but then him pause and so be drop to FC or lift to
check the racket late for his reply; to RC
head speed and drop make his weight go
to FC. backwards and then
drop the shuttle into
the FC
2. 'Hold and flick' - 2. Make his weight 1, Smash to MC
prepare and if to hit come forwards and 2. Clear to RC
the shuttle to FC and then flick the shuttle 3. Drop to FC
then flick the shuttle over his head to the RC
over opponent's
head into RC
3. Low Defensive To get out of the 1. Block to FC To centre or sides To force the opponent _Hit down if above net _Balanced and alert
(after the (alert fighting defensive situation and to lift from below the height. Lift to FC or in attacking
smash) attitude) neutralise the advantage net RC if below net stance, facing the
of the opponent opponent ready for
2. Push to MC To sides To force a lift and Reply to FC or MC or the possible reply
prevent him playing a RC in the new
spinner or tumbler situation
Whip to RC Sides To get the shuttle past Takes it late and 2. Return quickly to
opponent and force a late replies with a drop to MC and face
or a weak reply FC, drive to MC or opponent ready to
clear to RC move to attack the
reply
3. Low (near Alert and calm To take the opponent on Hairpin drop Straight or angled To 'crawl' over the net 1. Hit down from Withdraw from the
the ground (fighting in the FC and gain the (reply close to the across the net and force the opponent above net. net into the forward
after net attitude) attack net) to lift or make an error 2. Reply to FC attacking stance
reply or drop 3. Clear to RC ready to attack any
shot weak reply
4. Low (near Defensive To get our of trouble and High Lob Centre To drop the shuttle 1. Smash to MC Complete the
the ground (caught out, into a neutral position. To vertically in the centre of 2. Drop to FC stroke-move, get
after a reply late to arrive, in make time the RC and make it 3. Clear to RC into balance and
to the FC haste) difficult to time the hit. walk back to MC to
To reduce angle of return take up a calm and
alert defensive
stance.