Module 3
Serving
At the initial part of the service, the ball shall be motionless, resting freely on the flat. open palm
of the free hand of the server, behind the end line and above the height of the playing surface. He
shall then toss the ball close to vertically upwards, without putting spin, so that it is at least 6
inches high after leaving the palm of the free hand and then descends without touching anything
before being hit. As the ball descends, the server shall hit it so that it touches his end of the table
first and then, after going over or around the net assembly, hits directly the receiver's end. In
doubles, the ball shall hit successively the right half-court of the server's and receiver's ends. The
paddle and ball shall be above the height of the playing surface from the last time that the ball is
motionless before being tossed until it is hit. The ball shall be hit behind the server's end line but
not beyond his body. It is the duty of the player to serve so that the umpire or the assistant
umpire can observe that he is complying with the requirements for a legal service. If the umpire
is uncertain of the legality of the service but neither he nor the assistant umpire is certain that it is
illegal, he may, on the first occurrence in the match, caution the server without a point. If later on
in the match, a service by same player or his partner is still of dubious legality, for the same
reason or another, the receiver shall score a point. Every time there is a clear failure to fulfill the
requirements for a legal service, no caution shall be given and the receiver shall gain a point, on
the first and any other occasion.
Returning
A return is good when the ball passes over or around the net or its supports and strikes the
opponent's end. A return may touch the net or its supports as long as it lands in the opponent's
end. A ball ceases to be in play if it touches any foreign objects.
Lets
The rally shall be a let if:
during service, the ball touches the net assembly as it passes over it, provided that the
service is legal;
the service is given when the receiving player/team is not ready, provided that neither of
the opponents tries to return the ball;
failure to make legal service or a legal return or otherwise to conform with the laws is
due to an interruption outside the control of the player; and
play is interrupted by the game officials
The Order of Serving, Receiving and Changing of Ends
The right to choose the initial order of serving, receiving and end shall be via a toss of
coin The winner of the coin toss shall choose first.
When one player or pair has made a choice, the other player or pair shall have the other
choice.
After two points have been scored, the receiver shall become the new server and the
process is repeated until the end of the game, except if both players or pairs gain ten
points. or when the expedite system is in process, of which the sequences of serving and
receiving shall stay the same but a player shall serve for only one point per service round
In doubles, the pair having the right to serve first shall also decide which of them will
receive first. In the next games of the match, the first server having been chosen. the
player who served to him in the preceding game shall be the first receiver
In doubles, the player who received previously shall become the server and the partner of
the player who served previously shall become the receiver after each service round.
The first server in a game shall be the first receiver in the next game of the match. In the
deciding game of a doubles match, the pair that is to receive next shall change their order
of receiving when first team gains five points.
Fundamental Skills:
The shake hand grip
appropriately named because you grasp the paddle as if you were shaking hands with somebody.
Your pointing finger extends over the bottom part of the rubber on the backhand side and your
thumb slightly touches the rubber on the forehand side. Only three fingers and the palm grasp the
handle of the paddle. S
The Penhold grip
also appropriately named because you hold the paddle just like a pen. Only your thumb and
forefinger grasp the paddle at the top of the handle. The three other fingers are placed on one
side of the paddle.
Spin
A good player uses spin while attempting to hit the ball onto the opponent's side. Spin makes ore
difficult. The three spins used are topspin, backspin returning more and sidespin
To impart topspin to the ball, you must angle your paddle to closed position. Swing through the
ball with a forward motion. Slightly brush the top of the ball. A topspin ball is predisposed to
drop downward.
To impart backspin to the ball, you must angle your paddle to open position. Swing through the
ball, but don't use as much speed as you would use in producing topspin. Slightly brush the
bottom of the ball. A backspin ball is predisposed to rise. A ball hit with a strong backspin is
most commonly called a chop.
Almost no players use pure sidespin in their strokes, but many use it in their serve. To impart a
pure sidespin, angle the paddle sideways and swing sideways; however, athletes mainly combine
topspin and sidespin, or backspin and sidespin in their strokes and serves.
Paddle Angles
With the paddle held in a vertical position, the angle is described as neutral. This is the "ready"
position and is used when you are waiting for your opponent to serve.
When the striking side is angled downwards at around 45 degrees, the angle is described as
closed. This is the position used to play a topspin shot or a block against a topspin.
When the striking side is angled upwards at around 45 degrees, the angle is described as open.
This is the position used to play a backspin shot like push or chop.
Strategies
The basic strategy is to keep the ball in play for longer than your opponent could. Strategies generally
rely on three main abilities:
1. the ability to keep the ball alive on your end.
2. the ability to create openings by directing the ball to different areas and/or applying pressure by
using varied spins and speed; and of
3. the ability to let the ball die on your opponent's end.
Having those abilities as foundation, use the following strategies to improve your match results
Utilize your opponent's limitations.
To play on your opponent's weaknesses, you will first need to find out what they are. Two ways
to do this are to observe him while he plays or simply to play with him.
Direct the ball to different areas of the table, using diverse strokes, spins and speed, until you
find a weakness.
Play consistently
Keep the ball in play for longer than your opponent could. By being consistent on your stroken
you can often gain points as your opponent will commit errors. This doesn't mean that you have
to be a defensive player, but by executing consistently good shots, you lessen your unforced
errors. This may make your opponent impatient, making him commit the unforced errors
Check your opponent's mobility
Test the level of mobility of your opponent. By directing your shots to different areas of the
table, you can check out the most advantageous areas where you can place the ball to move
your opponent or take him by surprise. Move your opponent to the sides by directing the ball to
the wide forehand and wide backhand or move him forward and backward by hitting short and
long balls.
Make variety your friend
Don't play all same shots to the same areas on the table. If you always play the same shots to
the same areas, your opponent will more likely get used to them, and be able to predict them.
By imparting varied degrees of topspin, backspin or sidespin to the ball, you can make it more
complicated for your opponent because there will be a difference in the ball's flight path and the
height of its bounce as a consequence.
Use your own strengths
In the first four strategies, we focused on your opponent and his style of play. It is just wise to
consider your opponent's style of play but equally important are your own strengths. Always try
to dictate the match by imposing your style of play on your opponent.
For example, if you are an offensive player, try to give your best shots early in the rally. Since
you have complete control of the ball during service, serve in such a way that your opponent is
forced to give a return that is favorable for a third ball attack. This will prevent your opponent
from dictating the course of the point.
Style of play strengths Weaknesses
Attacker/offensive style Always serve for a third Very physically
ball attack demanding
Ability to vary spin and Takes more time to
speed recover due to longer
Frequent use of topspin and havier strokes
makes it hard for Vulnerable to changes
apponent to create in pace to upset timing
opening
Counter/hitter or Blocker Very quick reaction time Vulnerable to changes
Takes ball early in pace and spin
Uses opponent’s speed Often finds severe
and topspin backspin and sidespin
difficult
Defensive Style Patient and consistent Can be moved about a
Ability to vary the spin great deal, in and out
May use a paddle with and side to side may
different rubber on not be able to attack
each side to produce short balls
different effects on the
ball
Anti-topspin - a rubber type that deactivates spin and speed, returning a "dead" ball
Backhand - a stroke done directly in front of the body, with the racket turned so that the
back of the hand faces the opponent
Backspin - a type of spin where, if struck with a normal racket position, the ball would
not make it over the net
Block - a defensive shot done mostly against loops and smashes, where the racket is in a
closed position to keep the ball on the table
Chop - a defensive shot that carries a tremendous amount of backspin
Closed - a racket angle that allows the top of the ball to be struck
Dead ball - a ball returned without any spin. Very difficult to execute, read, and return
Doubles - a format in table tennis where two people play on each side and must alternate
turns at striking the ball
Drive - an offensive shot used mostly as a setup or in rallies, where the racket is in a
normal position and the ball is struck at a medium pace
Drop shot - a surprise shot where the ball is placed precisely near the net
Expedite rule - after a time limit (10 minutes) has expired during a single game, the
receiver automatically wins the point if he/she returns the ball successfully 13 times in a
row. This forces the server to change his rallying tactics.
Forehand - a stroke done to the right-front (for right-handers) of the body, with the
racket in a normal position (palm of hand facing opponent)
International Table Tennis Federation - the international governing body for the sport
of table tennis
Inverted - See pips-in
Let - a stoppage of play as a result of a serve hitting the net or interference from outside
the playing court
Lob - a defensive shot used against high-speed balls, where the ball (usually with
unpredictable spin) is returned very high in the air, causing difficulty in timing and
technique
Long pips - a rubber type whose surface consists of fairly long pimples. Produces
unpredictable spin.
Loop - an offensive shot that carries a tremendous amount of topspin
Match - a competition format with the winner winning two of three or three of five
games
Medium-long - a serve whose second bounce, given the opportunity, would bounce near
the very end or just off the table. Difficult because the opponent cannot execute a good
attacking stroke
Open - a racket angle that allows the bottom of the ball to be struck
Penhold - a grip where the racket is held exactly as it sounds, with the racket handle held
straight up and down
Pips-in - a rubber type whose surface is smooth yet gripping. Produces much spin and in
many cases better speed. Also known as inverted rubber
Pips-out - a rubber type whose surface consists of many tiny pimples. Produces much
control and speed, but little spin
Push - a defensive shot used to successfully return backspin shots, where the racket is
open to lift the backspin over the net
Receive - return of service, usually done tactically to set up an attack
Seemiller - Name of 5 time US champion Dan Seemiller. Also the name of a table tennis
grip
Serve - the beginning of a point where one player strikes the ball after tossing it. Usually
used tactically to set up a strong attack
Set - one game to 11 points in a match
Shake hand - a grip where the racket is held exactly as it sounds but with the middle,
ring, and pinky fingers wrapped around the handle
Short - a serve that, given the opportunity, would bounce at least twice on the table.
Difficult because the opponent cannot execute a good attacking stroke
Sidespin - a type of spin where, if struck with a normal racket position, the ball would
travel either to the right or left without landing on the table
Skunk - an informal rule in table tennis that says that a player wins a game at a score of
7-0 or 11-1
Smash - an offensive, high-speed shot used against high balls, where the racket is in a
normal position to generate the most speed possible. Also called a kill
Topspin - a type of spin where, if struck with a normal racket position, the ball would
travel over the opposite side of the table without hitting the surface