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Juliefer May F.

Pleos

Terms in Table Tennis


A Anti/Anti-loop/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 decisions. B Backhand- A shot executed with the back of your hand 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 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. Blocker- A style of play where use of the block is the primary stroke. C Chop- A defensive return of a topspin stroke played with backspin, usually well away from the table. Chopper- A style of play where use of the chop is the primary stroke. Chop Block- A stroke played close to the table where the racket makes contact with the ball (just after it bounces) with a fast downward vertical motion to create backspin. Made popular by Jan-Ove Waldner. Counter-loop- A loop stroke played in response to a loop stroke from your opponent. Counter-smash- A smash stroke played in response to a smash stroke from your opponent. Cross-court- A stroke that's hit diagonally from corner to corner. D Dead ball- A stroke played which returns the ball with very little, or no spin. Deep- Playing any shot which causes the ball to bounce very near to your opponents end of the table. Double Bounce- When the ball bounces twice on one side of the table before a return is made, causing that player to lose the point. Down the line- A stroke that's played where the ball travels parallel to the sidelines of the table. 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 opponents side of the table. Usually played when your opponent is positioned away from the table. E Early- Playing a stroke (during a rally) that makes contact with the ball just after it bounces. Expedite- A rule which comes into operation if a game is unfinished after 10 minutes play (or at any earlier time at the request of both players or pairs). Thereafter, each player shall serve for 1 point in turn and if the receiving player or pair makes 13 returns, the receiver shall score a point. F Flat- Playing a stoke with minimum topspin so that the ball travels very low over the net. Flick- 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 with the palm of your hand facing the opponent, to the right side of the elbow for a right handed player and vice versa for a left handed player. Free Hand- The hand not holding the racket. H Heavy- Used to describe excessive spin. 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. I ITTF- International Table Tennis Federation - the international governing body for the sport of table tennis. K Kill- An aggressive shot hit with too much speed for the opponent to return it. L Late- Playing a stroke (during a rally) that makes contact with the ball when the ball is descending rather than rising. Let- If play is interrupted for any reason during a rally, a let is called and the point does not count. Let Serve- If the ball, in passing over or around the net, touches it, provided the service is otherwise good, the serve is replayed - or - if your opponent is not ready, the serve is replayed. Loaded- Used to describe excessive spin. Lob- A defensive shot used against high-speed shots, where the ball is returned very high in the air. Long- Playing any shot which causes the ball to bounce very near to your opponents end of the table. Loop- An attacking stroke where excessive topspin is imparted onto the ball. This enables you to hit the ball harder as the topspin will help you keep the ball in play.

Loose return- A return shot that is either too high, too long, has insufficient spin or a combination of these and therefore makes it easy for your opponent to attack or kill. M Multi-ball- A training method that minimizes wasted time by using a continuous supply of table tennis balls instead of just one ball. O Open Racket- A stroke played with the striking surface of the racket angled upwards, eg. a push or backspin shot. P 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. Push- A backspin shot usually executed over the table. R Racket The equipment used to hit the ball. Racket hand The hand that is used to hold the racket. Rally The period during which the ball is in play. Receiver The player due to strike the ball second in a rally. S Server- The player due to strike the ball first in a rally. 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 first finger - similar to shaking hands with another person. 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 the table surface.

Smash- An aggressive shot hit with too much speed for your opponent to return it, often in response to a high bouncing return. Spin- The rotation of the ball. A player can impart spin onto the ball by using a brushing action with the racket surface. Stroke- Any shot used in by a player in a game. T Third ball attack- The stroke played by the server after the opponent's return of the serve. Because the serve can be used to make attacking difficult for the opponent, the third ball is frequently the first strong attacking stroke in any table tennis rally. Tight- Playing any shot which makes it difficult for your opponent to attack. Topspin- A type of spin imparted onto the ball causing it to arc over the net and down onto the table surface. Twiddle- The act of turning the racket in your hand in order to use different sides of the racket to strike the ball. Usually only used by players who have different rubbers on each side of the racket in order to deceive their opponent. U Underspin- A type of spin used mostly on defensive shots. When you chop the ball, you produce underspin. The bottom of the ball will move away from you. V Volley- Hitting the ball before it bounces on your side of the table. A player who volleys the ball loses the point.

Recognizing a Service Fault in Table Tennis


1. Realize that in a proper serve, the ball must be struck behind the baseline of the table and in front of the server. It must also be struck above the table, and must bounce on the server's side before crossing the net. 2. Call a fault if the server's ball hand or paddle is beneath the table during the serve.

3. Call a fault if the ball is struck either behind the server or over the table on the serve.

4. Call a fault if the server spins the ball on the toss - spin may come only from the paddle. 5. Call a fault is the server hits the toss while it is still rising. 6. Call a fault against anyone who touches the table or hits the ball before it reaches his or her side of the table.

7. Call a fault against the receiver if he or she attempts to distract the server by stamping his feet, talking or otherwise obviously attempting to disturb play. 8. Call faults on double hits or hits with anything other than the paddle.

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