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Since only one side of the racquet is used to hit the ball, two contrasting rubber types can be applied to the blade, offering the advantage of "twiddling" the racket to fool the opponent.
Seemiller paired inverted rubber with anti-spin rubber. Many players today combine inverted and long-pipped rubber.
The grip is considered exceptional for blocking, especially on the backhand side, and for forehand loops of backspin balls.
The stance in table tennis is also known as the 'ready position'. It is the position every player initially adopts when receiving and returns to after playing a shot in order to be prepared to make the next shot.
It involves the feet being spaced wider than shoulder width and a partial crouch being adopted; the crouch is an efficient posture for moving quickly from and also preloads the muscles enabling a more dynamic movement.
The upper torso is positioned slightly forward and the player is looking forwards. The racket is held at the ready with a bent arm. The position should feel balanced and provide a solid base for striking and quick lateral movement.
Players may tailor their stance based upon their personal preferences, and alter it during the game based upon the specific circumstances.
Also known as speed drive, a direct hit on the ball propelling it forward back to the opponent. This stroke differs 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.
Perfected during the s,   the loop is essentially the reverse of the chop. The racket is 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.
The counter-hit 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.
Kenta Matsudaira is known for primarily using counter-hit for offense. 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 a flip because the backswing is compressed into a quick wrist action.
A flip is not a single stroke and can resemble either a loop drive or a loop in its characteristics. What identifies the stroke is that the backswing is compressed into a short wrist flick.
A player will typically execute a smash when the opponent has returned a ball that bounces too high or too close to the net.
It is nearly always done with a forehand stroke. Smashing use rapid acceleration to impart as much speed on the ball as possible so that the opponent cannot react in time.
The racket is generally perpendicular to the direction of the stroke. Because the speed is the main aim of this shot, the spin on the ball is often minimal, although it can be applied as well.
An offensive table tennis player will think of a rally as a build-up to a winning smash. Smash is used more often with penhold grip.
The push or "slice" in Asia 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.
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 if the push is long or flip if the push is short 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.
Pushing can have advantages in some circumstances, such as when the opponent makes easy mistakes. A chop is the defensive, backspin counterpart to the offensive loop drive.
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. Some defensive players can also impart no-spin or sidespin variations of the chop.
Some famous choppers include Joo Sae-hyuk and Wu Yang. 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 requires precision, since 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 just as fast.
Due to the power involved in offensive strokes, often an opponent simply cannot recover quickly enough to return the blocked shot, especially if the block is aimed at an unexpected side of the table.
Blocks almost always produce the same spin as was received, many times topspin. The defensive lob propels the ball about five metres in height, only to land on the opponent's side of the table with great amounts of spin.
A lob can have nearly any kind of spin. 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.
Lob is used less frequently by professional players. A notable exception is Michael Maze. Adding spin onto the ball causes major changes in table tennis gameplay.
Although nearly every stroke or serve creates some kind of spin, understanding the individual types of spin allows players to defend against and use different spins effectively.
Backspin is where the bottom half of the ball is rotating away from the player, and is imparted by striking the base of the ball with a downward movement.
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 opponent's side of the table.
However, backspin also makes it harder for the opponent to return the ball with great speed because of the required angular precision of the return.
Alterations are frequently made to regulations regarding equipment in an effort to maintain a balance between defensive and offensive spin choices.
The 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 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.
When the opponent attempts to return the ball, the topspin causes the ball to jump upwards and the opponent is forced to compensate for the topspin by adjusting the angle of his or her racket.
This is known as "closing the racket". The speed limitation of the topspin stroke is minor compared to the backspin stroke. 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-spin ball that is not moving at high speed.
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.
Players employ this type of spin almost exclusively when serving, but at the professional level, it is also used from time to time in the lob. Unlike any of the techniques mentioned above, corkspin or " drill-spin " has the axis of spin relatively parallel to the ball's trajectory, so that the Magnus effect has little or no effect on the trajectory of a cork-spun ball: upon bouncing, the ball will dart right or left according to the direction of the spin , severely complicating the return.
In theory this type of spin produces the most obnoxious effects, but it is less strategically practical than sidespin or backspin, because of the limitations that it imposes upon the opponent during their return.
Aside from the initial direction change when bouncing, unless it goes out of reach, the opponent can counter with either topspin or backspin.
A backspin stroke is similar in the fact that the corkspin stroke has a lower maximum velocity, simply due to the contact angle of the racket when producing the stroke.
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, greatly limiting the forward momentum that the racket transfers to the ball.
Corkspin is almost always mixed with another variety of spin, since alone, it is not only less effective but also harder to produce.
Competitive table tennis is popular in East Asia and Europe , and has been [ vague ] gaining attention in the United States.
Continental competitions include the following:. League , France , Germany Bundesliga , and Russia are examples of the highest level.
There are also some important international club teams competitions such as the European Champions League and its former competitor, [ vague ] the European Club Cup , where the top club teams from European countries compete.
In particular, Chinese-born players representing Singapore have won three Olympic medals, more than native Singaporeans have ever won in all sports.
However, these successes have been very controversial in Singapore. The rate of naturalization accelerated after the ITTF 's decision one year after China won every possible Olympic medal in the sport to reduce the number of entries per association in both the Olympics and the World Table Tennis Championships.
In , the ITTF adopted new regulations which state that players who acquired a new nationality may not represent their new association before: .
The following table presents an exhaustive list of all players to have completed a grand slam. Jörgen Persson Sweden also won the titles except the Olympic Games.
Persson is one of the three table tennis players to have competed at seven Olympic Games. Ma Lin China won both the Olympic gold and the World Cup, but lost three times, in , , and in the finals of the World Championships.
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