16
Step 13 Playing styles and rallying tactics go together be- causeyourplayingstyledictates ho w you want to properrallyingta ct ics fo r yourstyl e, an d when yo u play against a specific style, you'll use specific rallying ta ctics thatworkagainst thatstyle. There is no such thing as a pure style. Eve ry- body uses a little bit of several styles, an d usually a lot of one. Loopers are called loopers because they loop a lot, bu t they generally bl ock or hiton occasion as well. Similarly, there are no rules carved in granite on ho w to play specific styles; everyone plays a li tt le different an d has different strengths an d weaknesses. However, you can di- vide most players into some com ination of the following: • Loopers Hitters • Counterdriver • Blockers • Choppers • Lobbers • Combination racket users • Doubles players-all combinations of the preceding st yl es, except no w there are two dif fer ent styles to take int o account! You also have to take into account the various types ofgrips an d rubbers available. That's a lot of combinations! Without a lotofthought, thereis no wa y you can make the most of your game. That's wh y it is so important to know both your playing style an d your opponent's, an d to know what ta ct ics you should use. However, the following guide lines should help in either playing with or playing against a given playingstyle. I f the rulesaysserve shor t to a looper, tr y it! Butifyouropponentflips winnerafterwin- ner agains t it , be flexi bl e: Try something else . Ulti - mately, it's up to you to match your strengths against your opponent's weaknesses so that you en d up with 21 points fi rst. While reading this section, look at both sides of the f en ce. Recogn ize your ow n style an d ho w oth- ersshouldplayyou.Thenlearn ho w tocombatthat with your own personal inventory of shot s. Playing Styles an d R al ly in g Tact ic s 117 Playing Styles and Rallying Tactics LOOPERS Loopers come in many vari et ies.Someliketoloop kill the fi rst bal lwhil e others will loop lain arowto win 1 point. Some ru n all over the court looping only with the forehand while others cut down on thefootwork by backhandloopingaswe ll . Somelet the ball drop below table level before lifting it ina sweeping bu t oftendefensivetopspinwhileothers practically take the ball as it bounces on the ta bl e. An d then there are those who combine looping with someothershot suchaschopping or hitting. There are very few set rules for loopers. Asalooper,you want toloopasearlyintherally as possible; serve with that in mind. Then keep looping until the rally is over or you get an easy kill-which you may loop kill. l oo p t ha t l an ds s ho rt is e as y to kill or block at a wide angle if it's taken quickly off the bounce. Therefore, a looper should loop deep unless the opponent isto o slow toreact quicklytoashort on e. Mostplayersareweakerblockingononeside,often theforehand, an d mostloopsshould gotothatside. Try togetintorall ie s thatletyouloopover an d over with your forehand into the opponent's weaker blockingside. An alternate strategy is to loopover an d over into the stronger side, then looping an eas y winnerthroughtheweakside. Thiswillwork if thestrongerbloc kingsideis more consistent than fast,givingyouthe opportunity to keeplooping.A favorite strategyofloopersistoloopover an d over withtheforehandfromthebackhandcomer,usually into the opponent's deepbackhand court. Whenanopeningappears,loopkilltoeitherside or the middle. Don't always loop to the comers. Many players are weak blocking from the middle du e toindecisionas towhethertousethe forehand or backhand. But othersarestrongthere, an d weak covering the wide comers. Find ou t the weakness an d go there. Note that if you loop to a comer, the opponent By middle, you take away the extr eme angl es. I t does giveyouropponent an angle down both sides, bu t if you keep your loop deep, your opponent won't b e a bl e t o g e t a g oo d a ngl e, an d you'll probably be able to keep looping forehands.

Step 13 - Playing Styles and Rallying Tactics

Embed Size (px)

Citation preview

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 1/16

Step 13

Playing styles and rallying tactics go together be-

cause your playing style dictates how you want torally. Asyou learnyour playing style,you learn theproper rallying tactics for your style,andwhenyouplay against a specific style, you'll use specificrallying tactics that work against that style.There is no such thing as a pure style. Every-

body uses a little bit of several styles, and usuallya lot of one. Loopers are called loopers because

they loop a lot, but they generally block or hit onoccasion as well. Similarly, there are no rulescarved in granite on how to play specific styles;

everyone plays a little different and has differentstrengths and weaknesses. However, you can di-vide most players into some combination of thefollowing:

• Loopers

• Hitters• Counterdrivers

• Blockers• Choppers• Lobbers• Combination racket users• Doubles players-all combinations of the

preceding styles, except now there are two

different styles to take into account!

You also have to take into account the varioustypes ofgrips and rubbers available. That's a lot ofcombinations! Without a lotof thought, there is noway you can make the most ofyour game. That'swhy it is so important to know both your playingstyle and your opponent's, and to know what

tactics you should use.However, the following guidelines should help

in either playing with or playing against a givenplayingstyle. If the rule saysserve short to a looper,

try it! But if your opponent flips winner after win-ner against it, be flexible: Try something else. Ulti-mately, it's up to you to match your strengthsagainst your opponent's weaknesses so that youend up with 21 points first.

While reading this section, look at both sides ofthe fence. Recognize your own style and how oth-ers should playyou. Then learnhow tocombat thatwith yourown personal inventory of shots.

Playing Styles and Rallying Tactics 117

Playing Styles andRallying Tactics

LOOPERS

Loopers come inmany varieties. Some like to loopkill thefirst ballwhileotherswill loop lain arowtowin 1 point. Some run all over the court loopingonly with the forehand while others cut down on

thefootworkby backhandloopingaswell. Someletthe ball drop below table level before lifting it in asweeping but oftendefensive topspinwhile otherspractically take the ball as it bounces on the table.And then there are those who combine loopingwith some other shot such as chopping or hitting.There are very few set rules for loopers.

Asalooper,youwant to loop as early in therallyas possible; serve with that in mind. Then keeplooping until the rally is over or you get an easykill-which you may loop kill.A loop that lands short is easy to kill or block at

a wide angle if it's taken quickly off the bounce.Therefore, a looper should loop deep unless theopponent is too slow toreactquicklyto a short one.Mostplayersareweakerblockingononeside,oftentheforehand, andmostloopsshould gotothat side.Try to getinto rallies thatletyou loopoverand overwith your forehand into the opponent's weaker

blocking side. An alternate strategy is to loop overand over into the stronger side, then looping aneasywinner through theweakside. Thiswill workif thestrongerblocking sideismoreconsistent thanfast, giving you the opportunity to keep looping.Afavorite strategyof loopers is to loopoverand overwiththeforehandfromthebackhandcomer,usuallyinto the opponent's deep backhand court.

Whenanopeningappears,loopkilltoeithersideor the middle. Don't always loop to the comers.Many players are weak blocking from the middledue to indecisionas to whether to use the forehandor backhand.But othersare strongthere,andweak

covering the wide comers. Find out the weaknessand go there.Note that if you loop to a comer, the opponent

can block back at a wide angle. By going to themiddle, you take away the extreme angles. It doesgive your opponent an angle down both sides, butif you keep your loop deep, your opponentwon't

be able toget a good angle, and you'll probably beable to keep looping forehands.

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 2/16

118 Table Tennis: Steps to Success

Another thing to take into account is variation.

Most players will get i nto a rhythm against your

loop if you always do it the same. Loop at all

speeds-fast, medium, and s low. A slow loop is

surprisingly hard to block effectively-in fact, it's

usuallyeitherattackedhardorreturned verypoorly.

Loopers have three basic weaknesses:

• They can'tloop aball that doesn'tbounce past

the endline on the first bounce.

• Theymust take longer strokes thatslow them

down somewhat.

• Because they use some power to put spin on

the ball, some shots lose speed.

What if you're playing against a looper? The

mostobviousway to beatone is tonot lethimor her

loop. Serve shortand push chop-serves back short,

andwhat is a looper to do?A smartonewill flip theballand try to loop thenextone,but ifyou serveand

push low (and short), the flip willbe softand you'llbe able to attack it.

Of course,if the looperdoes flip or servetopspin,

take advantage ofWeakness #2: the longer stroke.

Fllp the topspinserveaggressivelyor attack the flip

quicklyto force your opponent backfrom the table

to have time toloop, takingawaymuchof the loop's

effectiveness.And once the looper is away from the

table, he'll have difficulty looping winners-not

onlydo you havemore time to reactto the shot,bu t

Weakness #3 comes in: Speed is sacrificed for spin.

You can plain outlast the looper who can't get the

ballpastyou,aslong as you can handle the topspin.

Of course, some loopers look like they just got

ou t of a powerlifting meet and if they lose power

to spin, it's not noticeable. Against theseHerculean

players you must be careful not t o give an easy

shot. Let them loop lQO-mile-per-hour zingers. Ifthey don't hit, you win! If they do, well, work on

making stronger shots yourself so they can't keep

on zipping in shots. Youmight also use their own

speed against them. I f you block a fast loop, it 'l l

probably go back so fast your opponent won't be

able to react to it!

A one-sided looper rushes all over the court

trying to use a forehand. Don'tmakethemistakeof

going to the backhand over and over. A looper's

strongest loop is often the forehand from the

backhand comer. Instead, go to thewide forehand

first, then come back to the backhand. Your oppo

nent will probably have to return the second shot

with a weaker backhand. Attack it.

If the looper seems a little slow, go wide to the

backhand,which forces either a weakerbackhand

or a step around. Then a quickblockto the looper's

wide forehand will often win the point or set you

up to end it. Even if it doesn't, a quick return to

the wide backhand will make your opponent use

a backhand.

A two-sided looper stands in the middle of the

tableand loopsbothbackhandsand forehands.The

keyhere is tof ind the opponent'sweaker side and

play to it, usually the backhand. (Or, of course, just

don't let him or her loop!) Move youropponentin

and out-backhand loopers are especially vulner

able to thatmovement.A hard block followedby a

soft one is usually more effective t han two hard

onesin a rowbecauseitbreaks the looper's rhythm.

Also, note that most two-sided loopers are rela

tively weak in the middle against a hard block.

Unlikea forehand looper,a two-sided looperhas to

decide which side to loop with. Remember that a

two-sided looper's middle is wherever his or her

playing elbow is.

A consistent looper just keeps looping until you

miss or return an easy shot. Loopers usually loopfrom both sides, but not always. Youmustmove a

looperaround asmuch aspossible, both sideto side

and in and out. Although you hope a looperwillmiss, don't count on it. Usually you'll have to earn

the point by attacking a weak loop or ending the

point before your opponent loops. Force a looper

off the table with your own aggressive attack,

whether it be blocking, hitting, or your own loop

ing. Ifyou seeawinner, go for it. Ifnot, keepmoving

your opponent, attacking whenever you can. But

watch ou t for spin. Ifyoumake toomanymistakes

againstit,you'll lose.Thisis true againstallloopers.

General Tactics

For loopers:

• Loop as early in the rally as possible.

• Keep loops deep.

• Loop to wide comers and opponent'smiddle.

• Vary speed, spin, and placement of loops.

Against loopers:

• Keep serves and pushes short.

• Attack first.• Hit shots quick off the bounce.

• Moveopponent in and out.

HITTERS

In general, thereare three typesof hitters.Thereare

pure forehand hitters, often pips-out penholders.

There are two-sided hitters, hitting winners from

both sides. And there are hitterswho loop to setup

their smash.

There are two common tactical mistakes hitters

tend to make. Some are too tentative and don't let

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 3/16

themselves go for the shot. Hitters must be some

what reckless,or they'll find themselvesconstantlytrying to decidewhat to smash. There's no timeforthat! All hittersmustaccept the fact that sometimes

youmustgofora dumbshottomakesureyoudon'tmiss an opportunity to smash. But, surprisingly,many of these "dumb" shots actually go in!

Theothercommonmistakeisjusttheoppositetryingtohit toomuch.Ahittershould hitrightfromthe start of the rally, and also use some judgment.Ratherthan hitthefirstball fora winnerevery time,why not hitan aggressive drive first and smashthenext ball, which might be easier?

A hitter wins by quickness and speed. Accordingly, hitters should stayclqse to the table, take theballquicklyoffthebounce,and hittheballasfastas

they can consistentlydo so.A hittershould find outwhichside an opponent

is weaker on and go to that side over and over,always looking for a ball to pu t away. Hittersshould go to the strong side only when they canmake a strong shot orwhen the opponent is outofposition.

A hitterwhomostlylikes tohitwithone sidewill

have to be especially reckless. The longer the rallygoes on, the more opportunit ies for shots to bemade from the weaker side and the more likelythere will be a mistake. Go for the shot!

Two-sided hitters can be more picky and playlonger rallies because they are a threat to hit fromboth sides. Although two-sided hitters should endthe point as quickly as possible, they're under less

pressure to do so. Two-sided hitters can hit strongdrives (instead of smashing) knowing that there is

no worry about a return to a weaker side-thereisn't any.

Hitters with a good loop have a tremendous

advantage if they are able to get both shots going.They should loop the ball as deep and spinny asthey can, but not too fast. A slower, spinnier loopwill set up the smash more while a faster oneusuallyis blockedback faster, givingyou little timeto get into position to smash.

Ahitter isprobablythemostmentallydemandingstyle to play against. No matter what you do, it

seems hitters are able to hit winners. Yet keep inmind that a hitter's shots often miss. Don't beintimidated-it's the quickest way to lose, andhitters thriveon it.Hitterssimplycannotwin ifthey

don't getenoughgood balls to hit. It's up to you todeprive themofthat. All-out forehand hitters havefew shots to set up their smash. But they make upfor it in the simplicity oftheir game. They've oftengrooved their one winning shot so much that noone thing you can do compares to it.

Playing Styles and Rallying Tactics 119

The key to beating a hitter is versatility. Hitterscan only beat you one way; you can beat them adozenways. Find the way that works. You mightforce them to go backhand to backhand with you,

or loop everything, or just mix up the spins. Youcan keep changing until you find something thatworks; the hitter can't. Take advantage of it.

If a hitter gets into a groove, the game's over.After all, thehitter hasmasteredthemostpowerfulshotinthegame;ifyou can'tstop it, you'regoing tolose.Keep thehitter out ofthe grooveby constantlychanging your shots, making your opponent hitdifferent types ofballs over and over.

A smash has a much smaller margin for errorthan justabout anyothershot. Keep thatin mind atall times. A hitter might hit five winners in a row

and then miss five in a row, so never give up.Hitters like to start off the point with a quick

serve and smash. They'lloften servefast and deep,trying to catch you offguardwith an easywinner.Be ready for it. Attack the serve and hitterswill getveryuncornfortable.Oftenthey'llstillsmash, butaslong as theymust go for risky smashes, you're incontrol. Watch to see if they step around the backhand comer too much. If so, return the fast servewide to the forehand with a quick drive or block.

You can also throw hitters off by moving themaround. Like loopers, they're often strongest hitting forehands out of thebackhand comer. In gen

eral, you should either try to p in them upon thebackhand or you should go side to side, makingthem hit as many backhands and moving fore

hands as possible. Because they stand so close tothe table, hitters oftencannot react to a quick blockto the wide forehand after stepping around. Ofcourse, the problem here is that the forehand shotfrom the backhand comer may already have beena winner, or at least s trong enough to keep youfrom making a good return! (And if they do get tothat wide forehand ball-watch out!)

Sincehitterswant tohiteverything,ifyou attackfirst<especiallywith loops), they are forced toeithergo for low percentage hitting, or to abandon theirgame. The best defense is often a good offense.

Two-sided hitters can hit from both sides, so

moving them around pays off less. However, liketwo-sidedloopers,they'reoftenweakinthemiddlewheretheymustdecidewhich side tohitwith. Butonly go there aggressively. A weak shot to themiddle gives a hitter an easy winner.

Find a two-sided hitter's weaker side and gothere until you find an opening to the other side.Combat the hitter's speed wIth your own drives,and try to bemore consistent than your opponent.Play to the hitter's weaker hitting side.

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 4/16

120 Table Tennis: Steps to Success

Since two-sidedhittersare trying tohit frombothsides,they oftenare erraticbecause theydon'thavetime to set up their shots on both sides. They oftenhit hardbut cannot all-out smashuntil an easyball

comes, because they're trying to do so much on

both sides. Also, most two-sided hitters are slower

on their feet; they don't need to step around often.

Try to take advantage ofthis whenever they moveout of position. Two-sided hitters are often weakagainstbackspinbecause theyusually specialize in

hitting topspin.Looper/hitters use the loop to set up the smash.

Usually they'll loop backspin and smash topspin.Because they only need to smash against one typeof spin, their smashes are often more consistent.And unlike an all-out hitter, they have a loop to setup the smash.

The basic weakness of looper/hi tters is thatthey're trying to do too many aggressive shots.

It's very hard to learn to both hit and loop well,and even harder to get both in a groove at thesame time. Looping is basically a lifting shot whilehitting is a forward shot, and trying to perfectboth modes at the same time can create havocwithyour timing. This leads tomanymissed shots.Only the fact that they smash one type of ball(topspin) saves them.

Most looper/hitters loop softly and then smash.Attack the soft loop. If you just block it passively,you 're playing right into their game. From thehitter 's point of view, a slow loop has more spinthan the fast loop and forces more setups, while

givingmore time to get into position for the smash.Make hitters loop more aggressively by attackingthe slow loop. They'll have less time to react tothe next shot, they'll make more mistakes on theloop, and they'll have to concentrate more on theloop and less on the smash, leading tomore missedsmashes. There's nothing looper/hitters hate morethan someone who can attack their loops.

General Tactics

For hitters:

• Find balance between recklessness and tenta

tiveness.• Try to get a smash into a groove.• Stay close to table and hit shots quick off the

bounce.

• End points quickly.

Against hitters:

• Don't be intimidated by smashes or recklessness.

• Play high percentage shots.

• Attack first.

• Vary shots.• Attack weaker side.

COUNTERDRIVERS

Counterdrivers like to stand in the middle of the

table and just stroke back whatever you hit to

them. They usually take everything at the top ofthe bounce and smashgiven the first opportunity,especially on the forehand side. They seeminglycan counteryour best shots and go on doing so allday. It's a simple game, with placement, consis

tency, and speed of drives the most importantelements.

To be a counterdriver your basic strategy is todrive balls mostly to your opponent's weaker side.

If the backhand is weak, yourbasic goal is to keepthe opponent from stepping around and using aforehand. If the weaker side is the forehand, hithard enough to it so your opponent cannot smashthe return. If the opponent tees off on your shots,you have to pick up speed. If you start missing,slow down. And always be on the lookout forballs to smash.

The weakness of a counterdriver's shots is thatthey are neither quick, fast, or spinny. Just ascounterdriverscandrive backwhateveryou throwat them, you should be able to do the same. It

usuallycomesdown towhetheryourattackismoreconsistent than the counterdrive.

To playagainstacounterdriver,concentrateyour

attack at the weaker side and to the middle. Most

counterdrivers are very strong from the comers,although they are often weaker or softer on oneside. Takeyour timeattacking. Pickyourshots, andmake sure that the winners that you go for are justthat. It takes sharp judgment, but you must avoidgoing for the wrong winners, a temptation whenplaying counterdrivers. Remember-if they can't

put the ball past you, you're under no pressure toforce the attack.

On the other hand, don't take too long.Counterdrivers will be more consistent than youat their own game, and if you rally too long, yourisk too many careless mistakes. However, you

might counter just until you see a chance to smash,eitherforehand or backhand. Anotherway to playthe counterdriver is to end the point before thechance to counterdrive. The keyhere is good serves

and a good attack. Against aggressive players, itis dangerous to overanticipate a third-ball kill

when serving-a good receive catches you offguard and the receiver ends the point instead. Butbecause a counterdriver is usually less of a threaton the attack, you can playa flexible all-out attack. Look to put the first ball away, but if the shot

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 5/16

isn't there, fall back on rallying and looking for abetter shot.

General Tactics

For counterdrivers:

• Be consistent.

• Counter mostly to opponent's weaker side.• Build up a countering rhythm.• Force countering rallies early.

Against counterdrivers:

• Be patient and pick shots.• Attack middle and weaker side.• Don't try to beat counterdrivers at theirown

game.• Usetopspinandbackspintobreakup rhythm.

BLOCKERS

Blockers are similar to counterdrivers except thattheycontacttheballrightafterithits table. Theytend to be as consistent as a counterdnverbut areconstantlyputtingpressureonyouby rushingyou.This means that they can even go to your strongerside knowing that youwon't have time to go for a

strong shot. .A blocker can either block every ball qUIckly to

the opponent's weaker side, exploiting it to thefullest, or block side to side, making the opponentmove aboutand hit on therun. A blocker has to beready to smash when a weak ball comes, or all anopponenthas todo is keep theballin play. B l o c ~ e r shave to anticipate weak returns so as to have timeto smash, or even designate one side <usually theforehand) as the side to smash whenever possible.Many players combine a backhand blocking/forehand smashing game. A quickbackhandblockwill often set up the forehand smash.

Theweaknessofblockersistheir ownquickness.To take the ball so quickly theymust stand right atthe table. They have little time to decidewhat shotto use, and soeven ifyou make a weak shot, they'lloften just block it. This is why a blocker ~ e e d s toanticipate weak balls to be read:y to kill t h e ~ .Blockers will also make a lot of nustakes by theIrown attempts to be quick.

Some blockers are very strong in the middlebutweak tothe comers, where theyhave to move theirracketfarther. Othersare thereverse,being weak inthemiddlebecause theyhave todecidewhich sidetoblockwith. Find out early in a matchwhich typeyou're playing. There are basically ~ o types ofblockers: aggressive ones and conSIstent ones.Aggressive ones want to block the ball hardquick, forcing you away from the table and mto

Playing Styles and Rallying Tactics 121

mistakes. If they succeed in forcingyou away fromthetable,theyhaveextratimetowatch y o u r i n c o ~ -ing shot and so they become quicker. Worse, Itgives them time to go for more smashes.What you want to do against aggressive

blockers is attack so aggressively that they makemistakes trying to block aggressivelyor are forced

to slow down their blocks so that they can keeptheir own shots on the table. Once they've sloweddown their blocks you have time to really go onthe attack.

A consistent blocker tries to keep the ball inplay until you make a mistake. H ~ or she can ~like a brick wall, getting everything back untilyou almostdrop from exhaustion. ~ s or her shotsare usually passive, but they're qUIck enough toprevent you from teeing offon them. And whenyou do, they often keep coming b ~ c k ! .

Consistent blockers' weakness IS theIrown pas-

siveness. Theypu t

so much effort into gettingeverything back that they can'tdo much else. Youcan slow down your own shots, giving yourselfmore time to set up for the next shot. Take yourtime, look for the right shot,and then end the pointfast at their weakest point.

Don't make the mistake of letting a consistentblocker get into a rhythm. Don't always attack atthe same pace. Surprisingly, a blocker usually hasmore trouble blocking slow, spinny loops thanfaster ones. The spin on a slow loop grabs theracket more and jumps out more. The blockerwilloften pop them up or miss them outright. The

slowness ofyourown shot makes his shot slower,and the slowness of both shots gives you moretime to get into position for yourown more ag-gressive strokes. A fast loop justcomes ~ a c k fasterand should be used with discretion until you can

put it past your opponent. .Many blockers like to push to yourWide back-

hand over and over, wait ing for you to steparound with your forehand. Then they give youa quick block to the wide forehand. (It's almost

a style by itself, sort of a p u s ~ e r / b l ? c k ~ r style.)You have five ways of combatting this. FIrst, youcan attack with your backhand, and never go out

of position a t all. A backhand loop is ideal forthis. Second, you can loop the push itself for awinner. You have to judge whether you can dothis consistently enough. Third, you can be quickenough to get to that block to your ~ d e fore-hand. Fourth, if the blocker has a paSSIve fore-hand, you can push to his forehand to take ~ w a ythe angle into your backhand, and attack his re-turn. Or fifth, you can use your forehand but

loop slow and deep. The very ~ l o w n e s ~ . o f yourshot gives you time to get back mto pOSItion, and

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 6/16

122 Table Tennis: Steps to Success

the depth keeps the blocker from contact ing it

too soon.

General Tactics

For blockers:

• Hit shots quick off the bounce.

• Block to the weaker side.

• Always be ready to smash.

• Vary pace and placement.

Against blockers:

• Attackall parts ofthe table.• Be patientand pickshots-nottoo aggressive.

• Use slow, spinny loops.

• Keepballdeep.

CHOPPERS

Choppersaredefensiveplayerswhowinmostlyonyourmistakes. Theygo 15 feet or so away from the

table and return each of your aggressive topspinshots with backspin, making it difficult to attackeffectively.

A chopper doesn't s imply get the ball back.

Chopping is probably the most tactical of games

because to win a point, choppers must fool their

opponents into making a mistake in some way.

Thiscanbedonebyoutlastingthem, by heavyspin,

by spin variation, by pick hitting, or by keepingevery ball low until they get frustrated and go for

reckless shots.

Ifyou're a chopper, you have todecidewhich ofthe above tactics will work best against whoever

you're playing. If theplayerismistake-proneornotvery powerful, concentrate on keeping the ball in

play until he misses. Change the spins only when

you see an easy chance to.

If an attacker has troublewith heavy chop, give

it to him. If an attacker has trouble reading spin,

change the spin over and over, even if i t means

popping up a few balls. (If an attacker has no

trouble hitting them, he or she's then reading the

spin and you should change strategies.)

As a chopper, you should put pressure on your

opponentby attackingwheneverpossible.Becauseyou pick which shots you'll attack (called "pick

hitting") instead of attackingoverand overlikeanattackeryou should make themostof them.Go for

immediate winners when you do attack-if you

wereas effectiveattackingfor severalshots in a row

you'dbe an attacker,nota chopper.It's thesurprise

of a chopper 's attack that makes it effective; after

one or two shots, the surprise wears off.

Someplayers are emotionally incapable ofplayinga steady chopper. Evenif they have theshots to

win, a chopper can beat them by playing on their

impatience. The chopper keeps the ball as low as

possible and watches them swat shots all over thecourt!

A chopper should be aware of the expedite

rule. (See explanation in Step 10.) Some players

will pushwith a chopper for 15 minutes and then

win in the end. To end a game before the 15

minute time limit you might have to take the attack. Once in the expedite rule, of course, you

have to attack whenever you serve. Keep in mind

that you don 't have to rush the attack, even in

expedite. Very few rallies actually go 13 shots, so

pick your shots carefully. It 's better to hit a win

ner on the 10th shot than miss the 1st shot.

The natural weakness of choppers is that they

must relyon yourmistakes. Theycan pickhitwhen

they see the chance, bu t basically they must score

most of their points on yourmisreading their spin

or just making a careless mistake.In

theory, youshould be able to dominate agains t a chopper

after all, if you can't attack a given ball, you can

push it and attack the next one instead. Any timeyou're not sureof the spin you can do this. So how

does a chopper win?

From an attacker's point of view, an attacker is

in control of the rallies when they attack. Butfrom

the chopper's point of view, the chopper is in

control. Agamst a low chop or push, an attackercan only attack so hard and still be consistent. Ifthe chopper can chop that shot back effectively,he or she's in control.

Of course, the attacker could just push. Butchoppers are usually better at pushing and can do

so forever. They can also catch the attacker off

guard by attacking when they see the chance; theattacker can't do the same because the chopper is

expecting it.

In general, if a chopper can return your best

driveswithoutgiving you a highball, you're going

to lose. But there are ways to make your drivesmore effective.

A common misconception about playing chop

pers is that you have to overpower them. Nothingcould be further from the truth. If you can beat

choppers on pure power, then you would beatthem by evenmore points ifyou choose your shotsmore carefully.

After a chopper hasmade one returnofa strongdrive, he o r she'll probably return the same drive

over and over again. Choppers can adjust to just

about anything if they see it enough. What doesgive them trouble is change. Changing the spin,

speed, direction, depth, or even the arc of the ball

can create havoc to their timing and lead to missesand high returns.

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 7/16

Choppersare strongest at thecomersunless youcan force them ou t of position an d ace them to awide angle. They're weakest in the middle, wherethey must decide whether to chop with the fore-handor thebackhandan d thenget intoposition for

a proper stroke.When playing a chopper, constantly change

depth an d direction. Loop (or hit) one deep, thengo short an d spinny. Draw a chopper in close tothe table an d then attack hard before he or she canreact to it. Force a chopper away from the tablean d then drop shot the ball, followed by another

hard attack. Have patience, bu t when the shot isthere, take it. Hyou have trouble reading the spin,push one or attack it soft. Don't attack to the cor-

ners too m u ch - eo n ce n tr a te o n the chopper'sweaker middle. Pu t as much pressure on a chop-pe r as yo u can in order to elicit mistakes. Oftenthe mistakes aren't obvious. An outrightmiss or a

high ball are obvious mistakes, bu t a choppermight also chop too short. A chop that lands mid-

wa y between the net an d the endline is usuallyeasy to loop kill or smash (for a hitter) even if it'slow. Take advantage of all mistakes, limit yours,an d you'll probablywin.

Another wa y to play choppers is to push withthem very patiently, looking for a good ball toattack.Push 10 balls,then wham!Theywon't know

whenyou'regoingtoattack an dmightgetstucktooclose to the table to return your shot. Youcan even

push until the expedite rule takes effect an d thenyou'll have an advantage, because an aggressive

player can wi n the point quickly under expeditebetter thanmost choppers can.

On e cornman mistake against choppers is to gofor too many drop shots (as opposed to regularpushes). A drop shot is an excellent wa y to wi n apoint if you can catch your opponent too far fromthe table, bu t it's risky. There are three reasons forthis. First, a drop shot is a verydelicate shot an d is

easy tomiss. Second, it's easyto po p a drop shotup,givingthechopper an easyballtopickhit.Third,it'sdifficulttodo agooddrop shotagainsta deepchop;i f the ball lands an y shorter it should be easy toattack an d so y ou w ou l dn 't want to drop shot.(Unless, of course, it lands so short that it would

bounce twice.) Another mistake is to drop shotwhen you aren't sure of the spin. The worst thingyou cando when youdon't read the spinis to drop

shot because you'll invariablyeither pu t theball in

thenet orpop itup. Choppersare notoriouslygoodat swatting in high drop shots, even on the run. Hyou aren't sure ofthe spin, justuse a normal push

or attack softly. If yo u are sure ofthe spin, an d thechopperisfarfrom thetable, thenby allmeansdrop

shot.

Playing Styles and Rallying Tactics 123

General Tactics

For choppers:

• Be patient an d confident.• Vary degree ofbackspin.• Alwaysbe readyto attack, especiallyon serve.

• End points quickly when attacking.• Take every shot seriously, even pushes.

Against choppers:

• Attackmiddle.• Move in an d out.

• Be patient.• Vary all shots.• Don' toverdo drop shots.

LOBBERS

Most players use the lob only as a variation or

desperation shot. But some players us e i t overan d over, an d if they find yo u have troublewith it, they'll us e it even more. Lobbers have

to b e s tro ng on both sides or their opponent

will simply smash to th e weak side. Most

lobbers are stronger on the forehand side; theycan counterattack easier on that side, so it's agood idea when lobbing to lob to the hitter'sforehand side, tempting your opponent intosmashing the easy way, crosscourt to your fore-hand . But if y o ur o p po n en t is smart, he or she

won't fall for it, an d you'll mostly lob with your

backhand (which m ig ht b e what yo u want , if

that's your stronger lobbing side). The mostimportant thing to remember when lobbing is

depth. As long as your lob goes deep, you're

still in the point. A short lob can be smashed atsuch a wide angle that there's nothing you cando to get it back.

Whenlobbing, don't justthrowtheballintheair.

Try to pu t topspin an d sidespin on theball to forcemistakes. Vary the height of the lob-sometimes

lobhigh,othertimes10wer.5hortplayersespeciallywill have trouble with high lobs.

A lobber should always be on the lookout for achance to get back into the point. Countersmashevery chance yo u can. H the smash is weak, youmight even chop it back.

There are twoways to hit a lob. A smotherkill ismost effective if it hits, least effective if it misses.You have to judge for yourself. Some playerssmother kill all lobs, o t h ~ r s never do it. A goodbalance is to smotherkillonlyagainst lobsthat landshort, near the net, close to your target.

Regardless of ho w yo u hit the lob yo u shouldfollow o ne f un da me nt al ru le when playing

lobbers: Smash most ly to th e backhand. (Of

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 8/16

124 Table Tennis: Steps to Success

course, there's an exception to this rule out theresomewhere and you' ll no doubt encounter it inyour next match.) The forehand lob is u s u a ~ yspinnier, and it's far easier to counterattack wIth

the forehand than the backhand. So just smash tothe backhand over and over until you force ei-

ther a miss or a weak return. When the weak ballcomes (one that is short or less spinny) go to theforehand only if you can smash an ace or at leastforce a leaping return. Why take chances? Whenin doubt, keep going to the backhand.

If your opponen t i sn 't a great threa t to

countersmash, go for the middle. Many lobbershave trouble lobbing from that spot.When the ball lands short, end the point. You

can angle the ball to either side. Unless your op

ponent can anticipate (or guess) which.side y o t ~ ' r egoing to, you should be able to It past him.Don't decide which side to go to until your oppo

nent has committed to one side.Ifthere's no commitment, then both wings should be open. (And

with both sides being equal, you should go to thebackhand, just in case.)

Oftenyou'llbe faced witha relativelyeasy lobsmash.Make sure to use good form; shots like thisare often far trickier than they look.You should rarely drop shot against the lob.

If the ball is deep, an effective drop shot is nearlyimpossible, and if the ball is short you s ~ o u l dbe able to put it away. A drop shot agamst alobber usually just lets your opponent back intothe point. One exception to this rule is when

your opponent has gotten into such ar h y t ~

that you cannot smash past your opponent mthe rally. A drop shot might be effective just tothrow off your opponent's timing, but don' t doit too often.

General Tactics

For lobbers:

• Keep ball deep and spinny.• Lob to spot diagonally opposite stronger lobbing side.

• Look for balls to counterattack.

• Avoid lobbing exceptwhen forced.Against lobbers:

• Smash mostly to backhand side unless readyto end point on one shot.

• Consider smashing at the middle.• Against a good lobber, smother kill shortlobs.

• Use good form no matter how easy a shotlooks.

• Rarely drop shot.

COMBINATION RACKET USERS

One of the first problems you'll face when youbegin playing in USTIA-sanctioned tournamentsis "junk rubber." The two types of rubber usuallyclassed as junk are long pips and antispin. Hard

rubber and short pips-out sponge are also consid

ered junk by some players. B a s i c a ~ y , since. m ~ s tplayers use inverted sponge, anything else IS different and therefore junk.

Junk rubber is called such by many players notbecauseitis oflesserquality,butbecausetheracket'scharacteristics are very different from most typesyou will face. They can be difficult to play against

unless you regularly play opponentswho use th.e

stuff. However, it must be noted that as hard as It

canbe toplaywellagainstthem, it's equallyhard tolearn to use them effectively.Before the differentcolor rule cameinto effectin

the early 1980s, many players used different sur

faces on each side of the racket, and by flipping theracket, they couldmake itdifficultforopponentstotell which side they were hitting with. This led to

many unforced errors (due to the different playing

characteristics of the different surfaces) and manycriesof "foul,"with some justification.Butthe colorrule made it illegal to have both surfaces the same

color:Now youalwaysknowwhat surface is beingused, by seeing the different colors, so there's noexcuse for making mistakes against the so-calledjunk rubbers. At the start of the match, find out

what color each surface is. It's just a matter oflearning to play each type. If you lose to a playerbecauseyoucan'thandlelongpips,it'sjustasmuchalossasifyoulosttosomeonebecauseyoucouldn'thandle the loop.

Antispin and Hard Rubber

Antispin rubber was first introduced in the early1970s. It's actually a variation of inverted sponge.

The major characteristic of antispin is its slickface. When the ball contacts it, it slides, and spm

barely affects it. This makes it easy to handlespinny shots, and it's primarily used to aid in thereturn of loops and serves. Most antispin rubbershave a very dead sponge underneath, whichmakes it easy to return hard drives. With its slicksurface and dead sponge, an antispin player canseemingly return anything!

Hard rubberisprimarilylikeantispinexceptthatit puts slightly more spin on the ball and reacts to

sPll:t slightlymore.Hard rubber is simplya sheetofpimpled rubber with no sponge underneath-ex

actly like pips-out sponge without the spong:. susually(butnotalways) slightlyfaster thanantispm.

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 9/16

Most hard rubbers are easier to attack with than

antispin. These two surfaces have primarily the

same characteristics.

A ball hi twith antispin or hard rubber has less

spin thanaballhitwith invertedor pips-outsponge.

Playersoften react as iftherewere more spinon the

ball than thereactuallyis.Ifyouplayagainstantispin

or hard rubber, you'll learn to react to its differentcharacteristics.

The weakness of antispin or hard rubber is that

their returns are generally weak and easy to at

tack. They take spin off the retu rn , so all their

returns are relatively spinless and easy to handle.

They're also more difficult to attack against top

spin,althoughbackspincan be attacked effectively.

This makes antispin and hard rubber very limited

surfaces unless used in conjunctionwith a differ

ent type of surface, usually a grippy inverted; this

racket can be flipped to use either surface. The

important thing to remember is that antispin and

hard rubber cannot generate much spin, and they

usually deaden what spin there was on the ball.

Also, balls hit off antispin or hard rubber tend to

land shorter on the table, because these surfaces

are slower than most surfaces.

Antispin and hard rubber are primarily used by

two styles, choppers and blockers. Choppers use

them to return loops consistently, sometimes win

ning by getting so many balls back that the oppo

nent tires and gets impatient. But the returns are

easy toattackby a good player, and therearefewer

and fewer choppers using antispin or hard rubber

these days. Those that do use antispin or hardrubber almostinvariably have invertedon theother

side, and most flip their racket to confuse their

opponent. Most choppers find that long pips are

moreeffective in conjunctionwith invertedsponge.

Blockers sometimes use antispin to returnserves

and block loops and drives. The antispinmakes it

easy to push serves back short, stopping an at

tack, and its slick surface makes spinny serves

easy return. It's also easy to block a loop with

antispm, bu t the return is easy to attack if antici

pated. Most blockers who use antispin use the

Seemiller grip so that they can use either inverted

or antispin on both sides at all times. They'll pushthe serve back shortwith the antispin, flip back to

inverted to play ou t the point, and then suddenly

flip back to ant ispin to block a ball shor t, often

catching the opponent off guard.

General Tactics

For antispin or hard rubber users:

• Use antispin and hard rubber sparingly, if

possible.

Playing Styles and Rallying Tactics 125

• Use to return serves (especially short ones)

and drop balls short.

• Attack backspin.• Flip racket-use combination racket.

Against antispin or hard rubber:

• Recognize lack of spin.

• Playinto antispin and hard rubber and attackreturn.

• Stay closer to table.

• Serve deep.

Long Pips

~ e l o ~ g pips surface is a type of pips-out sponge

WIth pIpS that are much longer and thinner than

conventionalpips. This lets thepipsbendatcontact

with the ball,which creates an interest ing effect. Ifthe ball has spin on it, it continues to rotate in the

samedirection. Butbecause the directionof theball

has changed, the spin has changed. A topspin ballcontinues to spin in the same way bu t because its

orientation has changed (it's now going toward

your opponent), it now has backspin. Imagine a

topspin ball coming at you, with the top of it

rotating toward you. If you hit it back without

changing the rotation, the top will still be rotating

toward you, or away from the opponent. This

makes it a backspinreturn. Likewise, backspin can

be returned as topspin.

If you were to block a topspin ball back with

conventional surfaces, your return would have a

light topspin. The same block with long pips will

have backspin. Even if you use a topspin stroke

with long pips, against a topspin you'll return the

ball with either a backspin or at most a very light

t o p s p ~ n . However,if you attackbackspinyou'llget

topspm because the ball is already rotating in that

direction, bu t the topspinwillstill be less thanwith

other surfaces.

If you chop a topspin with a long pips surface,

you'll return all the spin as backspin. Against a

s P ~ y loop y ~ u ' l l give back a very spinny chop,splnnler than IS usually possible with any other

surface. Against a light topspin, however, all you

can return is a light backspin. And against backspin, long pips push will either return a lighttopspm or a t mos t a very light backspin. (Weak

players constantly hit this off the end, expecting

~ o r e backspin;goodplayersgoforwinnersagainstIt.) Note that the longer and thinner the pips, the

greater the long pips effect. No sponge or thin

sponge also increases it. Basically, conventional

surfaces put their own spin on the ball. Antispin

takes thespinoff. But the long pips surface returns

and reverses the spin, somethingmost players are

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 10/16

126 Table Tennis: Steps to Success

not used to. The amount of spin you receive fromlongpipsdepends more on the spin on yourprevious shot than on the long pips stroke itself. This iswhat makes the long pips surface the hardest surface to play against. But don't despair. It's also oneof the hardest to control.

Against a ball with no spin, a long pips user

can only return no spin or at most a very .lightspin. This makes it easy to attack against, at leastfor one shot. To keep attacking effectively, youmust understand the way the long pips surfacereturns different shots and be prepared for thespinless return (or the reversal of spin in othershots) regardless of the stroke used by the longpips user. It can completely throw off your reflexes because the spins of the returns go contraryto what you're used to. But they are predictableand you should be able to adjust to them.

The long pips surface is difficult to attack with,especiallyagainst topspin. Againstchop, it's easierto attack with,but the effectiveness of the attack ismostly due to theweirdness of the playing characteristics of the surface. Most balls attacked with along pips surface with a topspin stroke will haveless spin than expected and so are often returnedinto the net. But onceyou have adjusted to the lackofspin ofa long pips surface attack, it should giveyou no more trouble. (Against a very heavy push,a topspin shotmade with a long pips surface willhave considerable spin, however.)

Two features ofthe long pips surface that makeit attractive to choppers are the ease in returning

loops and drives and the heavy backspin returnsagainst loops. Next to antispin (or possibly hardrubber) the long pips surface is the easiest surfaceto chop a loop back with because the spin doesn'ttake on it. And since loopers get all their spinback, they have great difficulty in continuing an

attack. Thus the long pips surface is especiallyeffective when chopping against loops. The onlyproblem is that if the looper pushes your chopreturn, you might have to push. If you do so withlong pips, your return not only will have littlespin and be easy to attackbut will also be difficultto keep low. A backspin ball travels in a straight

line and so spends a good portion of its time atjust above net height, if done correctly. This givesyou a large margin for error-all you have to do

is make sure it crosses the netwhile at that height.But a spinless push with long pips arcs more,spending only a short time at the proper height,and is difficult to keep low. Only a good touchand a lot of practice will enable you to do so. Onesolution is to have inverted sponge on one sideand learn to flip. Even if you can't flip fast enoughto always use the side you want for every shot, at

least your opponent can't get into a rhythm, ex-

pecting a weak return every time you push.Someblockersuselongpipswithoutanysponge

underneath. This makes it easy to block topspinand somewhat easy to attack backspin. The longpips surface's effect is at its most extreme with nosponge. But you'll always be at the mercy of your

opponent with this combination. It will be verydifficult to push with, and almost impossible toattacka topspin, even a lightone. Yet someplayershave found success thisway, usually with thelongpips on the backhand and an attacking forehand.They'll attack backspin to keep you off guard but

basically rely on the long pips to keep the ball inplayuntilyou makea mistake.Notethatifyou takeup this style, against topspin you shouldn't justblock with the long pips. At contact, you shouldchop down on the ball, sort of a chop-block. Thisgivesyouropponentmaximumbackspin andmaximum difficulty. Also note that the problem withpushing can be partially solved by staying close tothe table, as blockers do, and pushing right off thebounce. This enables you to be as close to yourtargetaspossible, whichmakes it easier tokeep theball low. It also rushes your opponent.

General Tactics

For long pips:

• Use mostly to chop, block, and attack

underspin.• Use combination racket and flip, especially

when pushing.Against long pips:

• Be prepared to get your own spin returned.• Serve deep to long pips.• Deep no-spin balls are difficult to returnwith

long pips.• Pushquick and deep to long pips, and attack

return.

• Don't loop over and over to long pips.• Stay closer to the table.

Short Pips

This surface is similar to inverted except that itgives less spin on each shot.

Balls struck by short pips will have little spin,but they will come out as expected-that is, atopspin stroke produces predictable topspin anda chop stroke produces predictable backspin. Thedifficulty in playing short pips is that there is always less spin than the inverted sheets you'reprobably more used to playing, leading to manyballs going into the net or off the end (not only

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 11/16

because you misread the spin but also due toovercompensation). You will simply have to ad

just to them.The short pips surface (also called pips-out

sponge) isespecially useful in attacking spin shots.But keep in mind that although pips-out playerscan attack spin shotswell, they cannot produce as

much spin as players using inverted surfaces. Youshould take advantage of this. They cannot loop,push,or servewithasmuchspin.Theyshouldhavemore trouble against heavy inverted spins morethan inverted players have against a pips-outplayer's lighter spins.

Note that every legal surface except invertedhas been covered in this section on junk rubbers.Yet there was a timewhen inverted was the junk.Until the 1950s, nearly everyone used hard rubber, and even in the 1960s there were as many

pips-out and hard rubber players as inverted ones.When players were first faced with the invertedsurfaces, therewas an outcry against the surfacesfor being "different." It's only in the last 25 yearsthat most tournament players have gone to inverted sponge. In most ofAsia, there are still nearly

as many pips-out players as inverted, and the1985 and 1987World Champion, Jiang Jialiang ofChina, used pips-out sponge.

General Tactics

For short pips:

• Develop smash.• Stay close to table and hit shots quickly off

bounce.• Don'tbe afraid to hit against anytype of spin.

• End point quickly.

Against short pips:

• Push heavy and deep.

• Use heavy topspin shots.• Recognize lack ofspin on returns.

DOUBLES

The rules for doubles are similar to singles. Thethreemajordifferences are (l) playersmust always

serve from the right side crosscourt, (2) partnersalternate shots, and (3) the order of service. Theorderofserving is setat the startof thematch,withthe team order changing after every game. Forexample, if players A and BplayYand 2, the firstgame ordermight beA serving toY, who serves toB, who serves to2, who serves to A, and so on (seeFigure 13.1, a-d). In the second game, the orderwould beA to2 to Bto YtoA. (IfA or Bserved firstin the first game, then Y or 2 serves first in the

Playing Styles and Rallying Tactics 127

second game. Either player on the team can servefirst as long as the correct team is serving.)

Tacticsindoublescanbecomplex.It'slikesinglesexcept now you have four styles to worry aboutinstead of just two. The points are usually shorter,and serve and receive become more important.Placement also becomes more important; it's easy

to win points by catching an opponent out ofposition.Generally, themore aggressive teamwinsbecause one hot player can carry a team.A left-hand and right-hand pair Oefty/righty)

combination has an inherentadvantage, assumingeach player favors the forehand. They canstand intheir respective backhand comers, their naturalreadyposition,withoutgettingineachother'sway.A lefty/ righty combination can play almost allforehand shots while two right-handers (or twoleft-handers) have to move quickly to keep up aforehand attack. However, although lefty/righty

teamsdo dominatemany tournaments,manysamehanded teams have become very good, includingsome world champion teams. It just takes goodfootwork.

Thesimplest footworkmethod is for eachplayerto take the shot, and then move backward and

slightlyoffto the side. This takes each playeroutofthepartner'swayand keepseachplayer in positionfor thenext shot. If a playerwere to simplygooff tothe side, the opponents would quickly hit to thatside, and the playerwouldbein hisor her partner'sway.Even if theplayer's partnermakestheshot, heor she'll be way out of position for the next one,

whichwillundoubtedlybetothefarsideandoutofreach.Because your opponent knows where you are

serving(intotheopponent'sforehandcomer),deepserves are rarely used in doubles except as a surprise. They're too easy to attack. Most teams favorshort chop or no-spin serves, or short topspin/sidespin serves. The problem with short topspin/sidespinserves is that theycanbe flipped to awideangle very easily and i f placed well can cause theserving team to get in each other's way. Chopserves are harder to flip aggressively.Receivers should set up to receive with their

strongest side, usually the forehand. If they arestrongeron thebackhand, then theyshould receivebackhand, even though the serve is going to theforehand comer. When receiving in doubles, beready to attack (especially by looping) any deepserve. Vary the receive against short serves, butdon't push deep too often or your partner will befaced with a strong attack. Mix in flips and shortpushes with occasional deep pushes.Doublesralliesaresimilartosinglesralliesexcept

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 12/16

128 Table Tennis: Steps to Success

y z y z

a

\

\\\

1\

\\\\

b

\\

\

\\\

\

B

z

A

y

A

z

B

y

c

•\\\\

\

\ \\

d

\\\\

1\

\

\\

\

A B B A

Figure 13.1 In doubles serving use the following order: A serves toY (a), Y serves toB (b), B serves toZ (c), and Z serves

toA (d).

t h a t e a c h p l a y e r h a s t o t a k e i n t o a c c o u n t t h e p a r t n ~ r ' splayingstyleand abilities.For e x a m p l ~ , adefensiveplayer might be perfectly at home let:trng theotherteam attack, but if his or her partner15 an attacker,then there might be mixed signals as to how to

handle the opponent's attack.The most important rallying tactic in doubles is

to hit theball backat the opponentwho hit theballbeforetheopponenthasachancetogetoutofhisor

her partner's way.

General Tactics:

• Serve short.

• Attack first.• Receive with stronger side.• Team up left-handed and right-handed part

ners when possible.

• Playas a team, not as an individual.• Return shots back at personwho hit to you.

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 13/16

Playing Styles and Rallying Tactics 129

Playing Styles and Rallying Tactics Drills

1. Personal Styles and Strategies

Playa practicematchwithyour partner, twoout ofthree games to21 points. Afterward,analyze thematchand discuss it with your opponent. Write out the following:

a. Your best rallying shots during the matchb. Your weakest rallying shots during the match

c. How you can improve your weakest rallying shots

Success Goal = Name your 3 best rallying shots and 3 weakest rallying shots; decide how you can

improve your weakest rallying shots

Your Score = Your answers to the questions

a. Best rallying shots:

b. Weakest rallying shots:

c.Improvement goals:

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 14/16

130 Table Tennis: Steps to Success

2. Playing Style

Basedonwhat youhave learned so far, and fromall previous matchexperience, describeyour playing style

in a few sentences. Some things to decide: Are you an offensive or defensive player? Are you better at the

start of the rally against backspin or topspin? Do you favor attacking by hitting or looping? Keep inmind

that table tennis is not a gamewhere everything is black and white; you can be both a looper and a hitter,

for example.

Success Goal = Ability to pinpointyour personal playing style

Your Score = Write out your thoughts

3. General Tactics

Think about each style ofplay and racket surfacementioned in this step. Then think about how you play.

How would you, with your playing style, play against each different style? It's often better to think about

these things,and figure themout for yourself(evenifyougetitwrong at first) than it isforsomeonetosimply

tell you what to do. After all, no two players play the same. If youwant to become a top player, you've got

tobecomethetopauthority in theworld onhowyoupersonallyplay. Reread this stepifyouhave any troubledeciding how to play any of the styles below.

Success Goal = Identify at least two tactics against each style

Your Score =

(#) __ tactics against a looper

(#) __ tactics against a hitter

(#) __ tactics against a counterdriver

(#) __ tactics against a blocker

(#) __ tactics against a chopper

(#) __ tactics against a lobber

(#) __ tactics against antispin or hard rubber

(#) __ tactics against long pips

(#) __ tactics against short pips

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 15/16

Playing Styles and Rallying Tactics 131

4. Playing Different Styles

Find playersabout your levelwho couldbe classifiedas loopers,hitters, counterdrivers,blockers, choppers,

lobbers,or somecombinationofthese styles.Planouta strategyfor playingthem,andplaygameswiththem.

Success Goal = Win at least half the games played

Your Score =

(#) __ games won, (#) __ games lost against looper

(#) __ games won, (#) __ games lost against hitter

(#) __ games won, (#) __ games lost against counterdriver

(#) __ games won, (#) __ games lost against blocker

(#) __ games won, (#) __ games lost against chopper

(#) __ games won, (#) __ games lost against lobber

5. Combination Rackets

Find players about your skill level who use antispin, long pips, short pips, or hard rubber. Or have yourpartneruse these surfaces soyou canpracticeagainst them. Play garnes, makingsure you understandwhat

you have to do differently against each surface.

Success Goal = Win at least half the games played

Your Score =

(#)__ games won, (#) __ games lost against antispin

(#) __ games won, (#) __ games lost against long pips

(#) __ games won, (#) __ games lost against short pips

(#) __ games won, (#) __ games lost against hard rubber

6. Centerline Weakness

You've been told that most players are weak in the middle. Now you get to see for yourself! Have your

partner hit everything at your elbow. You decide whether tousea forehand or backhand, and drive theballback to your partner's backhand. If you use one side too often (for example, too many backhands), yourpartner should aim a little to the other side. This drill should illustrate the value of ball placement.

Success Goal = 15 consecutive drives against balls hit to middle

Your Score = (#) __ consecutive drives against balls hit to the middle

8/22/2019 Step 13 - Playing Styles and Rallying Tactics

http://slidepdf.com/reader/full/step-13-playing-styles-and-rallying-tactics 16/16

132 Table Tennis: Steps to Success

7. Doubles

You and your partner playa practice match, two out of three to 21 points, against another doubles team.During thematch, concentrateon two items: (1) hitthe ballbacktotheplayerwho hititat you, and (2) make

sure tomovemostlybackwardtogetoutoftheway ofyourpartner,notoff tothe side. See if the first strategygetstheopposing players in eachother'sway, and if the second tactickeepsyouand your partnerou tofeach

other'sway.

Success Goal = Win at least half of the games played.

Your Score = (#) __ games won, (#) __ games lost