$92,000 U.S. Open 
& ITTF Pro Tour

Fort Lauderdale, Florida July 3-8, 2001

 

Spectator's Guide to Table Tennis

 

General Rules

SCORING

The player, or doubles team, who first scores 21 points wins the game.  However, you must win by two points so a game could go on longer before being decided.  A match is usually the best two out of three games. International and some championship matches are often best three out of five games.

  HOW TO WIN A POINT

     If your opponent fails to return your shot.  Your shot can hit the boundary lines (white lines) on your opponent’s side or even the edge of the table.

     If when attempting to serve or make a return, your opponent misses the ball or serves illegally.

     If your opponent hits the ball into the net and it comes back to his/her side of the table.

     If your opponent hits the ball wide or too far so the first bounce goes off the end or side of the table.

     If your opponent hits the ball before it bounces on his/her side of the table.  No volleying is allowed.

     If the ball bounces twice on your opponent’s side of the table before he/she hits it.

     If your opponent moves the table or touches the net during play.

Common Terms

Attacker - A type of player who attempts to loop or smash as many balls as possible, overpowering an opponent.

Blade - A paddle or racquet without any covering.

Block - Used to return an attack shot.  The racquet is held in front of the ball with little movement before contact.

Chop - Used to create underspin.  The shot is executed by slicing underneath and grazing the bottom of the ball.

Defender - This player pushes, chops, blocks, and tries to force his/her opponent into making a mistake.  Defenders rely on their ability to return every ball and wearing down an opponent.

Third Ball Attack - Begins with a serve, an opponent’s return, and an attack of the opponent’s return.

Fifth Ball Attack - Begins with a serve, an opponent’s return, a loop or strategically placed drive, an opponent’s return, and ends with a point-winning put away.

Hit - A slower version of a smash.

Let - A rally in which play stops and the point is not scored.

Let Serve - When the serve hits the net and lands on the opponent’s side.  Players serve again. It is often incorrectly called a net serve.

Loop - A long sweeping upward stroke that just grazes the top half of the ball to create tremendous topspin.  A good loop goes nearly straight up if it strikes a vertical paddle, and is used either to set up a smash or as a putaway shot itself.

Penhold - This grip gives the player the best forehand, but a weaker backhand.  Popular in Asia, the racquet is held as if you were holding a pen, with the racquet tip pointing mostly downward.

Pips In - A smooth rubber surface on the racquet face.

Pips Out - A rubber surface on the racquet covered with bumps or dimples.

Rally - When the ball is in play.

Smash - The fastest shot in table tennis and almost impossible to return, a smash averages 60 mph and reaches upwards of 100 mph.

Serve - Used to put the ball into play.  Each player alternately serves five points until a player scores 21 points. If both players score 20 points, the game shall be won by the first player scoring subsequently 2 points more. 

Shakehands - The most popular grip in the world, it is held by basically shaking hands with the racquet.  This grip gives a player the best balance of forehand and backhand shots.

Table - Nine feet in length and five feet in width.  It is supported so that the upper surface, termed the playing surface, is lying on a horizontal plane two feet, six inches above the floor.

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