$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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