1/24/2012

Table tennis | Best of Table tennis | Images of Table tennis | Photos of Table tennis

Table tennis:

Table tennis, also known as ping-pong, is a sport in which two or four players hit a lightweight, hollow ball back and forth using table tennis rackets. The game takes place on a hard table divided by a net. Except for the initial serve, players must allow a ball played toward them only one bounce on their side of the table and must return it so that it bounces on the opposite side. Points are scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. A skilled player can impart several varieties of spin to the ball, altering its trajectory and limiting an opponent's options to great advantage.

Table tennis is controlled by the worldwide organization International Table Tennis Federation (ITTF), founded in 1926. ITTF currently includes 215 member associations. The table tennis official rules are specified in the ITTF handbook. Since 1988, table tennis has been an Olympic sport,with several event categories. In particular, from 1988 until 2004, these were: men's singles, women's singles, men's doubles and women's doubles. Since 2008 the doubles have been replaced by the team events.

Table tennis
Table Tennis.
History

The game originated as a sport in Britain during the 1880s, where it was played among the upper-class as an after-dinner parlour game, then commonly known as "wiff-waff". A row of books were stood up along the center of the table as a net, two more books served as rackets and were used to continuously hit a golf-ball from one end of the table to the other. Alternatively table tennis was played with paddles made of cigar box lids and balls made of champagne corks. The popularity of the game led game manufacturers to sell the equipment commercially. Early rackets were often pieces of parchment stretched upon a frame, and the sound generated in play gave the game its first nicknames of "wiff-waff" and "ping-pong". A number of sources indicate that the game was first brought to the attention of Hamley's of Regent Street under the name "Gossima". The name "ping-pong" was in wide use before British manufacturer J. Jaques & Son Ltd trademarked it in 1901. The name "ping-pong" then came to be used for the game played by the rather expensive Jaques's equipment, with other manufacturers calling it table tennis. A similar situation arose in the United States, where Jaques sold the rights to the "ping-pong" name to Parker Brothers.

The next major innovation was by James Gibb, a British enthusiast of table tennis, who discovered novelty celluloid balls on a trip to the US in 1901 and found them to be ideal for the game. This was followed by E.C. Goode who, in 1901, invented the modern version of the racket by fixing a sheet of pimpled, or stippled, rubber to the wooden blade. Table tennis was growing in popularity by 1901 to the extent that table tennis tournaments were being organized, books on table tennis were being written,and an unofficial world championship was held in 1902. During the early 1900s, the game was banned in Russia because the rulers at the time believed that playing the game had an adverse effect on players' eyesight.[citation needed]

In 1921, the Table Tennis Association was founded in Britain, and the International Table Tennis Federation followed in 1926. London hosted the first official World Championships in 1926. In 1933, the United States Table Tennis Association, now called USA Table Tennis, was formed.

In the 1950s, rackets that used a rubber sheet combined with an underlying sponge layer changed the game dramatically, introducing greater spin and speed.These were introduced to Britain by sports goods manufacturer S.W. Hancock Ltd. The use of speed glue increased the spin and speed even further, resulting in changes to the equipment to "slow the game down". Table tennis was introduced as an Olympic sport at the Olympics in 1988.

After the 2000 Summer Olympics in Sydney, the International Table Tennis Federation instituted several rules changes aimed at making table tennis more viable as a televised spectator sport.First, the older 38 mm balls were officially replaced by 40 mm balls in 2000.This increased the ball's air resistance and effectively slowed down the game. By that time, players had begun increasing the thickness of the fast sponge layer on their rackets, which made the game excessively fast and difficult to watch on television. Second, the ITTF changed from a 21-point to an 11-point scoring system in 2001This was intended to make games more fast-paced and exciting. The ITTF also changed the rules on service to prevent a player from hiding the ball during service, in order to increase the average length of rallies and to reduce the server's advantage.

Variants of the sport have recently emerged. "Large-ball" table tennis uses a 44 mm ball, which slows down the game significantly. This has seen some acceptance by players who have a hard time with the extreme spins and speeds of the 40 mm game.

There is a move towards reviving the table tennis game that existed prior to the introduction of sponge rubber. "Hardbat" table tennis players reject the speed and spin of reversed sponge rubber, preferring the 1940–60s play style with no sponge and short-pimpled rubber. Defense is less difficult by decreasing the speed and eliminating any meaningful magnus effect of spin. Because hardbat killer shots are almost impossible to hit against a skilled player, hardbat matches focus on the strategic side of table tennis, requiring skillful maneuvering of the opponent before an attack can become successful.

Equipment

Ball

The international rules specify that the game is played with a light 2.7 gram, 40 mm diameter ball.[14] The rules say that the ball shall bounce up 24–26 cm when dropped from a height of 30.5 cm on to a standard steel block thereby having a coefficient of restitution of 0.89 to 0.92. The 40 mm ball was introduced after the 2000 Olympic Games.[13] However, this created some controversy as the Chinese National Team argued that this was merely to give non-Chinese players a better chance of winning since the new type of balls has a slower speed, while at that time most Chinese players were playing with fast attack and smashes. A 40 mm table tennis ball is slower and spins less than the original 38 mm (1.5 inch) one. The ball is made of a high-bouncing air-filled celluloid or similar plastics material, colored white or orange, with a matte finish. The choice of ball color is made according to the table color and its surroundings. For example, a white ball is easier to see on a green or blue table than it is on a gray table. Stars on the ball indicate the quality of the ball. Three stars indicate that it is of the highest quality, and is used in official competition.

Table

The table is 2.74 m (9 ft) long, 1.52 m (5 ft) wide, and 76 cm (30 inch) high with a Masonite (a type of hardboard) or similarly manufactured timber, layered with a smooth, low-friction coating.The table or playing surface is divided into two halves by a 15.25 cm (6 inch) high net. An ITTF approved table surface must be in a green or blue color.

Table tennis
Table Tennis.


Racket

Players are equipped with a laminated wooden racket covered with rubber on one or two sides depending on the grip of the player. The official ITTF term is "racket", though "bat" is common in Britain, and "paddle" in the U.S.

The wooden portion of the racket, often referred to as the "blade", commonly features anywhere between one and seven plies of wood, though cork, glass fiber, carbon fiber, aluminum fiber, and Kevlar are sometimes used. According to the ITTF regulations, at least 85% of the blade by thickness shall be of natural wood. Common wood types include Balsa, Limba, and Cypress or "Hinoki," which is popular in Japan. The average size of the blade is about 6.5 inches (16.5 cm) long and 6 inches (15 cm) wide. Although the official restrictions only focus on the flatness and rigidness of the blade itself, these dimensions are optimal for most play styles.

Table tennis regulations allow different surfaces on each side of the racket.[ Various types of surfaces provide various levels of spin or speed, and in some cases they nullify spin. For example, a player may have a rubber that provides much spin on one side of his racket, and one that provides no spin on the other. By flipping the racket in play, different types of returns are possible. To help a player distinguish between the rubber used by his opposing player, international rules specify that one side must be red while the other side must be black.[16] The player has the right to inspect his opponent's racket before a match to see the type of rubber used and what color it is. Despite high speed play and rapid exchanges, a player can see clearly what side of the racket was used to hit the ball. Current rules state that, unless damaged in play, the racket cannot be exchanged for another racket at any time during a match.

Gameplay

Starting a game

According to ITTF rule 2.13.1, the first service is decided by lot, normally a coin toss. It is also common for one player (or the umpire/scorer) to hide the ball in one or the other hand (usually hidden under the table), allowing the other player to guess which hand the ball is in. The correct or incorrect guess gives the "winner" the option to choose to serve, receive, or to choose which side of the table to use. (A common but non-sanctioned method is for the players to play the ball back and forth four times and then play out the point. This is commonly referred to as "play to serve" or "rally to serve".)

Service and return

In game play, the player serving the ball commences a play. The server first stands with the ball held on the open palm of the hand not carrying the racket, called the freehand, and tosses the ball directly upward without spin, at least 16 centimeters (approximately 6 inches) high. The server strikes the ball with the racket on the ball's descent so that it touches first his court and then touches directly the receiver's court without touching the net assembly. In casual games, many players do not toss the ball upward; however, this is technically illegal and can give the serving player an unfair advantage.

The ball must remain behind the endline and above the upper surface of the table, known as the playing surface, at all times during the service. The server cannot use his body or clothing to obstruct sight of the ball; the opponent and the umpire must have a clear view of the ball at all times. If the umpire is doubtful of the legality of a service they may first interrupt play and give a warning to the server. If the serve is a clear failure or is doubted again by the umpire after the warning, receiver scores a point.

If the service is "good", then the receiver must make a "good" return by hitting the ball back before it bounces a second time on receiver's side of the table so that the ball passes the net and touches the opponent's court, either directly or after touching the net assembly.Thereafter, the server and receiver must alternately make a return until the rally is over. Returning the serve is one of the most difficult parts of the game, as the server's first move is often the least predictable and thus most advantageous shot due to the numerous spin and speed choices at his or her disposal.
Let

A let is a rally of which the result is not scored, and is called in the following circumstances:
The ball touches the net in service, provided the service is otherwise correct or the ball is obstructed by the player on the receiving side. Obstruction means a player touches the ball when it is above or traveling towards the playing surface, not having touched the player's court since last being struck by the player.
When the player on the receiving side is not ready and the service is delivered.
Player's failure to make a service or a return or to comply with the Laws is due to a disturbance outside the control of the player.
Play is interrupted by the umpire or assistant umpire.

ScoringA point is scored by the player for any of several results of the rally:
Opponent fails to make a correct service or return.
After making a service or a return, the ball touches anything other than the net assembly before being struck by the opponent.
The ball passes over the player's court or beyond his end line without touching his court, after being struck by the opponent.
The opponent obstructs the ball.
The opponent strikes the ball twice successively. Note that the hand that is holding the racket counts as part of the racket and that making a good return off one's hand or fingers is allowed. It is not a fault if the ball accidentally hits one's hand or fingers and then subsequently hits the racket.
The opponent strikes the ball with a side of the racket blade whose surface is not covered with rubber.
The opponent moves the playing surface or touches the net assembly.
The opponent's free hand touches the playing surface.
As a receiver under the expedite system, completing 13 returns in a rally.
The opponent has been warned by umpire commits a second offense in the same individual match or team match. If the third offence happens, 2 points will be given to the player. If the individual match or the team match has not ended, any unused penalty points can be transferred to the next game of that match.

A game shall be won by the player first scoring 11 points unless both players score 10 points, when the game shall be won by the first player subsequently gaining a lead of 2 points. A match shall consist of the best of any odd number of games. In competition play, matches are typically best of five or seven games.

Table tennis
Table Tennis.


Alternation of services and ends

Service alternates between opponents every two points (regardless of winner of the rally) until the end of the game, unless both players score 10 points or the expedite system is operated, when the sequences of serving and receiving stay the same but each player serves for only 1 point in turn. Player serving first in a game shall receive first in the next game of the match.

After each game, players switch sides of the table. In the last possible game of a match, for example the seventh game in a best of seven matches, players change ends when the first player scores 5 points, regardless of whose turn it is to serve. If the sequence of serving and receiving is out of turn or the ends is not changed, points scored in the wrong situation are still calculated and the game shall be resumed with the order at the score that has been reached.

Doubles game

In addition to games between individual players, pairs may also play table tennis. In doubles, all the rules of single play are applied except for the following.
A line painted along the long axis of the table to create doubles courts bisects the table. This line's only purpose is to facilitate the doubles service rule, which is that service, must originate from the right hand "box" in such a way that the first bounce of the serve bounces once in said right hand box and then must bounce at least once in the opponent side's right hand box (far left box for server), or the receiving pair score a point.
Players must alternate hitting the ball. For example, if A is paired with B, X is paired with Y, A is the server and X is the receiver. The order of play shall be A → X → B → Y. The rally proceeds this way until one side fails to make a legal return and the other side scores.
At each change of service, the previous receiver shall become the server and the partner of the previous server shall become the receiver. For example, if the previous order of play is A → X → B → Y, the order becomes X → B → Y → A after the change of service.
In each game of a doubles match, the pair having the right to serve first shall choose which of them will do so. The receiving pair, however, can only choose in the first game of the match. When the first server is chosen in the second or the latter games of the match, the first receiver of the game is the player who served to the first server of the game in the preceding game. For example, if the order of play is A → X → B → Y at beginning of the first game, the order begins with X → A → Y → B or Y → B → X → A in the second game depending on either X or Y being chosen as the first server of the game.
When a pair reaches 5 points in the final game, the pairs must switch ends of the table and the team that receives the service must switch receiver. For example, when the last order of play before a pair score 5 points in the final game is A → X → B → Y, the order after change shall be A → Y → B → X if A still has the second serve. Otherwise, X is the next server and the order becomes X → A → Y → B.

Singles and doubles are both played in international competition, including the Olympic Games since 1988 and the Commonwealth Games since 2002. In 2005, the ITTF announced that doubles table tennis only was featured as a part of team events in the 2008 Olympics.
Expedite system

If a game is unfinished after 10 minutes' play and fewer than 18 points have been scored, the expedite system is initiated.[26] The umpire interrupts the game, and the game resumes with players serving for 1 point in turn. If the expedite system is introduced while the ball is not in play, the previous receiver shall serve first. Under the expedite system, the server must win the point before the opponent makes 13 consecutive returns or the point goes to the opponent. The system can also be initiated at any time at the request of both players or pairs. Once introduced, the expedite system remains in force until the end of the match. A rule to shorten the time of a match, it is mainly seen in defensive players' games.

Table tennis
Table Tennis.




Grips

Though table tennis players grip their rackets in various ways, their grips can be classified into two major families of styles, penhold and shakehand. The Laws of Table Tennis do not prescribe the manner in which one must grip the racket, and numerous grips are employed.
Penhold

The penhold grip is so-named because one grips the racket similarly to the way one holds a writing instrument.The style of play among penhold players can vary greatly from player to player. The most popular style, usually referred to as the Chinese penhold style, involves curling the middle, ring, and fourth finger on the back of the blade with the three fingers always remain touching one another. Chinese penholders favour a round racket head, for a more over-the-table style of play. In contrast, another style, sometimes referred to as the Korean penhold grip, involves splaying those three fingers out across the back of the racket, usually with all three fingers touching the back of the racket, rather than stacked upon one another.Sometimes a combination of the two styles occurs, wherein the middle, ring and fourth fingers are straight, but still stacked, or where all fingers may be touching the back of the racket, but are also in contact with one another. Korean penholders will often use a square-headed racket for an away-from-the-table style of play. Traditionally these square-headed rackets feature a block of cork on top of the handle, as well as a thin layer of cork on the back of the racket, for increased grip and comfort. Penhold styles are popular among players originating from East Asian regions such as China, Taiwan, Japan, and South Korea.
Traditionally, penhold players use only one side of the racket to hit the ball during normal play, and the side which is in contact with the last three fingers is generally not used. This configuration is sometimes referred to as "traditional penhold" and is more commonly found in square-headed racket styles. However, the Chinese developed a technique in the 1990s in which a penholder uses both sides of the racket to hit the ball, where the player produces a backhand stroke (most often topspin) by turning the traditional side of the racket to face one's self, and striking the ball with the opposite side of the racket. This stroke has greatly improved and strengthened the penhold style both physically and psychologically, as it eliminates the strategic weakness of the traditional penhold backhand.

Shakehand

Table tennis
Shake hand.

Table tennis
Shake hand.

The shakehand (or shakehands) grip is so-named because the racket is grasped as if one is performing a handshake. Though it is sometimes referred to as the "tennis" or "Western" grip, it bears no relation to the Western tennis grip, popularized on the West Coast of the United States in which the racket is rotated 90°, and played with the wrist turned so that on impact the knuckles face the target. In table tennis, “Western” refers to Western nations, for this is the grip that players native to Europe and the Americas have almost exclusively employed.

The shakehand grip’s simplicity and versatility, coupled with the acceptance among top-level Chinese trainers that the European style of play should be emulated and trained against, has established it as a common grip even in China. Many world-class Asian players currently use the shakehand grip, and it is generally accepted that shakehands is easier to learn than penholder, allowing a broader range of playing styles both offensive and defensive.

Types of strokes

Table tennis strokes generally break down into offensive and defensive categories.
Offensive strokes
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.
Loop

Perfected during the 1960s,[4] the loop is essentially the reverse of the speed drive. The racket is much more 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. A loop drive might not be as difficult to return as a speed drive; however, because of its topspin, it is more likely to rebound off the opponent's racket at a very high angle, setting up an easy smash on the follow-up. As the loop drive requires a lot of topspin, players generally use their entire body to generate the movement required. Variations in spin and speed add to the effectiveness of this shot.
Counter-drive

The counter-drive 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. A well-timed, accurate counter-drive can be as effective as a smash.
Flick

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 flick because the backswing is compressed into a quick wrist action. A flick is not a single stroke and can resemble either a drive or a loop in its characteristics. What identifies the stroke is the backswing is compressed into a short wrist flick.
Smash

The offensive trump card in table tennis is the smash. A player will typically execute a smash when his or her opponent has returned a ball that bounces too high or too close to the net. Smashing is essentially self-explanatory—large backswing and rapid acceleration imparting as much speed on the ball as possible. The goal of a smash is to get the ball to move so quickly that the opponent simply cannot return it. Because the ball speed is the main aim of this shot, often the spin on the ball is something other than topspin. Sidespin can be used effectively with a smash to alter the ball's trajectory significantly, although most intermediate players will smash the ball with little or no spin. An offensive table tennis player will think of a rally as a build-up to a winning smash; only a calculated series of smashes can guarantee a point against a good opponent. However, most players will be able to return at most one or two smashes consistently. Provided that the opponent is not too close to the table or too far away from the ball, a smash can be lobbed, chopped, blocked or even counter-looped, albeit with some difficulty. A player who smashes generally works out a series of smashes (and possibly drop-shots) to rush the opponent out of position, put him off balance, or both. Smashers who fail to do this find it difficult to win a point against an excellent defense.
Defensive strokes
Push

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. While not obvious, 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 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. Another response to pushing is flipping the ball when it is close to the net. Pushing can have advantages in some circumstances, such as when the opponent makes easy mistakes.
Chop

A chop is the defensive, backspin counterpart to the offensive loop drive.A chop is essentially a bigger, heavier push, taken well back from the table. 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.
Block

The block is a simple shot, but nonetheless can be devastating against an attacking opponent. 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 is not as easy as it sounds, because 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 at him just as fast. Due to the power involved in offensive strokes, often an opponent simply cannot recover quickly enough, and will be unable to return the blocked shot. Blocks almost always produce the same spin as was received, usually topspin.
Lob

The defensive lob is possibly the most impressive shot in the sport of table tennis, since it propels the ball about fifteen feet in the air only to land on the opponent's side of the table with great amounts of spin. To execute a lob, a defensive player first backs off the table 4–6 meters; then, the stroke itself consists of simply lifting the ball to an enormous height before it falls back to the opponent's side of the table. A lob is inherently a creative shot, and can have nearly any kind of spin. Top quality players use this to their advantage in order to control the spin of the ball. For instance, 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. Thus, though backed off the table by tens of feet and running to reach the ball, a good defensive player can still win the point using good lobs. However, at the professional level, lobbers will lose the point most of the time, so the lob is not used unless it is really necessary.
Effects of spin

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

Table tennis
Table Tennis.


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. At the professional level, backspin is usually used defensively in order to keep the ball low. Backspin is commonly employed in service because it is harder to produce an offensive return, especially on a short serve. 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.[citation needed] It is actually possible to smash with backspin offensively, but only on high balls that are close to the net.

Topspin

Table Tennis.

The harder-to-learn 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 clearly 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. Again, the most significant change appears when the opponent attempts to return the ball (with a smooth, pimples inwards rubber). Due to the topspin, the ball jumps upwards and the opponent is forced to compensate for the topspin by adjusting the angle of his or her racket. This is commonly 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-spun ball that is not moving at high speed.
Sidespin

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.
Corkspin

This type of spin is almost exclusively employed in service, but it is also used from time to time in the lob at the professional level. Unlike any of the aforementioned techniques, corkspin (sometimes referred to as "drill-spin") features a unique situation in which the axis of spin is more or less parallel to the trajectory of the ball. This means that the Magnus effect will have little to no effect on the trajectory of a cork-spun ball. Upon bouncing, the ball will dart right or left, depending on the direction of the spin, making it very difficult to return. Although in theory this type of spin produces the most obnoxious effects, it is not as strategically practical as sidespin or backspin in terms of the limitations that it imposes upon the opponent during their return. Aside from the initial direction change when bouncing, provided that it does not exceed the reach of the opponent, a cork-spun ball is easily countered with topspin or backspin. Similar to a backspin stroke, the corkspin stroke has a lower maximum velocity, simply due to the contact angle of the racket when producing the stroke. In order 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. This greatly limits the amount of forward momentum that can be transferred to the ball by the racket. Corkspin is almost always mixed with another variety of spin, as it is less effective and harder to produce on its own.
Competition

Competitive table tennis is popular in Asia and Europe and has been gaining attention in the United States. The most important international competitions are the World Table Tennis Championships, the Table Tennis World Cup, the Olympics and the ITTF Pro Tour. Continental competitions include the European Championships, Europe Top-12, the Asian Championships and the Asian Games. Chinese players have won the men's World Championships 60% of the time since 1959;in the women's competition, Chinese players have won all but three of the World Championships since 1971. Other strong teams come from East Asia and European countries, including Austria, Belarus, Germany, Hong Kong, Japan, South Korea, Singapore, Sweden, and Taiwan.

There are also professional competitions at the clubs level. The national league of countries like China (the China Table Tennis Super League), Germany, France, Belgium and Austria are some highest level examples. There are also some important international club teams competitions such as the European Champions League and its former competition, the European Club Cup, where the top club teams from European countries compete.

The images of the guys while playing table tennis:-

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.

Table tennis
Table Tennis.





Badminton. | Best of Badminton. | Images of Badminton. | Photos of Badminton.

Badminton

Badminton.
Badminton
Badminton is a racquet sport played by either two opposing players (singles) or two opposing pairs (doubles), who take positions on opposite halves of a rectangular court that is divided by a net. Players score points by striking a shuttlecock with their racquet so that it passes over the net and lands in their opponents' half of the court. Each side may only strike the shuttlecock once before it passes over the net. A rally ends once the shuttlecock has struck the floor.

The shuttlecock (or shuttle) is a feathered projectile whose unique aerodynamic properties cause it to fly differently from the balls used in most racquet sports; in particular, the feathers create much higher drag, causing the shuttlecock to decelerate more rapidly than a ball. Shuttlecocks have a much higher top speed, when compared to other racquet sports. Because shuttlecock flight is affected by wind, competitive badminton is played indoors. Badminton is also played outdoors as a casual recreational activity, often as a garden or beach game.

Since 1992, badminton has been an Olympic sport with five events: men's and women's singles, men's and women's doubles, and mixed doubles, in which each pair consists of a man and a woman. At high levels of play, especially in singles, the sport demands excellent fitness: players require aerobic stamina, agility, explosive strength, speed and precision. It is also a technical sport, requiring good motor coordination and the development of sophisticated racquet movements

Badminton.
Badminton


History and development

The beginnings of Badminton can be traced to mid-18th century British India, where it was created by British military officers stationed there. Early photographs show Englishmen adding a net to the traditional English game of battledore and shuttlecock. Being particularly popular in the British garrison town Poona (now Pune), the game also came to be known as Poona. Initially, balls of wool referred as ball badminton were preferred by the upper classes in windy or wet conditions, but ultimately the shuttlecock stuck. This game was taken by retired officers back to England where it developed and rules were set out.

Although it appears clear that Badminton House, Gloucestershire, owned by the Duke of Beaufort, has given its name to the sports, it is unclear when and why the name was adopted. As early as 1860, Isaac Spratt, a London toy dealer, published a booklet, Badminton Battledore – a new game, but unfortunately no copy has survived.[4] An 1863 article in The Cornhill Magazine describes badminton as "battledore and shuttlecock played with sides, across a string suspended some five feet from the ground". This early use has cast doubt on the origin through expatriates in India, though it is known that it was popular there in the 1870s and that the first rules were drawn up in Poonah in 1873.

As early as 1875, veterans returning from India started a club in Folkestone. Until 1887, the sport was played in England under the rules that prevailed in British India. The Bath Badminton Club standardized the rules and made the game applicable to English ideas. J.H.E. Hart drew up revised basic regulations in 1887 and, with Bagnel Wild, again in 1890. In 1893, the Badminton Association of England published the first set of rules according to these regulations, similar to today's rules, and officially launched badminton in a house called "Dunbar" at 6 Waverley Grove, Portsmouth, England on September 13 of that year.[6] They also started the All England Open Badminton Championships, the first badminton competition in the world, in 1899.

The International Badminton Federation (IBF) (now known as Badminton World Federation) was established in 1934 with Canada, Denmark, England, France, the Netherlands, Ireland, New Zealand, Scotland, and Wales as its founding members. India joined as an affiliate in 1936. The BWF now governs international badminton and develops the sport globally.

While initiated in England, competitive men's badminton in Europe has traditionally been dominated by Denmark. Asian nations, however, have been the most dominant ones at the world level. Indonesia, South Korea, China, and Malaysia along with Denmark are among the nations that have consistently produced world-class players in the past few decades, with China being the greatest force in both men's and women's competition in recent years.

Badminton.
Badminton

Rules

The following information is a simplified summary of badminton rules based on the BWF Statutes publication, Laws of Badminton

Playing court dimensions




Badminton.
Badminton




The court is rectangular and divided into halves by a net. Courts are usually marked for both singles and doubles play, although badminton rules permit a court to be marked for singles only.The doubles court is wider than the singles court, but both are of same length. The exception, which often causes confusion to newer players, is that the doubles court has a shorter serve-length dimension.

The full width of the court is 6.1 metres (20 ft), and in singles this width is reduced to 5.18 metres (17 ft). The full length of the court is 13.4 metres (44 ft). The service courts are marked by a centre line dividing the width of the court, by a short service line at a distance of 1.98 metres (6 ft 6 inch) from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.76 metres (2 ft 6 inch) from the back boundary.

The net is 1.55 metres (5 ft 1 inch) high at the edges and 1.524 metres (5 ft) high in the centre. The net posts are placed over the doubles sidelines, even when singles is played.

The minimum height for the ceiling above the court is not mentioned in the Laws of Badminton. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.

Equipment rules
Badminton.
Badminton



Badminton rules restrict the design and size of racquets and shuttlecocks. Badminton rules also provide for testing a shuttlecock for the correct speed:
3.1
To test a shuttlecock, use a full underhand stroke which makes contact with the shuttlecock over the back boundary line. The shuttlecock shall be hit at an upward angle and in a direction parallel to the side lines.
3.2
A shuttlecock of the correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line.

Scoring system and service

Basics
Badminton.
Badminton

Each game is played to 21 points, with players scoring a point whenever they win a rally regardless of whether they served (this differs from the old system where players could only win a point on their serve and each game was played to 15 points). A match is the best of three games.

At the start of the rally, the server and receiver stand in diagonally opposite service courts (see court dimensions). The server hits the shuttlecock so that it would land in the receiver's service court. This is similar to tennis, except that a badminton serve must be hit below waist height and with the racquet shaft pointing downwards, the shuttlecock is not allowed to bounce and in badminton, the players stand inside their service courts unlike tennis.

When the serving side loses a rally, the serve immediately passes to their opponent(s) (this differs from the old system where sometimes the serve passes to the doubles partner for what is known as a "second serve").

In singles, the server stands in their right service court when their score is even, and in her/his left service court when her/his score is odd.

In doubles, if the serving side wins a rally, the same player continues to serve, but he/she changes service courts so that she/he serves to a different opponent each time. If the opponents win the rally and their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally. A consequence of this system is that, each time a side regains the service, the server will be the player who did not serve last time.



Badminton.
Badminton




Details

When the server serves, the shuttlecock must pass over the short service line on the opponents' court or it will count as a fault.

If the score reaches 20-all, then the game continues until one side gains a two point lead (such as 24–22), up to a maximum of 30 points (30–29 is a winning score).

At the start of a match, the shuttlecock is cast and the side towards which the shuttlecock is pointing serves first. Alternatively, a coin may be tossed, with the winners choosing whether to serve or receive first, or choosing which end of the court to occupy, and their opponents making the leftover the remaining choice.

In subsequent games, the winners of the previous game serve first. Matches are best out of three: a player or pair must win two games (of 21 points each) to win the match. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players change ends at the start of the second game; if the match reaches a third game, they change ends both at the start of the game and when the leading player's or pair's score reaches 11 points.

The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not block the vision of the server or receiver.

Lets

If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur because of some unexpected disturbance such as a shuttlecock landing on court (having been hit there by players on an adjacent court) or in small halls the shuttle may touch an overhead rail which can be classed as a let.

If the receiver is not ready when the service is delivered, a let shall be called; yet, if the receiver attempts to return the shuttlecock, he shall be judged to have been ready.

Equipment



Badminton.
Badminton















RacquetsBadminton racquets are lightweight, with top quality racquets weighing between 70 and 95 grams (2.4 to 3.3 ounces) not including grip or strings.[8][9] They are composed of many different materials ranging from carbon fibre composite (graphite reinforced plastic) to solid steel, which may be augmented by a variety of materials. Carbon fibre has an excellent strength to weight ratio, is stiff, and gives excellent kinetic energy transfer. Before the adoption of carbon fibre composite, racquets were made of light metals such as aluminium. Earlier still, racquets were made of wood. Cheap racquets are still often made of metals such as steel, but wooden racquets are no longer manufactured for the ordinary market, because of their excessive mass and cost. Nowadays, nanomaterials such as fullerene and carbon nanotubes are added to rackets giving them greater durability.

There is a wide variety of racquet designs, although the laws limit the racquet size and shape. Different racquets have playing characteristics that appeal to different players. The traditional oval head shape is still available, but an isometric head shape is increasingly common in new racquets.

Strings


Badminton strings are thin, high performing strings in the range of about 0.62 to 0.73 mm thickness. Thicker strings are more durable, but many players prefer the feel of thinner strings. String tension is normally in the range of 80 to 160 N (18 to 36 lbf). Recreational players generally string at lower tensions than professionals, typically between 80 and 110 N (18 and 25 lbf). Professionals string between about 110 and 160 N (25 and 36 lbf). Some string manufacturers measure the thickness of their strings under tension so they are actually thicker then than specified when slack. Ashaway Micropower is actually 0.7mm but Yonex BG-66 is about 0.72mm.

It is often argued that high string tensions improve control, whereas low string tensions increase power.[10] The arguments for this generally rely on crude mechanical reasoning, such as claiming that a lower tension string bed is more bouncy and therefore provides more power. This is in fact incorrect, for a higher string tension can cause the shuttle to slide off the racquet and hence make it harder to hit a shot accurately. An alternative view suggests that the optimum tension for power depends on the player:[8] the faster and more accurately a player can swing their racquet, the higher the tension for maximum power. Neither view has been subjected to a rigorous mechanical analysis, nor is there clear evidence in favour of one or the other. The most effective way for a player to find a good string tension is to experiment.

Grip

The choice of grip allows a player to increase the thickness of his racquet handle and choose a comfortable surface to hold. A player may build up the handle with one or several grips before applying the final layer.

Players may choose between a variety of grip materials. The most common choices are PU synthetic grips or towelling grips. Grip choice is a matter of personal preference. Players often find that sweat becomes a problem; in this case, a drying agent may be applied to the grip or hands, sweatbands may be used, the player may choose another grip material or change his grip more frequently.

There are two main types of grip: replacement grips and overgrips. Replacement grips are thicker, and are often used to increase the size of the handle. Overgrips are thinner (less than 1 mm), and are often used as the final layer. Many players, however, prefer to use replacement grips as the final layer. Towelling grips are always replacement grips. Replacement grips have an adhesive backing, whereas overgrips have only a small patch of adhesive at the start of the tape and must be applied under tension; overgrips are more convenient for players who change grips frequently, because they may be removed more rapidly without damaging the underlying material.

Shuttlecock

A shuttlecock (often abbreviated to shuttle; also called a birdie) is a high-drag projectile, with an open conical shape: the cone is formed from sixteen overlapping feathers embedded into a rounded cork base. The cork is covered with thin leather or synthetic material.

Synthetic shuttles are often used by recreational players to reduce their costs as feathered shuttles break easily. These nylon shuttles may be constructed with either natural cork or synthetic foam base, and a plastic skirt.

Shoes

Badminton shoes are lightweight with soles of rubber or similar high-grip, non-marking materials.

Compared to running shoes, badminton shoes have little lateral support. High levels of lateral support are useful for activities where lateral motion is undesirable and unexpected. Badminton, however, requires powerful lateral movements. A highly built-up lateral support will not be able to protect the foot in badminton; instead, it will encourage catastrophic collapse at the point where the shoe's support fails, and the player's ankles are not ready for the sudden loading, which can cause sprains. For this reason, players should choose badminton shoes rather than general trainers or running shoes, because proper badminton shoes will have a very thin sole, lower a person's centre of gravity, and therefore result in fewer injuries. Players should also ensure that they learn safe and proper footwork, with the knee and foot in alignment on all lunges. This is more than just a safety concern: proper footwork is also critical in order to move effectively around the court.
StrokesForehand and backhand

Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player's forehand side is the same side as their playing hand: for a right-handed player, the forehand side is their right side and the backhand side is their left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice versa.

In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rearcourt, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand "on the backhand side") rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn their back to their opponents, restricting their view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes tend to be weak.

Position of the shuttlecock and receiving player

The choice of stroke depends on how near the shuttlecock is to the net, whether it is above net height, and where an opponent is currently positioned: players have much better attacking options if they can reach the shuttlecock well above net height, especially if it is also close to the net. In the forecourt, a high shuttlecock will be met with a net kill, hitting it steeply downwards and attempting to win the rally immediately. This is why it is best to drop the shuttlecock just over the net in this situation. In the midcourt, a high shuttlecock will usually be met with a powerful smash, also hitting downwards and hoping for an outright winner or a weak reply. Athletic jump smashes, where players jump upwards for a steeper smash angle, are a common and spectacular element of elite men's doubles play. In the rearcourt, players strive to hit the shuttlecock while it is still above them, rather than allowing it to drop lower. This overhead hitting allows them to play smashes, clears (hitting the shuttlecock high and to the back of the opponents' court), and dropshots (hitting the shuttlecock so that it falls softly downwards into the opponents' forecourt). If the shuttlecock has dropped lower, then a smash is impossible and a full-length, high clear is difficult.

Vertical position of the shuttlecock




When the shuttlecock is well below net height, players have no choice but to hit upwards. Lifts, where the shuttlecock is hit upwards to the back of the opponents' court, can be played from all parts of the court. If a player does not lift, his only remaining option is to push the shuttlecock softly back to the net: in the forecourt this is called a netshot; in the midcourt or rearcourt, it is often called a push or block.

When the shuttlecock is near to net height, players can hit drives, which travel flat and rapidly over the net into the opponents' rear midcourt and rearcourt. Pushes may also be hit flatter, placing the shuttlecock into the front midcourt. Drives and pushes may be played from the midcourt or forecourt, and are most often used in doubles: they are an attempt to regain the attack, rather than choosing to lift the shuttlecock and defend against smashes. After a successful drive or push, the opponents will often be forced to lift the shuttlecock.

Other factors

When defending against a smash, players have three basic options: lift, block, or drive. In singles, a block to the net is the most common reply. In doubles, a lift is the safest option but it usually allows the opponents to continue smashing; blocks and drives are counter-attacking strokes, but may be intercepted by the smasher's partner. Many players use a backhand hitting action for returning smashes on both the forehand and backhand sides, because backhands are more effective than forehands at covering smashes directed to the body. It is very good tool to play hard shots which are directed towards your body.

The service is restricted by the Laws and presents its own array of stroke choices. Unlike in tennis, the servers racket must be pointing in a downward direction to deliver the serve so normally the shuttle must be hit upwards to pass over the net. The server can choose a low serve into the forecourt (like a push), or a lift to the back of the service court, or a flat drive serve. Lifted serves may be either high serves, where the shuttlecock is lifted so high that it falls almost vertically at the back of the court, or flick serves, where the shuttlecock is lifted to a lesser height but falls sooner.

Deception

Once players have mastered these basic strokes, they can hit the shuttlecock from and to any part of the court, powerfully and softly as required. Beyond the basics, however, badminton offers rich potential for advanced stroke skills that provide a competitive advantage. Because badminton players have to cover a short distance as quickly as possible, the purpose of many advanced strokes is to deceive the opponent, so that either he is tricked into believing that a different stroke is being played, or he is forced to delay his movement until he actually sees the shuttle's direction. "Deception" in badminton is often used in both of these senses. When a player is genuinely deceived, he will often lose the point immediately because he cannot change his direction quickly enough to reach the shuttlecock. Experienced players will be aware of the trick and cautious not to move too early, but the attempted deception is still useful because it forces the opponent to delay his movement slightly. Against weaker players whose intended strokes are obvious, an experienced player may move before the shuttlecock has been hit, anticipating the stroke to gain an advantage.

Slicing and using a shortened hitting action are the two main technical devices that facilitate deception. Slicing involves hitting the shuttlecock with an angled racquet face, causing it to travel in a different direction than suggested by the body or arm movement. Slicing also causes the shuttlecock to travel much slower than the arm movement suggests. For example, a good crosscourt sliced dropshot will use a hitting action that suggests a straight clear or smash, deceiving the opponent about both the power and direction of the shuttlecock. A more sophisticated slicing action involves brushing the strings around the shuttlecock during the hit, in order to make the shuttlecock spin. This can be used to improve the shuttle's trajectory, by making it dip more rapidly as it passes the net; for example, a sliced low serve can travel slightly faster than a normal low serve, yet land on the same spot. Spinning the shuttlecock is also used to create spinning netshots (also called tumbling netshots), in which the shuttlecock turns over itself several times (tumbles) before stabilizing; sometimes the shuttlecock remains inverted instead of tumbling. The main advantage of a spinning netshot is that the opponent will be unwilling to address the shuttlecock until it has stopped tumbling, since hitting the feathers will result in an unpredictable stroke. Spinning netshots are especially important for high level singles players.

The lightness of modern racquets allows players to use a very short hitting action for many strokes, thereby maintaining the option to hit a powerful or a soft stroke until the last possible moment. For example, a singles player may hold his racquet ready for a netshot, but then flick the shuttlecock to the back instead with a shallow lift when she or he notices the opponent has moved before the actual shot was played. A shallow lift takes less time to reach the ground and as mentioned above a rally is over when the shuttlecock touches the ground. This makes the opponent's task of covering the whole court much more difficult than if the lift was hit higher and with a bigger, obvious swing. A short hitting action is not only useful for deception: it also allows the player to hit powerful strokes when he has no time for a big arm swing. A big arm swing is also usually not advised in badminton because bigger swings make it more difficult to recover for the next shot in fast exchanges. The use of grip tightening is crucial to these techniques, and is often described as finger power. Elite players develop finger power to the extent that they can hit some power strokes, such as net kills, with less than a 10 cm (4 in) racquet swing.

It is also possible to reverse this style of deception, by suggesting a powerful stroke before slowing down the hitting action to play a soft stroke. In general, this latter style of deception is more common in the rearcourt (for example, dropshots disguised as smashes), whereas the former style is more common in the forecourt and midcourt (for example, lifts disguised as netshots).

Deception is not limited to slicing and short hitting actions. Players may also use double motion, where they make an initial racquet movement in one direction before withdrawing the racquet to hit in another direction. Players will often do this to send opponents in the wrong direction. The racquet movement is typically used to suggest a straight angle but then play the stroke cross court, or vice versa. Triple motion is also possible, but this is very rare in actual play. An alternative to double motion is to use a racquet head fake, where the initial motion is continued but the racquet is turned during the hit. This produces a smaller change in direction, but does not require as much time.

Strategy

To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from powerful jumping smashes to delicate tumbling net returns. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a netshot can force the opponent to lift the shuttlecock, which gives an opportunity to smash. If the netshot is tight and tumbling, then the opponent's lift will not reach the back of the court, which makes the subsequent smash much harder to return.

Deception is also important. Expert players prepare for many different strokes that look identical, and use slicing to deceive their opponents about the speed or direction of the stroke. If an opponent tries to anticipate the stroke, he may move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock.

Doubles

Both pairs will try to gain and maintain the attack, smashing downwards when possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rearcourt, and his partner in the midcourt intercepting all smash returns except the lift. If the rearcourt attacker plays a dropshot, his partner will move into the forecourt to threaten the net reply. If a pair cannot hit downwards, they will use flat strokes in an attempt to gain the attack. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear midcourt, to cover the full width of their court against the opponents' smashes. In doubles, players generally smash to the middle ground between two players in order to take advantage of confusion and clashes.

At high levels of play, the backhand serve has become popular to the extent that forehand serves have become fairly rare at a high level of play. The straight low serve is used most frequently, in an attempt to prevent the opponents gaining the attack immediately. Flick serves are used to prevent the opponent from anticipating the low serve and attacking it decisively.

At high levels of play, doubles rallies are extremely fast. Men's doubles is the most aggressive form of badminton, with a high proportion of powerful jump smashes.

Singles

The singles court is narrower than the doubles court, but the same length. Since one person needs to cover the entire court, singles tactics are based on forcing the opponent to move as much as possible; this means that singles strokes are normally directed to the corners of the court. Players exploit the length of the court by combining lifts and clears with drop shots and net shots. Smashing tends to be less prominent in singles than in doubles because the smasher has no partner to follow up his effort and is thus vulnerable to a skillfully placed return. Moreover, frequent smashing can be exhausting in singles where the conservation of a player's energy is a at a premium. However, players with strong smashes will sometimes use the shot to create openings, and players commonly smash weak returns to try to end rallies.

In singles, players will often start the rally with a forehand high serve or with a flick serve. Low serves are also used frequently, either forehand or backhand. Drive serves are rare.

At high levels of play, singles demands extraordinary fitness. Singles is a game of patient positional manoeuvring, unlike the all-out aggression of doubles.

Mixed doubles

In mixed doubles, both pairs typically try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are usually substantially stronger, and can therefore produce smashes that are more powerful. As a result, mixed doubles require greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection.

At high levels of play, the formations will generally be more flexible: the top women players are capable of playing powerfully from the back-court, and will happily do so if required. When the opportunity arises, however, the pair will switch back to the standard mixed attacking position, with the woman in front.

Governing bodies

The Badminton World Federation (BWF) is the internationally recognized governing body of the sport. Five regional confederations are associated with the BWF:
Asia: Badminton Asia Confederation (BAC)
Africa: Badminton Confederation of Africa (BCA)
Americas: Badminton Pan Am (North America and South America belong to the same confederation; BPA)
Europe: Badminton Europe (BE)
Oceania: Badminton Oceania (BO)

Competitions

The BWF organizes several international competitions, including the Thomas Cup, the premier men's international team event first held in 1948–1949, and the Uber Cup, the women's equivalent first held in 1956–1957. The competitions take place once every two years. More than 50 national teams compete in qualifying tournaments within continental confederations for a place in the finals. The final tournament involves 12 teams, following an increase from eight teams in 2004.

The Sudirman Cup, a gender-mixed international team event held once every two years, began in 1989. Teams are divided into seven levels based on the performance of each country. To win the tournament, a country must perform well across all five disciplines (men's doubles and singles, women's doubles and singles, and mixed doubles). Like association football (soccer), it features a promotion and relegation system in every level.

Badminton was a demonstration event in the 1972 and 1988 Summer Olympics. It became an official Summer Olympic sport at the Barcelona Olympics in 1992 and its gold medals now generally rate as the sport's most coveted prizes for individual players.

In the BWF World Championships, first held in 1977, currently only the highest ranked 64 players in the world, and a maximum of four from each country, can participate in any category. In both the Olympic and BWF World competitions restrictions on the number of participants from any one country have caused some controversy because they sometimes result in excluding elite world level players from the strongest badminton nations. The Thomas, Uber, and Sudirman Cups, the Olympics, and the BWF World (and World Junior Championships), are all categorized as level one tournaments.

At the start of 2007, the BWF introduced a new tournament structure for the highest level tournaments aside from those in level one: the BWF Super Series. This level two tournament series, a tour for the world's elite players, stages twelve open tournaments around the world with 32 players (half the previous limit). The players collect points that determine whether they can play in Super Series Final held at the year end. Among the tournaments in this series is the venerable All-England Championships, first held in 1900, which was once considered the unofficial world championships of the sport.

Level three tournaments consist of Grand Prix Gold and Grand Prix event. Top players can collect the world ranking points and enable them to play in the BWF Super Series open tournaments. These include the regional competitions in Asia (Badminton Asia Championships) and Europe (European Badminton Championships), which produce the world's best players as well as the Pan America Badminton Championships.

The level four tournaments, known as International Challenge, International Series and Future Series, encourage participation by junior players.

Comparisons with other racquet sports


Badminton is frequently compared to tennis. The following is a list of uncontentious comparisons:
In tennis, the ball may bounce once before the player hits it; in badminton, the rally ends once the shuttlecock touches the floor.
In tennis, the serve is dominant to the extent that the server is expected to win most of his service games (at advanced level & onwards); a break of service, where the server loses the game, is of major importance in a match. In badminton a server has far less advantage, and is unlikely to score an 'ace' (unreturnable serve).
In tennis, the server is allowed two attempts to make a correct serve; in badminton, the server is allowed only one attempt.
The tennis court is larger than the badminton court.
Tennis racquets are about four times as heavy as badminton racquets, 10–12 ounces (approximately 284–340 grams) versus 2–3 ounces (70–105 grams). Tennis balls are more than eleven times heavier than shuttlecocks, 57 grams versus 5 grams.
The fastest recorded tennis stroke is Ivo Karlovic's 156 mph (251 km/h) serve, whereas the fastest badminton stroke during gameplay was Fu Haifeng's 206 mph (332 km/h) recorded smash.

Comparisons of speed and athletic requirements


Statistics such as the smash speed, above, prompt badminton enthusiasts to make other comparisons that are more contentious. For example, it is often claimed that badminton is the fastest racquet sport.[citation needed] Although badminton holds the record for the fastest initial speed of a racket sports projectile, the shuttlecock decelerates substantially faster than other projectiles such as tennis balls. In turn, this qualification must be qualified by consideration of the distance over which the shuttlecock travels: a smashed shuttlecock travels a shorter distance than a tennis ball during a serve. Badminton's claim as the fastest racquet sport might also be based on reaction time requirements, but arguably table tennis requires even faster reaction times.

While fans of badminton and tennis often claim that their sport is the more physically demanding, such comparisons are difficult to make objectively because of the differing demands of the games. No formal study currently exists evaluating the physical condition of the players or demands during game play.

Comparisons of technique


Badminton and tennis techniques differ substantially. The lightness of the shuttlecock and of badminton rackets allow badminton players to make use of the wrist and fingers much more than tennis players; in tennis the wrist is normally held stable, and playing with a mobile wrist may lead to injury. For the same reasons, badminton players can generate power from a short racket swing: for some strokes such as net kills, an elite player's swing may be less than 5 cm (2 in). For strokes that require more power, a longer swing will typically be used, but the badminton racket swing will rarely be as long as a typical tennis swing.

It is often asserted that power in badminton strokes comes mainly from the wrist. This is a misconception and may be criticised for two reasons. First, it is strictly speaking a category error: the wrist is a joint, not a muscle; the forearm muscles control its movement. Second, wrist movements are weak when compared to forearm or upper arm movements. Badminton biomechanics have not been the subject of extensive scientific study, but some studies confirm the minor role of the wrist in power generation, and indicate that the major contributions to power come from internal and external rotations of the upper and lower arm. Modern coaching resources such as the Badminton England Technique DVD reflect these ideas by emphasising forearm rotation rather than wrist movements.

Distinctive characteristics of the shuttlecock


The shuttlecock differs greatly from the balls used in most other racquet sports.

Aerodynamic drag and stability

The feathers impart substantial drag, causing the shuttlecock to decelerate greatly over distance. The shuttlecock is also extremely aerodynamically stable: regardless of initial orientation, it will turn to fly cork-first, and remain in the cork-first orientation.

One consequence of the shuttlecock's drag is that it requires considerable skill to hit it the full length of the court, which is not the case for most racquet sports. The drag also influences the flight path of a lifted (lobbed) shuttlecock: the parabola of its flight is heavily skewed so that it falls at a steeper angle than it rises. With very high serves, the shuttlecock may even fall vertically.

Spin


Balls may be spun to alter their bounce (for example, topspin and backspin in tennis), and players may slice the ball (strike it with an angled racket face) to produce such spin; but, since the shuttlecock is not allowed to bounce, this does not apply to badminton.

Slicing the shuttlecock so that it spins, however, does have applications, and some are particular to badminton. (See Basic strokes for an explanation of technical terms.)
Slicing the shuttlecock from the side may cause it to travel in a different direction from the direction suggested by the player's racket or body movement. This is used to deceive opponents.
Slicing the shuttlecock from the side may cause it to follow a slightly curved path (as seen from above), and the deceleration imparted by the spin causes sliced strokes to slow down more suddenly towards the end of their flight path. This can be used to create dropshots and smashes that dip more steeply after they pass the net.
When playing a netshot, slicing underneath the shuttlecock may cause it to turn over itself (tumble) several times as it passes the net. This is called a spinning netshot or tumbling netshot. The opponent will be unwilling to address the shuttlecock until it has corrected its orientation.

Due to the way that its feathers overlap, a shuttlecock also has a slight natural spin about its axis of rotational symmetry. The spin is in a counter-clockwise direction as seen from above when dropping a shuttlecock. This natural spin affects certain strokes: a tumbling netshot is more effective if the slicing action is from right to left, rather than from left to right









Badminton.
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Badminton.
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Badminton.
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Badminton.
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