Part 4. Tactics against Various Rubberers (Service)

4.6. Bird's-eye View of the Whole Service (Shakehand grip)

Regarding the service, we have already mentioned Section 2.9. Services Aiming the Table Off and Section 2.10. Measures to Left-handed, but I would like to look a little further down using the entire court.
The ideal serve is a serve that assumes a third ball attack against the opponent, and if the opponent carelessly hits the ball, the ball goes off the table or gets caught in the net, so the opponent cannot help but connect. And many such serve balls exist on the entire court.

Here supposes the opponent uses the Inverted rubber on a shake hand racket and receives the service as normal without tric.
Refer to this section to create the tactics for the different rubbers and rackets by yourself. Similarly, when your opponent can respond well for your tactics, you need to create the one again.

Let me explain a little about the figure.

  1. Coordinates are roughly assigned to the opponent's court. The end lines are F (foreside), M (middle), and B (backside) from left to right. The touch line has the length of the service ball from the net to the end, S (short), H (half long), and L (long).
  2. The color of the vector, green is the spin of the service you send. The orange color is the spin that the opponent adds at the receive. And the black is the spin of the ball returning to you from your opponent.
  3. Each tactic described by the vector is named with a tactic code. The first two letters refer to the court coordinates, and the second is the spin rotation you send.
  4. The green vectors B and K written on the table have no court coordinates. Since the spins are a pair of spins that can be used anywhere, the coordinates are omitted.
Overlooking the Service

4.6.1 Service Tactics

4.6.1.1. Tactic code: FL-RT

R=RT + ΘRT

You make a service by Curve⋅Drive (RT) to the FL on the opponent's court deep left.
If the opponent receives it strongly by ΘCurve⋅Drive (ΘRT), the ball will be Curve (R), jumpes over the table.
If the ball comes into your court, the third ball will be struck by Shoot⋅Drive (LT).

Return

4.6.1.2. Tactic code: FL-RB

RB=RB + ΘRT

You make a service by Curve⋅Cut (RB) to the FL on the opponent's court deep left.
If the opponent receives it strongly by ΘCurve⋅Drive (ΘRT), the ball keeps Curve⋅Cut (RB), the contact time becomes longer, the ball flies longer, jumpes over the table.
If the ball comes into your court, the third ball will be struck by Curve⋅Drive (RT).

Return

4.6.1.3. Tactic code: ML-L

L=L + ΘL

You make a service by Shoot (L) to the ML on the opponent's court deep middle.
If the opponent receives it strongly by ΘShoot (ΘL), the ball keeps Shoot (L), the contact time becomes longer, the ball flies longer, jumpes over the table.
If the ball comes into your court, the third ball will be struck by Curve⋅Drive (RT).

Return

4.6.1.4. Tactic code: ML-R

R=R + ΘR

You make a service by Curve (R) to the ML on the opponent's court deep middle.
If the opponent receives it by ΘCurve (ΘR), the ball maintains Curve (R), the contact time becomes longer, the ball flies longer, jumpes over the table.
If the ball comes into your court, the third ball will be punched by Shoot⋅Drive (LT).

Return

4.6.1.5. Tactic code: BL-LT

L=LT + ΘLT

You make a service by Shoot⋅Drive (LT) to the BL on the opponent's court deep right.
If the opponent receives it by ΘShoot⋅Drive (ΘLT), the ball will be Shoot (L) and jumps over the table.
If the ball comes into your court, the third ball will be struck by Curve⋅Drive (RT).

Return

4.6.1.6. Tactic code: BL-RT

RE=RT + ΘLT

You make a service by Curve⋅Drive(RT) to the BL on the opponent's court deep right.
If the opponent receives it strongly by ΘShoot⋅Drive(ΘLT), the ball will be Flight(RE) and jumps over the endline.
If the ball comes into your court, the third ball will be struck by Shoot⋅Drive (LT).

Return

4.6.1.7. Tactic code: BL-T

L=T + ΘLT

You make a service by Drive (T) to the BL on the opponent's court deep right.
If the opponent receives it strongly by ΘShoot⋅Drive (ΘLT), the ball will be Shoot (L) and jumps over the table.
If the ball comes into your court, the third ball will be struck by Curve⋅Drive (RT).

Return

4.6.1.8. Tactic code: FH-RT

R=RT + ΘRT

You make a service with a fast ball of low trajectory by Curve⋅Drive (RT) to the FH on the opponent's court left side.
If the opponent receives it strongly by ΘCurve⋅Drive (ΘRT), the ball will be Curve (R), jumpes over the table.
If the ball comes into your court, the third ball will be struck by Shoot⋅Drive (LT).

Return

4.6.1.9. Tactic code: FH-HT

HR=HT + ΘRT

You make a service by Hcort⋅Drive (HT) to the FH on the opponent's court left.
If the opponent receives it strongly by ΘCurve⋅Drive (ΘRT), the ball will be Hcork⋅Curve (HR), jumpes over the table.
If the ball comes into your court, the third ball will be struck by Fcork⋅Shoot (FL).

Return

4.6.1.10. Tactic code: BH-LT

=LT + ΘRT

You make a service by Shoot⋅Drive (LT) to the BH on the opponent's court right side.
If the opponent receives it strongly by ΘCurve⋅Drive (ΘRT), the ball will be Shoot (L), jumpes over the table.
If the ball comes into your court, the third ball will be struck by Curve⋅Drive (RT).

Return

4.6.1.11. Tactic code: FS-B

RE=B + ΘRB

You make a service by Cut (B) to the FS on the opponent's court left side near the net.
If the opponent receives it strongly by ΘCurve⋅Cut(ΘRB), the ball receives the reaction force from the rubber, it will be Flight(RE) and get caught in the net.
If the ball comes into your court, you connect by Shoot (L), and will struck by Curve⋅Drive (RT) at the fifth ball.

Return

4.6.1.12. Tactic code: FS-K

T=K + ΘB

You make a service by Knuckle (K) to the FS on the opponent's court left side near the net, as if it were Cut. If the opponent supposes as Cut and receives by Juggling or ΘCut (ΘB), the ball will be Drive (T) and returned to you at the best condition.
If the ball comes into your court, the third ball will be struck by Curve⋅Drive (RT).

Return