Part 4. Tactics against Various Rubberers (Service)

4.7. Bird's-eye View of the Whole Service (Penhold grip)

It's a bit harsh to explain the shakehand and think about the penfolder yourself, so I decided to explain it. The opponent here is a pen folder that uses Inverted rubber on both sides. However, the tactics mentioned here are not all. There are various opponents in the world.

It overlaps with the previous section, but let me explain the figure 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

4.7.1 Service Tactics

4.7.1.1 Tactic code: FL-FLT

L=FLT + ΘFT

You make a service by Fcork⋅Shoot⋅Drive(FLT) to the FL-RT on the opponent's court deep left.
If the opponent receives it strongly by ΘFcork⋅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

4.7.1.2 Tactic code: FL-RT

R=RT + ΘRT

You make a service by Curve⋅Drive(RT) to the FL-RB 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(RT)

Return

4.7.1.3 Tactic code: FL-RB

RB=RB + ΘRT

You make a service by Curv⋅Cut(RB) to the FL-RB on the opponent's court deep middle. If the opponent receives it strongly by ΘCurv⋅Drive(ΘRT), the ball keeps Curv⋅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

4.7.1.4 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

4.7.1.5 Tactic code: ML-L

=L + ΘL

You make a service by Shoot(L) to the ML-R on the opponent's court deep right.
If the opponent receives it by ΘShoot(ΘL), the ball maintains 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

4.7.1.6 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

4.7.1.7 Tactic code: BL-F

FLB=F + ΘLT

You make a service by Fcork(F) to the BL on the opponent's court deep left.
If the opponent receives it strongly by ΘShoot⋅Drive(ΘLT), the ball will be Fcork⋅Shoot⋅Cut(FLB) and jumps over from the right table end line.
If the ball comes into your court, the third ball will be struck by Hcork⋅Curve⋅Drive(HRT)).

Return

4.7.1.8 Tactic code: BL-H

HLB=H + ΘLT

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

Return

4.7.1.9 Tactic code: FH-RT

R=RT + ΘRT

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

Return

4.7.1.10 Tactic code: FH-HT

HR=HT + ΘRT

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

Return

4.7.1.11 Tactic code: BH-LT

L=LT + ΘLT

You make a service by Shoot⋅Drive(LT) to the BH-LT on the opponent's court left half long.
If the opponent receives it strongly by ΘShoot⋅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

4.7.1.12 Tactic code: FS-F

F=F + ΘH

You make a service by Fcork(F) to the FS on the opponent's court fore side near the net.
If the opponent receives it strongly by ΘHcork(ΘH), the ball keeps Fcork(F) and the contact time becomes longer, the ball will be returned with easy to hit.
If the ball comes into your court, third ball will struck by Fcork⋅Drive(FT) to the opponent's back side.

Return

4.7.1.13 Tactic code: BS-L

L=L + ΘL

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

Return