Table Tennis Terminology

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Backspin: Same as underspin.

Bat: Same as racket.

Blade: See 1.3.USATT Rules section 4

Block: Usually a topspin shot performed to counter another topspin shot, namely, to counter a loop. This stroke is executed very close to the table, often before the top of the bounce of the ball. The blocker usually just angles his blade so that the ball goes back to the other side of the table. He utilizes the opponents speed and spin to put the ball back.

Chop: A chop is a heavy underspin shot. I it usually executed away from the table and below the tabletop. A chop forces the ball to drop downwards when it hits an opponents paddle.

Drive: The basic topspin shot executed close to the table. Also called a counter, counterdrive, or smash.

Drop shot: Short placement - very close to the net. A key point in making a drop shot is to not allow the ball to fall off the table after the first bounce. i.e. Drop shots should bounce at least twice on the opponents side of the table before falling off.

Flick: Also called flip. A topspin shot generated over the table close to the net, usually with the power generated only from the upper arm or the wrist. Used to start offense on a short ball.

Flip: Same as twirl. Second definition of Flick.

ITTF: International Table Tennis Federation, founded 1926, is the world governing body of the sport, and its members are the table tennis Associations of more than 140 countries; headquarter at 53 London Rd, St Leonards-on-Sea, East Sussex TN34 6AY, England, UK.

Junk: Rubber that produce no spin, such as anti-spin and long-pips.

Let: See 1.3. USATT Rules section 10 & 5.2

Lob: Usually used when in the player is in the backcourt in a defensive situation. The player hits the ball as high as he can&emdash;usually with a combination of topspin and sidespin. The deeper the ball lands on the table, the more difficult it will be for his opponent to smash.

Loop: The shot that currently dominates the sport. This is an extreme topspin shot. Once the Mazunov brothers (Russia) won a spin competition being 'clocked' at 9000 rpm. A loop, when executed properly can curve in the air as a curveball does in baseball. This curve allows the player to hit the ball harder and still rely on the spin of the ball to cause the ball to dive down onto the table. Also, a loop will 'skip' on the table top taking sharp changes in directions. A loop will also tend to 'pop' upwards when it strikes the opponents racket. The opponent has to deal with 1) a curving ball, 2) a ball that changes directions when it hits the table, and 3) a ball that will jump off his racket unpredictably unless he compensates for spin. A loop will also counter heavy spin (topspin or underspin) from an opponent. It can be executed above or below the tabletop, close or far away from the table.

Paddle: Same as racket.

Point: See 1.3. USATT Rules section 11 & 5.3

Ping Pong: an American table tennis equipment trademark, often referred to the game of table tennis by the general public.

Push: A push is an underspin shot executed over the table, and usually close to the net. This is a passive shot that is used when it is impossible to attack a ball.

Racket: See 1.3. USATT Rules section 4

Reglue: See speedglue.

Rubber: See 1.3. USATT Rules section 4.5

Sidespin: Spin placed on a ball to allow it to curve left or right in the air. Usually utilized in combination with the topspin of a loop.

Speedglue: See 3.4. Speedglue.

Spin: The rotation of a ball.

Topspin: Spin placed on a ball to allow it to curve down onto the table.

Twiddle: Same as twirl.

Twirl: Turning of the paddle, used for confusing opponents on which side of the paddle is being used. Not as deceptive now due to the two color law, namely black on one side and bright red on the other side. Usually utilized with combination bat.