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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. 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 penhold grip is so-named because one grips the racket similarly to the way one holds a writing instrument. 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 touching one another.

Japanese and 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. 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 s in which a penholder uses both sides of the racket to hit the ball, where the player produces a backhand stroke most often topspin known as a reverse penhold backhand 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.

The shakehand grip is so-named because the racket is grasped as if one is performing a handshake. 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.

The Seemiller grip is named after the American table tennis champion Danny Seemiller, who used it. It is achieved by placing the thumb and index finger on either side of the bottom of the racquet head and holding the handle with the rest of the fingers.

Since only one side of the racquet is used to hit the ball, two contrasting rubber types can be applied to the blade, offering the advantage of 'twiddling' the racket to fool the opponent. Seemiller paired inverted rubber with anti-spin rubber. Many players today combine inverted and long-pipped rubber. The grip is considered exceptional for blocking, especially on the backhand side, and for forehand loops of backspin balls.

Also known as 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. Perfected during the s, [1] [51] the loop is essentially the reverse of the chop. The racket is 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. The counter-hit 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.

Kenta Matsudaira is known for primarily using counter-hit for offense. 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 flip because the backswing is compressed into a quick wrist action. A flip is not a single stroke and can resemble either a loop drive or a loop in its characteristics. What identifies the stroke is that the backswing is compressed into a short wrist flick.

A player will typically execute a smash when the opponent has returned a ball that bounces too high or too close to the net. It is nearly always done with a forehand stroke. Smashing use rapid acceleration to impart as much speed on the ball as possible so that the opponent cannot react in time.

The racket is generally perpendicular to the direction of the stroke. Because the speed is the main aim of this shot, the spin on the ball is often minimal, although it can be applied as well. An offensive table tennis player will think of a rally as a build-up to a winning smash. Smash is used more often with penhold grip.

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. 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 if the push is long or flip if the push is short 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.

Pushing can have advantages in some circumstances, such as when the opponent makes easy mistakes. A chop is the defensive, backspin counterpart to the offensive loop drive. Pong Game Welcome to PongGame. Score to Win 3 5 10 15 Keyboard Sensitivity Low Normal High. Reset Back. Contact Us While using this site, you must agree to PongGame.

Learn More. No, Thanks. I just want to play games right now. Login to Earn XP. Big Screen. Exit Big Screen. The action mode games include: Secret Wall - A section of the dividing line becomes an invisible wall. Instead, the ball will just bounce back to the player who just hit it. If you want to score, you'll have to get the ball around it. Fireball - There's a ring of fire in the center of the field.

Every time the ball enters the ring, the ball gets hotter and hotter and moves faster and faster. If one does, the other ball will keep bouncing around the field, and a new ball will spawn in center court.

The balls can hit and bounce off each other as well. You have to score twice to win the round. Big Ball Little Paddles - The ball is bigger, but the paddles are smaller.

Trace the ball's path through the fog so that you can be in the right spot when it reappears on the other side! Gravity Well - There are voids on the court that mess with the gravitational field. Who knows which way a ball will go if it enters one of these fields? Bumper Ball - Five bumpers are placed in the middle of the court. If the ball hits one of them it will bounce off and go in a different direction. Stay sharp and try to anticipate which direction the ball will go after hitting a bumper!

Blaster - You and your opponent both have blasters! Game controls. Adjust or maximize. Added to your profile favorites. Human validation. Thank you, your vote was recorded and will be displayed soon. Tags All tags. Add this game to your web page Share on Website. Add this game to your web page 3D Ping Pong.



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