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Guide Glossary

Glossary

Table Tennis Glossary

Definitions of key terms: types of spin, stroke techniques, racket grips, training methods, and umpiring terminology.

Types of spin

Topspin
Forward spin — the ball rotates in its direction of travel. Effect: it dips sharply after passing the net and accelerates after bouncing. The hardest type of spin to defend against. Can be played with the forehand (forehand topspin) or backhand.
Backspin (chop, cut)
Backward spin — the ball rotates opposite to its direction of travel. After bouncing off the table it slows down or drifts back slightly. A racket receiving a backspin ball needs to be more open — otherwise the ball goes into the net.
Sidespin
The ball rotates around its vertical axis. After bouncing off the table and off the racket, it changes direction sideways. Most commonly used on serves — especially pendulum and reverse pendulum.
No-spin
A ball with no rotation, or minimal rotation. Often mistaken for backspin by less experienced players — a racket set for backspin will pop a no-spin ball up high. That's exactly the point of "no-spin" serves.

Stroke techniques

Loop (aggressive topspin)
A powerful, aggressive topspin stroke with high racket speed. The basis of attacking play for modern players. Looping a backspin ball and looping a topspin ball (counter-loop) are two different technical elements — counter-looping requires a closed racket angle and speed.
Chop
A defensive stroke with heavy backspin, played from well back off the table. The racket moves from high to low, slicing under the ball. Buys time to recover position and forces the attacker into a difficult racket angle.
Block
A defensive stroke at the table: a short, controlled touch on an incoming topspin ball. The racket is closed — the ball's energy is absorbed. Requires good feel for spin and racket angle.
Push
A backspin stroke played on a low backspin ball. Racket open, forward motion with a slight downward angle. A setup shot — forces the opponent into a difficult first attack.
Flick / flip
An aggressive wrist stroke on short balls at the table. The ball is too short for a full swing, so the flick lets you move over the table and attack. Essential for receiving short serves.
Smash
A powerful, flat stroke on a high ball with little or no spin, or with topspin — the goal is to end the rally immediately. Well executed, the ball travels at 80–100 km/h.

Serves

Pendulum
The arm moves horizontally like a pendulum — contact with the ball happens at the far point of the swing. Generates sidespin combined with backspin or topspin. After bouncing off the table, the ball breaks unpredictably. One of the most commonly used serves at every level. More: serve technique and tactics.
Reverse pendulum
A variant of the pendulum serve — contact happens on the inside of the racket, arm moving left to right. Generates sidespin in the opposite direction to a pendulum serve with a similar arm motion.
Tomahawk
A serve with the arm raised high, struck with a downward-to-the-side motion. Generates strong sidespin. Hard to read because the contact point is high and hidden behind the body.

Racket grips

Shakehand
Holding the racket like shaking hands — thumb on one side of the blade, index finger on the other, remaining fingers wrapping the handle. The dominant grip in Poland, Europe and the Americas. Allows equally strong forehand and backhand play.
Penhold
Holding the racket like a pen — thumb and index finger on one side of the handle, remaining fingers behind the racket. Popular in China, Korea, Japan. The traditional version plays with only one side of the racket; the modern (RPB) version uses both sides.

Training methods

Multiball
A coach or robot feeds balls rapidly from a basket without pause, and the player hits them without collecting. Allows 50–200 strokes in a few minutes. An essential method for mastering new technical elements. Requires at least 50–100 balls and a basket or robot. More: training planning.
Shadow play
Performing technical movements without a ball — just footwork or arm motion. Reinforces the movement pattern. Especially useful for working on footwork.
Robot (training machine)
A device that feeds balls automatically at a set rhythm, direction, and spin. Replaces a coach for multiball, and enables individual training. Cost: 1,500–4,000 PLN for a good robot.

Umpiring terminology

Let
A point that's replayed, with no change to the score. A let is called when: the ball touches the net on a legal serve and lands correctly, a player serves before the receiver is ready, or the serve is disrupted from outside. More: table tennis rules.
Edge ball (kant)
The ball hitting the top or side edge of the table — a point for the striker. Hitting the side panel below the tabletop — a point for the opponent.
Deuce
A score of 10:10 in a game — play continues until one player gets a two-point lead. At 10:10, serve alternates after every point (not every 2 as usual).
Expedite system
After 10 minutes of play in a game, any rally that goes past 13 strokes gives the point to the receiver. Used when both sides play defensively and the match doesn't end.

Frequently asked questions

What's the difference between topspin and forehand topspin?

Topspin is a type of spin (the ball rotates in its direction of travel). Forehand topspin is a specific stroke — a forehand hit with topspin. Topspin can also be played with the backhand.

What is multiball and what is it used for?

Multiball is a training method: a coach or robot feeds balls rapidly from a basket, and the player hits each one. 50–200 strokes in a few minutes — the most effective way to master a new technical element.

How do you tell shakehand from penhold apart?

Shakehand: you hold it like shaking a hand — fingers wrap around the handle. Penhold: you hold it like a pen — thumb and index finger pinch the handle at the top, other fingers rest behind the blade.

What is a let in table tennis?

A let is an undecided point that's replayed with no change to the score. It's called when the ball touches the net on a legal serve and lands correctly, when a player serves before the receiver is ready, or when the serve is disrupted from outside.

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