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DHS Goldarc Review: 5 and 8. In this review, our employee George takes an in depth look at the two new entries of the DHS Goldarc series.
Review: Tibhar Stratus Power Wood. Review: Donic Ovtcharov Senso V1. Our reviewer Patrick takes a look at the Donic Ovtcharov Senso V1, a blade that plays surprisingly well, which he considers "a wonderfully balanced 7 ply blade with an outstanding feeling and price-performance ratio".
In this review, our employee George takes an in depth look at the first two entries of the Omega VII series. Drawing comparisons between them and the previous Omega V entries.
Follow along as Patrick puts these claims to the test. In this review, our equipment tester Patrick evaluates the Nittaku Ludeack blade series.
Read and find out! But is this really the case? Read the review and find out! Teaser: one of them is blistering fast! Nittaku recently released a gorgeous blade called the Bloodwood.
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Our guest blogger Patrick conducted a blind-test of four rubbers we sent to him. In this post he discovers a super-soft rubber for hitting-based attacking game that turns out to be Neottec Katana.
In this post he discovers a medium-hard do-it-all rubber that turns out to be Nittaku Hammond Power. In this post he discovers a fast catapult machine and a fast looping machine that turn out to be Tibhar Aurus Prime and Aurus Select.
Players are equipped with a laminated wooden racket covered with rubber on one or two sides depending on the grip of the player. The wooden portion of the racket, often referred to as the "blade", commonly features anywhere between one and seven plies of wood, though cork, glass fiber, carbon fiber, aluminum fiber, and Kevlar are sometimes used.
The average size of the blade is about 17 centimetres 6. Table tennis regulations allow different rubber surfaces on each side of the racket.
For example, a player may have a rubber that provides much spin on one side of their racket, and one that provides no spin on the other.
By flipping the racket in play, different types of returns are possible. To help a player distinguish between the rubber used by his opposing player, international rules specify that one side must be red while the other side must be black.
Despite high speed play and rapid exchanges, a player can see clearly what side of the racket was used to hit the ball.
Current rules state that, unless damaged in play, the racket cannot be exchanged for another racket at any time during a match. According to ITTF rule 2.
The correct or incorrect guess gives the "winner" the option to choose to serve, receive, or to choose which side of the table to use.
A common but non-sanctioned method is for the players to play the ball back and forth three times and then play out the point. This is commonly referred to as "serve to play", "rally to serve", "play for serve", or "volley for serve".
In game play, the player serving the ball commences a play. In casual games, many players do not toss the ball upward; however, this is technically illegal and can give the serving player an unfair advantage.
The ball must remain behind the endline and above the upper surface of the table, known as the playing surface, at all times during the service.
If the umpire is doubtful of the legality of a service they may first interrupt play and give a warning to the server.
If the serve is a clear failure or is doubted again by the umpire after the warning, the receiver scores a point.
If the service is "good", then the receiver must make a "good" return by hitting the ball back before it bounces a second time on receiver's side of the table so that the ball passes the net and touches the opponent's court, either directly or after touching the net assembly.
Returning the serve is one of the most difficult parts of the game, as the server's first move is often the least predictable and thus most advantageous shot due to the numerous spin and speed choices at his or her disposal.
A Let is a rally of which the result is not scored, and is called in the following circumstances: . A let is also called foul service, if the ball hits the server's side of the table, if the ball does not pass further than the edge and if the ball hits the table edge and hits the net.
A point is scored by the player for any of several results of the rally: . A game shall be won by the player first scoring 11 points unless both players score 10 points, when the game shall be won by the first player subsequently gaining a lead of 2 points.
A match shall consist of the best of any odd number of games. Service alternates between opponents every two points regardless of winner of the rally until the end of the game, unless both players score ten points or the expedite system is operated, when the sequences of serving and receiving stay the same but each player serves for only one point in turn Deuce.
After each game, players switch sides of the table. In the last possible game of a match, for example the seventh game in a best of seven matches, players change ends when the first player scores five points, regardless of whose turn it is to serve.
If the sequence of serving and receiving is out of turn or the ends are not changed, points scored in the wrong situation are still calculated and the game shall be resumed with the order at the score that has been reached.
In addition to games between individual players, pairs may also play table tennis. Singles and doubles are both played in international competition, including the Olympic Games since and the Commonwealth Games since Men's doubles.
Brothers Dmitry Mazunov and Andrey Mazunov in If a game is unfinished after 10 minutes' play and fewer than 18 points have been scored, the expedite system is initiated.
If the expedite system is introduced while the ball is not in play, the previous receiver shall serve first. Under the expedite system, the server must win the point before the opponent makes 13 consecutive returns or the point goes to the opponent.
The system can also be initiated at any time at the request of both players or pairs. 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.
The stance in table tennis is also known as the 'ready position'. It is the position every player initially adopts when receiving and returns to after playing a shot in order to be prepared to make the next shot.
It involves the feet being spaced wider than shoulder width and a partial crouch being adopted; the crouch is an efficient posture for moving quickly from and also preloads the muscles enabling a more dynamic movement.
The upper torso is positioned slightly forward and the player is looking forwards. The racket is held at the ready with a bent arm. The position should feel balanced and provide a solid base for striking and quick lateral movement.
Players may tailor their stance based upon their personal preferences, and alter it during the game based upon the specific circumstances. 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,   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.
I used the 2. My H2 had an amazing close-to-the-table game. The speed of this rubber was great, and the spin is even better.
There are only very few rubbers I know that can surpass H2 in spin. The only thing I did not like about this rubber is that its far-from-table capability is pretty low.
A LOT of effort must be exerted to make loops work effectively at a distance. I have a friend who uses H2 with a lower density.
His version offers much more control and better far from the table game, BUT its close to the table power is at a deficit with a speed much lower than the one I have.
In order for this rubber to work maximally, you should know what density and thickness fits best with your game beforehand. This is otherwise an awesome rubber.
Butterfly Petr Korbel. With the advent of the new plastic ball I think the Korbel is the new Primorac blade.