Badminton Shots and Strokes Notes PDF
Document Details
Uploaded by WellPositionedBauhaus
Julia Jean Anthonette Quirong Armodio
Tags
Summary
This document details various badminton shots and strokes, including attacking shots, defensive strategies, and different playing styles. It also describes the rules of the game, and includes details on serving, faults, and scores.
Full Transcript
1. Strength, stamina and speed 2. Defense and attack 3. Planning and Imagination 4. Footwork and Fitness 5. Grace and Gentleness 6. The Sense of Badminton as A Game and Sports 7. Sportsmanship Alley – the extension of...
1. Strength, stamina and speed 2. Defense and attack 3. Planning and Imagination 4. Footwork and Fitness 5. Grace and Gentleness 6. The Sense of Badminton as A Game and Sports 7. Sportsmanship Alley – the extension of the court by 1% ft. On both sides for doubles play Back Alley – the area between the back boundary line and the long service line for doubles Backcourt – the back third of the court, in the area of the back-boundary lines Balk (Feint) – any deceptive movement that disconcerts an opponent before or during the service. Baseline – the back boundary line at each end of the court, parallel to the net. Carry- an illegal tactic, also called a sling or a throw, in which the shuttle is caught and held on the racquet and then slung during the execution of a stroke. Center or Base Position - the location in the center of the court to which a singles player tries to return after each shot. Center Line - a line perpendicular to the net that separates the left and right service courts. Clear - A shot hit deep to the opponents back boundary line. The high clear is a defensive shot, while the flatter attacking clear is used offensively. Court – the area of play, as defined by the outer boundary lines. Drive – a fast and low shot that makes a horizontal flight over the net. Drop – a shot hit softly and with finesse to fall rapidly, and close to the net on the opponent’s side. Fault – a violation of the playing rules, either in serving, receiving, or during play. Feint (Balk) – any deceptive movement that disconcerts an opponent before or during the service, Flick - a quick wrist and forearm rotation that surprises an opponent by changing an apparently soft shot into a faster passing one, used primarily on the serve and at the net. Forecourt - the front third of the court, between the net and the short service line. Hairpin Net Shot – a shot made from below and very close to the net with the shuttle rising, just clearing the net, and then dropping sharply down the other side. The shuttle’s flight approximates the shape of a hairpin. Halfcourt Shot – a shot hit low and to midcourt, used effectively in doubles against the up-and- back formation. Kill - a fast downward shot that cannot be returned; a “putaway”. Let - a legitimate cessation of play to allow a rally to be replayed. Long Service Line – In singles, the back boundary line. In doubles a line 2½ ft. Inside the back boundary line. The serve may not go past this line. Match - a series of games to determine a winner. Midcourt - the middle third of the court, halfway between the net and the back boundary line. Net Shot - a shot hit from the forecourt that just clears the net and then falls rapidly. Push Shot - a gentle shot played by pushing the shuttle with little wrist motion, usually from the net or midcourt to the opponent’s midcourt. Racquet (Racket) – an Instrument used by the player to hit the shuttlecock Weights about 90 gms. (5 oz.), is 680 mm. (27 in.) long and is made of metal alloys (steel/aluminum) or from ceramic, graphite by boron composites, and is generally strung with synthetic strings or natural gut. Rally - the exchange of shots while the shuttle is in play Serve (Service) – a stroke used to put the shuttlecock into play at the start of a rally. Service Court – an area into which the serve must be delivered, differs for singles and doubles play. Short Service Line – the line 6 % ft. From the net which a serve must reach to be legal. Shuttlecock (Shuttle) – the official name for the object that the players must hit. It is composed of 16 goose feathers attached to a cork base covered with leather. Synthetic shuttles are also used by some players. Smash – a hard-hit overhead shot that forces the shuttle sharply downward. The Badminton’s primary attacking stroke. Wood Shot -a shot that results when the base of the shuttle is hit by the frame of the racket. Once illegal, but it has been accepted as part of the rules by the International Badminton Federation in 1963. SHOTS AND STROKES PHYSICAL EDUCATION 3 JULIA JEAN ANTHONETTE QUIRONG ARMODIA 1. ATTACKING SHOTS 1. A shot kill a downward. Trajectory: includes smashes, half smashes, and drives. 2. BACKHAND All shots played on non racquet side of the body. 3. BLOCK A type of shot executed by holding the racket, stationary in the path of a smashed shuttle so that it rebounds into the opponent’s court. 4. CLEAR A shot hit high and near the opponent back boundary line. It maybe an attacking or defensive clear, depending on trajectory. 5. DRIVE A fast shot that has a flat flight trajectory as it passes over the net. 6. DRIVE SERVE A hard quick serve with a flat trajectory; usually hit at the receivers racquet shoulder. 7. DROP SHOT A shot hit so that it barely clears the net, and falls rapidly in the opponent court between the net and the short service line. 8. FREEHAND All shots played on the racquet side of the body. 9. HALF SMASH An overhead shot hit at a steep downward angle, but with little force, so it lands in the front court, used deceptively when the opponent is expecting a smash. 10. JUMP SMASH An advantage technique for executing the smash with more power and a steeper downward trajectory. Both feet are on the floor, often doing a hitch or scissors kick during the hitting action. 11. KILL Also called a put away. A smash that cannot be returned. 12. LIFT To hit a shuttle in with an upward trajectory, a defensive return. 13. NET SHOT Any shot hit from the frontcourt, most often a drop shot, or under hand clear. 14. PUSH A type of shot frequently used to return a low short served in doubles. A frying pan grip is used to place the shuttle about halfway into the opponent court, usually into a side alley. 15. SERVE The shot used to put the shuttle into the play at the start of each point. 16. OVERHEAD Also known as overhead and smash, a stroke played from the height above the head. 17. SIDE ARMS The stroking motion used to hit shots from near the forehead sidelines when the shuttle is about the net top height. 18. SMASH An overhead shot fit forcefully at a steep downward angle, the primary offensive shot in badminton. 19. UNDERHAND A stroke executed as the racquet contacts the shuttle below waist level with a lifting motion, such as in executing a serve or a clear from near the net. STYLES AND PLAYS DECEPTION DEFUSE FINESSE OFFENSE RUSH THE SENSE 1. 1. DECEPTION The art of deceiving ones opponent by feinting or by disguising a shots direction until the least match. 2. DEFUSE The state of being under attack by ones and high clears. 3.FINESSE To hit a shot with dedicate touch, or cleverly, or craftily in its placement as opposed to using sheer power. 4. OFFENSE The state of being on the attack; a style of play consisting mainly of attacking clears, fast drops, drives, and smashes. 5. RUSH THE SENSE A quick move towards the net in an attempt by the receiver to smash or drive a low serve before it drops below net top level. It is used primarily in doubles. MOVEMENTS EXTENSIONS FLEXION FOLLOW THROUGH FOOTWORK LUNGE PIVOT SHUFFLE STEPS 1. 1. EXTENSIONS The act of straightening the elbow and/or wrist, which causes the racquet head to move faster than the arm and hand; a major source major. 2. FLEXION The act of bending the wrist towards the inside of the forearms, thus increasing racquet-head speed; a major source of power, especially when smashing the shuttle. 3. FOLLOW THROUGH The part of the stroke that occurs after the racquet strikes the shuttle. 4. FOOTWORK The pattern of foot movements both in preparing to hit the shuttle and in returning to the base position. 5. LUNGE A long stride forward with the racquet foot for the purpose of hitting an underhand stroke (clear or drop shot). 6. PIVOT To turn on the ball of one foot and the heel of the other by lifting the heel of the former and the ball of the latter. 7. SHUFFLE STEPS A series of short steps in which the feet never cross each other, technique used to move into position to hit a shuttle that cannot be reached with one long step. FAULTS AND ILLEGAL TACTICS FAULT FEINT OBSTRUCTION UNSIGHT FAULT A violation of the rules that results in loss of service or loss of a point I receiving. FEINT A movement made with the intent to deceive. This is legal during rallies but illegal during a serve. OBSTRUCTION An illegal tactic in which one hinders an opponent from making a shot by warning the racquet to distract him or her by encroaching across the net with one's racquet. UNSIGHT In doubles, to stand in such a way that an opponent cannot see the serve being delivered. This is an obstruction and it is illegal. SERVICE AND LOSS OF SERVE FIRST SERVER INSIDE LET OUTSIDE SECOND SERVER SIDE OUT FIRST SERVER In doubles, the player who serve first for a side during an inning. INSIDE The side that holds the serve. LET Any incident that interferes with plays and requires the replay of a point; often caused by the intrusion of shuttle or player from an adjacent court. OUTSIDE The side that is receiving the serve. SECOND SERVER In doubles, the partner who serves last in each half inning, often his or her partner has lost a serve. SIDE OUT An event that occurs when the server has lost the rally and the serve goes to the opponent or opponents on the other side of the net. In doubles (except in the first half of the first inning), a side out occurs after both partners have served and lost their service. POINTS AND SCORING FAULT GAME GAME POINT LOVE ALL POINT FAULT See "Faults and Illegal Tactics" GAME 15 points in men's singles and all doubles play, while 11 points and in women's singles 11. GAME POINT A point, which if won by the server, ends the game. LOVE ALL Used at the beginning of a game, indicates a score of 0-0 also used when the game has been set. POINT Smallest unit in scoring, fifteen points constitutes a game, except in women's singles where 11 points wins. RULES OF THE GAME IVY CLAIR ARAZAN PLAYERS A. “Player” applies to all those taking part in the match. B. The game shall be played, in the case of doubles, by two players a side. or in the case of singles, by one player a side. C. The side having the right to serve shall be called the serving side and the opposing side shall be called the receiving side. TOSS ❖ Before commencing the play, the opposing sides shall toss and the side winning the toss shall exercise the choice in either rule 1 or rule 2. RULE 1: To serve first RULE 2: To choose the side of the court NOTE: The player who loss in the toss shall then exercise the remaining choice. SCORING A. The opposing side shall play the best of three games unless otherwise arranged. B. Only the serving side can add a point to its score. C. In doubles and mens singles, a game is won by the first side to score 15 points, except as provide in rule f. F. In ladies singles, a game is won by the first side to score 11 points, except as provided in rule f. SCORING E. In case of ties: ▪ If the score become 19 all or 14 all (9 or 10 all in ladies' singles), the side which first scored 13 or 14 (9 or 10) shall have the choice of "setting" or "not setting" the game (Rule A). ▪ This choice can only be made when the score is first reached and must be made before the next service is delivered. ▪ The relevant side (Rule e. 1) is given the opportunity to set all at 14 all (10 all in Ladies' singles), despite any previous decision not to set by that side,or the opposing side by 13 all (9 all in Ladies' singles). SCORING F. If the game has been set, the score is called "Love" all, and the side scoring the set number of points (Rule 1 - 4 below) wins the game. ▪ 13 all set to 5 points ▪ 14 all set to 3 points ▪ 9 all set to 3 points ▪ 10 all set to 2 points CHANGES OF ENDS ❖ Players shall change ends: 1. at the end of the first game 2. prior to the beginning of the third game (if any); and 3. in the third game, or in one game match, when the leading score reaches; 6 in a game of 11 points 8 in a game of 15 points A. In a correct service: SERVICE 1. Neither side shall cause undue delay to the delivery of the service 2. The server and the receiver shall stand within diagonally opposite service without touching the boundary lines of these service courts; some part of both feet of the server and receiver must remain in contact with the surface of the court in a stationary position until the service is delivered (Rule 5.d). 3. The server's racket shall initially hit the base of the shuttles while the whole of the shuttle is below the server's waist. 4. The shaft of the server's racket at the instant of hitting the extent that the whole of the head of the racket is discernibly below the entire hand of the server holding the racket. SERVICE 5. The movement of the server's racket must continue forward after the start of the service (Rule 5.b), until the service is delivered. 6. The flight of the shuttles shall be upward from the server's racket to pass over the net, so that, if not intercepted, it falls in the receiver's service court. B. Once a player has taken his position, the first forward movement on the server's racket is the start of the service court. C. The player shall not sere until the receiver is ready, if a return of service is attempted. D. The service is delivered when, once started (Rule 5.b), the shuttle is hit by server's racket, or the shuttle lands on the floor. E. In doubles, the partners may take up any positions which do not distract the opposing server or receiver. SINGLES A. The players shall serve from, and receive in their respective right service courts, when the server has not scored, or has scored an even number of points in that game. B. The players shall serve from, and receive in their respective left service courts, when the server has scored an odd number of points in that game. C. If a game is set, the total points scored by the server in that game shall be used to apply Rule 6.a and 6.b. SINGLES D. The shuttle is hit alternatively by the server and the receiver, until a "fault" is made, or the shuttle ceases to be in play because it touches the surface of the court inside the receiver's court. The server earns a point. The server serves again from the alternative service court. E. If the server makes a "fault" or when the shuttle ceases to be in play because it touches the surface of the court inside the servers court, the server loses the right to continue serving, and the receiver then becomes the server, with no point scored by either player. 7. DOUBLES a. At the start of the game and each time a side gains the right to serve, the service shall be delivered from the right service court. b. Only the receiver shall return the service; should the shuttle touch or is hit by the receiver's partner, the serving side scores a point. c. 1. After the service is returned, the shuttle is hit by either player of the serving side, and then by either players of the receiving side, and so on, until the shuttle ceases to be hit in play. 2. After the service is returned, the player may hit the shuttle from any position on that player's side of the net. d. 1. If the serving side makes a "fault", or the shuttle ceases to be in play because it touches the surface of the court inside the receiving side's court, the serving side scores a point, and the server serves again. 2. If the serving side makes a "fault" or the shuttle ceases to be in play because it touches the surface of the court, the server loses the right to continue serving, with no point scored by either side. e. 1. The player who serves at the start of the game shall serve from or receive in the right court when that player's side has no, scored or has scored an even number of points in that game and left service court otherwise. 2. The player who receives at the start of any game shall receive in, or serve from, the right service court when that player's side has not scored, or has scored an even number of points in that game, and the left service court otherwise. 3. The reverse pattern applies to the partners. 4. If a game is set, the total points scored by a side that game shall apply Rules 7e.1 to 7.e.3. f. Service in any turn of serving shall be delivered from alternate service courts, except as provided in Rules 8 and 10. g. The right to serve consecutively from the initial server in any game to the initial receiver in that game, and then consecutively from the player's partner, and then to one of the opponents, and then opponent's partner, and so on. h. No player shall serve out of turn, or receive two consecutive services in the same game except as provided in Rules 8 and 10. i. Either player on the winning side may serve first in the next game, and either player of the losing side may serve. 8. Service Court Errors a. Service Court Errors A service court error is made when player: 1. Has served out of turn; 2. Has served from the wrong service court; or 3. Standing in the wrong service court, was prepared to receive the service and it had been delivered. b. When a service court error has been made, then; 1. If the error is discovered before the next service is delivered, it is a "let" unless only one side was at fault and lost the rally, in which case the error shall not be corrected. 2. If the error is not discovered before the next service is delivered, the error shall not be corrected. c. If there is a "let" because of a service court error, the rally is replayed with the error connected. d. If a service court error is not to be corrected, play in that game shall proceed without changing the players' new service courts (nor, when relevant, the new order serving). 9. Faults The following are considered faults: a. If a service is not corrected (Rule 5.a) b. If the server, is attempting to serve, misses the shuttle. c. If after passing over the net on service, the shuttle is caught in or on the net. d. If in play, the shuttle: 1. lands outside the boundaries of the court. 2. passes through or under the net. 3. fails to pass the net. 4. touches the roof, ceiling or side walls. 5. touches the person or dress of a player. 6. touches any object, or person outside the immediate surroundings of the court. (When necessary on account of the structure of the building, the local badminton authority may subject to the right of veto of its national organization, make by - laws dealing with cases in which a shuttle touches an obstruction.) e. If in play, the initial point of contact with the shuttle is not on the striker's side of the net. (The striker may, however, follow the shuttle over the net with the racket in the course of a stroke) f. If the shuttle is in play, a player: 1. Invades an opponent's court with racket or person in any degree except as permitted in Rule 9.e. 2. Prevents an opponent from making a legal stroke where the shuttle is followed over the net. g. If in any player deliberately distracts an opponent by any actio, such as shouting or making gestures. h. If in play, the shuttle: 1. is caught and held on the racket and then slung during the execution of a stroke. 2. is hit twice in succession by the same player with two strokes 3. is hit by a player and the player's partners successively. i. If a player is guilty of flagrant, repeated or persistent offences under Rule 12. 10. Lets "Let" is called by the umpire, or by a player (if there is no umpire) to halt a play. a. A "let" may be given for any unforeseen or accidental occurrence. b. If a shuttle, after passing over the net, is caught in or on the net, it is a let except during service. c. If during service, the receiver and the server are both faulted at the same time, it shall be a "let" d. If a player serves before the receiver is ready, it shall be a "let“ If during play, the shuttle disintegrates and the base completely separates from the rest of the shuttle, it shall be a "let. f. If a line Judge is unsighted, and the Umpire is unable to make a decision, it shall be a "let.“ g. When a "let" occurs, the play since the last service shall not be counted, and the player shall serve again, except when Rule 8 is applicable. 11. Shuttle Not in Play A shuttle is not in play when: a. it strikes the net and remains attached there or suspended on top. b. it strikes the net or the post, and starts to fall towards the surface of the court on the striker's side of the net. c. it hits the surface of the court. d. A "fault" or "let" has occurred. 12. Continuous Play, Misconduct, Penalties a. Play shall be continued from the first service until the match is concluded, except as followed in Rule 12. c. b. An interval not exceeding 5 minutes is allowed between the second and the third games of all matches in all of the following situations: 1. in international competitive events. 2. in all other matches (unless the National Organization has previously published a decision not allow such an interval) c. When necessitated by circumstances, not within the control of the players, the umpire may suspend play for such a period, as the umpire may consider necessary. If play is suspended, the existing score shall stand and play is returned from their point. d. Under no circumstances shall play be suspended to enable a player to recover his strength or wing, or to receive instruction or advice. e. 1. Except in the intervals provided in Rules 12.a and 12.c, no player shall be permitted to receive advice during match. 2. Except at the conclusion of a match, no player shall leave the court without the umpire's consent. f. The umpire shall be the sole judge of any suspension of play. g. A player shall not: 1. deliberately cause suspension of play. 2. deliberately interfere with the speed of the shuttle. 3. behave in an offensive manner. 4. be guilty of misconduct not otherwise covered by the Laws of Badminton. h. The umpire shall administer any breach of Rules 12d, 12e or 12g. 1. Issuing a warning to the offending side. 2. Faulting the offending side, if previously warned. 3. In cases of flagrant offense, faulting the offending side, and reporting the offending side immediately to the referee, who shall have the power to disqualify. 13. Officials and Appeals a. The referee is the overall charge of the tournament or event of which a match forms. b. The umpire, when appointed, is in charge of the match, the court, and its immediate surroundings. The umpire shall report to the referee. In the absence of the referee, the umpire shall report instead to the official for the game. c. The service judge shall call service faults made by the server. d. Aline judge shall indicate whether a shuttle is "in" or "out" An umpire shall. e. An umpire shall: 1. Uphold and enforce the Laws of Badminton and, especially call a "fault" or "let," should either occur, without appeal being made by the players; 2. Give a decision on any appeal regarding a point of dispute, if made before the next service is delivered: 3. Ensure players and spectators are kept informed of the progress of the match. 4. Appoint or remove line Judge or service Judge in consultation with the referee; 5. Not overrule the decision of Line Judges and the Service Judge on points of fact. f. 1. Where another court official is not appointed, arranged for their duties to be carried out; 2. Where an appointed official is unsighted, carry out the official's duties or play a "let“ g. Decide upon suspension of play. h. Record and report to the referee all matters in relation to Rule 12. i. Take to the referee all unsatisfied appeals on questions of Law only (such appeals must be made before the next service is delivered, or, if at the end of a game, before the side that appeals has left the court).