Sunday, 27 November 2011

Basic Badminton Strategy

Badminton is a very tactical and strategic game. Basically you need to keep returning the shuttle for longer than the opponent whilst trying to outwit them, and move them around the court using a variety of shots, with disguise if possible. Being a quick thinker is important to make decisions about what shot to play, in the limited time players have to return the shuttle effectively.

For beginners to badminton the main points to focus on are:
  • Hitting the shuttle consistently high and deep to give time to recover.
  • Try to aim shots to the opponents weaker side (usually backhand), to give the advantage off a weak return.
  • Try to place shots before adding more power, because more power will usually result in more errors.
  • Try to keep the opponent on the move as much as possible and not play me to you badminton. This is when two players just stand in the center of the court and hit the shuttle back and forth between them. Try moving the opponent from the net to the back and from the forehand to backhand side to fatigue them quicker.
  • Keep winning, keep playing the same way
  • Keep losing change the style of play
  • Try to change the speed of play, by mixing up shots. For example hit some slower shots, such as, drop shots and net shots, with faster shots in between, such as, smashes, and drives.
  • Always play to personal strengths and try to exploit the opponents weaknesses. 
At any given moment during a doubles rally, you are in one of three situations:
  • Attacking
  • Defending
  • Fighting for who gets the next attack

Attacking


Doubles attacking formation
One player smashes from the rearcourt while his partner stands towards the front
When attacking, you should adopt a formation with one player in the rearcourt, and the other player towards the front of the court.
The rear player will cover most shots to the rearcourt, continuing to play smashes or drop shots; the forwards player will cover replies to the net or midcourt, either playing kills or shots that provoke another lift.

Defending


Doubles defending formation
The defending players stand side-by-side to cover the court
When defending, you must adopt a side-by-side formation so that you can cover the full width of the doubles court. If you can’t cover the full width of the court, then you will lose the rally immediately to any well-placed smash (or even a drop shot).
You should stand about one step back from the middle of the court, to give yourselves time to react to the smash. If either of you stands near the net, then he will be vulnerable to a smash.

Fighting for the next attack

When both sides are fighting for the attack, they both tend to start in a defensive side-by-side position. As one side gains the advantage, one of their players will move forwards to claim the front of the court, and their attack will begin.

Attack Shots from back

Smashes: your most powerful weapon

The back player should mainly play smashes, because the smash is the best attacking shot. It’s tactically sound to play four smashes in a row (or even more).
This idea is important, but often neglected because many club players believe that playing multiple consecutive smashes shows inexperience and a poor understanding of tactics. They say this because their smashes are weak, because their movement is slow, or because they are lazy!
If you have a good smash, use it—and use it more frequently than your drop shots.

Drop shots: changing the pace

Although the smash is your best attacking shot, you should also consider using drop shots as a variation.
Drop shots can win the rally, but this is rare at high levels of play. More commonly, the drop shot provokes a short lift which you can follow with a winning smash.
When you play several smashes in a row, your opponents often start to become fixed in their defensive positions—their feet are rooted to the floor. If your attack has been especially fierce, they may also begin to back off farther from the net; and they may no longer be mentally prepared for anything but a smash.
This is the best time to play a drop shot, because it disrupts your opponents’ defensive rhythm. Disrupting your opponents’ rhythm is a useful tactical device, and can be achieved in several different ways; in this case, it take the form of changing the pace of your shots (from fast to slow).

Use fast drops (which land about the service line), not slow drops (which land near the net). Slow drops give your opponents far too much time: they can take the shuttlecock near the net tape.
Slow drops are great against slow opponents, because the shuttlecock falls tight to the net. Against fast opponents, however, you should reserve slow drops for when an opponent is out of position (too far back) and will be late moving forwards. In this situation, the slow drop can be an outright winner, or otherwise provoke a very short lift.

Clears: how to lose the attack in one shot

Never play a clear in doubles unless you have a compelling reason to do so!
Playing a clear is like saying to your opponents, It’s only fair that I let you take a turn attacking. As soon as you clear, they can start smashing.
There are only two good reasons to play a clear in doubles:
  • You are too vulnerable to attempt an attack (very late to the shuttle, partner badly out of position…).
  • You see that your opponents are out of position and will make a weak reply.
When you’re in trouble, play the clear high so that you have more time to recover.
When you spot that your opponents are failing to cover a rear corner, however, play the clear lower—just high enough to get past them—so that they will have less time.

The front player’s choice of shot

Net kills: the best shot in the game

They’re called kills for a reason! A good net kill is almost certain to win the rally. Always play them when you get the chance.
When the kill is much flatter—more like a downwards net drive—the decision is not so clear-cut. It’s still a good shot, but a tight spinning net shot may be better: wait one more shot, and then you can play a proper kill.

Net shots: threaten a kill, force a lift

A good net shot will maintain your attack by forcing the opponents to lift the shuttlecock; after the lift, your partner can continue smashing.
It’s important that, after playing a net shot, you move in to cover any possible net replies: you are threatening to play a net kill if the opponents play a net shot. It’s this threat of a kill that forces the lift.

Pushes: using the open space

Normally net shots are better than pushes; but sometimes a push is necessary to counter your opponent’s attempt to steal the attack. Imagine the following situation:
  1. Your partner plays a straight smash.
  2. Your opponent blocks the smash cross-court, and moves forwards (and across) to claim the net.
When you reach the shuttlecock, it is just below net height, between the net and the short service line. Your opponent is now encroaching on the net, but has only just crossed the middle line. You have four possible shots:
  • Net shot
  • Drive
  • Push
  • Lift
Obviously you don’t want to play a lift if you can avoid it. A drive may be a good option, but the opposing back player has a good chance to counter-attack it.
The net shot would be nice, but because it’s a slow shot, your opponent will be able to reach it and counter-attack with a drive, with his own net shot, or even a kill if he’s really fast.
This is a good situation to use the push. Aim to push the shuttle straight into the tramlines, landing a little beyond the short service line.
The push has more pace than the net shot—just enough pace to get it past the front player. But because it’s slower than the drive, it falls well below net height before the back player can reach it. As a result, he will have to play a lift (or attempt a risky counter-attack).
You can vary the placement of your pushes depending on the situation. The idea is to find the gap in the opponents’ formation, and hit the shuttlecock with just enough pace to make it past the forwards player.
When your opponents are not challenging you at the net, however, use a net shot instead.

Drives: direct pressure

If you are taking the shuttlecock from below net height, a drive is normally a bad idea. You would probably be better off playing a net shot, with the idea of setting up your partner to continue smashing.
When the shuttlecock is slightly higher than net height, however, the front player also has the option of a direct attack: he can play a drive instead of a net shot. This is especially effective when you are near the net, because your opponents have little time to react.
In this situation, you would normally aim your drives directly at the opponents, hoping for a weak reply.

Lifts: the last resort

Playing a lift concedes the attack.
You must be realistic, however. Often your opponents will play a good counter-attacking shot, and will quickly move to cover all your attacking options. Yes, playing a lift allows your opponents to smash; but playing a fanciful net shot allows them to win the rally immediately with a net kill.
The most common delusion is this: playing a cross-court net shot from near the floor, desperately hoping to continue your attack. It won’t work unless your opponent is half asleep; play a lift instead.

Defending against the smash

There are four possible replies to a smash:
  • Lift
  • Drive
  • Block to the net
  • Push to the midcourt

Lifts

Lifts allow the opponents to continue smashing, but they are often necessary because the attack is too strong to be countered immediately. A poor counter-attacking shot will lose you the rally.
For example: under the pressure of a fierce smash, you try playing a block to the net, in order to regain the attack. Unfortunately you fail to control the shot, and your block is too loose. The front player kills it.
Even at the world-class level, you will see many lifts. This is because the attack is ferocious, and the defenders are biding their time, waiting for a better opportunity to counter-attack: waiting for a smash that is just a little slower, less steep, or less well-placed.
So whenever you are unable to play a good counter-attacking shot, play a lift, and look for the next opportunity to counter-attack.

Drives

Drives are an excellent counter-attacking shot, especially against flat smashes. The main aim of a drive is to get the shuttlecock beyond the front player, so that he cannot intercept it.
When the front player stands too far forward (say, on the short service line), drives are the shot of choice: it will be relatively easy to get the shuttlecock past him in this position.
If this happens, then you must still be prepared to fight for the attack. The rear player may be able to play a counter-drive, or a shot to the net. Nevertheless you have improved your situation greatly; and in many cases, your drive alone will be enough to gain the attack outright.
The front player will try to intercept your drive first, however. If he succeeds, you’re probably in trouble.

Blocks to the net

A block to the net is a direct challenge to the front player. Blocks are especially effective when the front player stands farther back from the net, in a position to intercept drives.
It’s essential that your blocks are not too loopy and slow; they need a bit of pace. Playing a slow block gives the front player too much time, and he will meet the shuttlecock almost as it crosses the tape (then you lose).
If you play a block, follow it in to the net. This is standard even when you have blocked cross-court, because you can start moving before your partner realises what shot you played (and your partner will also be well placed to become the rearcourt attacker). The only common exception is for the man in mixed doubles, who should usually leave his woman partner to take the net position.
Following the block means you can challenge the front attacker for control of the net, pressuring him to play a lift. If you just hang back and watch your shot instead, he can play a net shot—even a loose one—because no-one is covering it.

Pushes

A push is much the same as a block, but with extra pace. Unlike a block, however, you’re aiming to get the shuttlecock just past the front player, to fall in the midcourt.
As with drives, pushes can be more effective when the front player has moved farther forwards than usual. Because pushes are slower than drives, however, it’s more difficult to sneak one past the front player; but if you succeed, then the back player will probably be forced to play a lift.
Successful pushes are among the best counter-attacking shots, but you need good judgement to spot the right time to use them. They are usually more risky than drives, but also more rewarding.

Defending against drop shots

Your choice of reply depends heavily upon how early you can take the shuttlecock. Most of the time you will be reaching it well below net height, and here your only viable option is a lift.
If you are able to reach it earlier, however, you should consider counter-attacking shots. The best shot is a net kill, but this is only possible when your opponent has played a very weak shot. Nevertheless this does happen, even at the highest levels of play; and you must make the effort to take advantage of your opponent’s mistake!
If you are taking it slightly below net height, then net shots, drives, and pushes are good options (again, use the push to get the shuttlecock past the front player, but in front of the rear player).
Be careful of playing a drive if it will travel to the back player’s forehand!

    Sunday, 20 November 2011

    Badminton Shots

     Smash: when the shuttlecock comes to you at a high level in the midcourt area, hitting it aggressively towards the opponent's floor, to finish the rally.

    Dropshot: hitting the shuttlecock downwards towards the opponent's forecourt.

    Clear: hitting the shuttlecock high to the opponent's backcourt. Clear shots are of two types - defensive clear and attacking clear.

    backhand overhead clear:  As with the forehand clear, the purpose of this shot is to get the shuttle over your opponents head and force them as close to the rear court as you can.

    Serving
    Long Serve: High serve is mostly used in singles. A good high service must be high and lands in between the two baselines at the rearcourt. The high serve is considered as a defensive serve because it gives the player sufficient time while the shuttle is high up on the air. It will put you in a less vulnerable position. One of the advantages of this serve is that it forces your opponent back to the base line and open up his court.

    Short Serve: The low serve is used when a player wants to attack. Most attacking players in singles uses the low serve because they have to keep their shots low so that it will open up an opportunity for the kill. The low serve is also used when your opponent's attack is strong because they will have less opportunity to attack when you keep the shuttle low.

    Backhand Serve: Backhand serve employs more wristwork compared to the forehand serve. You just need to flick a little bit of your wrist in order to produce a low backhand serve unlike the forehand serve which players use other parts of their arm as well.

    Badminton Grips

    Forehand grip:
    Hold the racket head with your non-playing hand so that the handle points towards you.
    - Your racket face shall be perpendicular to the floor.
    - Place your playing hand on the handle as if you are shaking hands with it.
    - There shall be a V shape in between your thumb and your index finger.
    - The racket handle shall rest loosely in your fingers for greater flexibility.
    - You can try shortening your grip and place it nearer to the shaft to increase control and accuracy when serving and hitting from the forecourt and midcourt.


    Backhand grip:
    This grip is used to hit shots that are on the backhand side of your body.
    - Hold the racket as you would on a forehand grip.
    - Turn the racket anti-clockwise so that the V shape moves leftwards.
    - Place your thumb against the back bevel of the handle for greater leverage and power.
    - The racket handle shall also rest loosely in your fingers.
    - Can try shortening your grip and place it nearer to the shaft to increase control and accuracy when serving and hitting from the forecourt and midcourt.


     

    Badminton Rally Point Serving and Scoring System

    A match consists of the best of 3 games of 21 points.
    The side winning a rally adds a point to its score.
    At 20 all, the side which gains a 2 point lead first, wins that game.
    At 29 all, the side scoring the 30th point, wins that game.
    The side winning a game serves first in the next game.
    Intervals and Change of Ends
    When the leading score reaches 11 points, players have a 60 second interval.
    A 2 minute interval between each game is allowed.
    In the third game, players change ends when a side scores ll. Points.
    Singles
    At the beginning of the game and when the score is even, the server serves from the right service court.  When it is odd, the server serves from the left service court.
    If the server wins a rally, the server scores a point and then serves again from alternate service court.
    If the receiver wins a rally, the receiver scores a point and becomes the new server.
    Doubles
    There is only one serve in doubles (see attached diagram).  The service passes consecutively to the players as shown in the attached diagram.
    At the beginning of the game and when the score is even, the server serves from the right court.  When it is odd, the server serves from the left court.
    If the serving side wins a rally, the serving side scores a point and the same server serves again from the alternate service court.
    If the receiving side wins a rally, the receiving side scores a point.  The receiving side becomes the new serving side.
    The player of the receiving side who served last stays in the same service court from where he served last.  The reverse pattern applies to the receiver¡¯s partner
    The players do not change their respective service courts until they win a point when their side is serving.
    If players commit an error in the service court, the error is corrected when the mistake is discovered

    Badminton Rules

    The 10 rules of badminton are as follows:

    1. A game starts with a coin toss. Whoever wins the toss gets to decide whether they would serve or receive first OR what side of the court they want to be on. The side losing the toss shall then exercise the remaining choice.

    2. At no time during the game should the player touch the net, with his racquet or his body.

    3. The shuttlecock should not be carried on or come to rest on the racquet.

    4. A player should not reach over the net to hit the shuttlecock.

    5. A serve must carry cross court (diagonally) to be valid.

    6. During the serve, a player should not touch any of the lines of the court, until the server strikes the shuttlecock. During the serve the shuttlecock should always be hit from below the waist.

    7. A point is added to a player's score as and when he wins a rally.

    8. A player wins a rally when he strikes the shuttlecock and it touches the floor of the opponent's side of the court or when the opponent commits a fault. The most common type of fault is when a player fails to hit the shuttlecock over the net or it lands outside the boundary of the court.

    9. Each side can strike the shuttlecock only once before it passes over the net. Once hit, a player can't strike the shuttlecock in a new movement or shot.

    10. The shuttlecock hitting the ceiling, is counted as a fault.

    Skeletal Muscle and Exercise Pairing

    Posterior Muscles:
    Trapezius: shoulder shrug
    Posterior deltoid: barbell/dumbbell lying rear delt raise
    Rhomboid bent-over row
    Tricep: cable pushdown
    Latissimus dorsi: cable pulldown
    Erector spinae: back extension
    Gluteus maximus (bum): barbell squat
    Hamstrings: lever lying leg curl
    Gastrocnemius/Soleus (calf): dumbbell standing calf raise

    Anterior Muscles:
    Deltoid:
    1. anterior: arnold press
    2. lateral: cable lateral raise
    Pectoralis major: barbell bench press
    Biceps: barbell curl
    Serratus anterior: barbell incline shoulder raise
    Obliques: side bend
    Rectus abdominus: kneeling cable crunch
    Iliopsoas (hip flexor): hanging straight leg raise
    Quadriceps: dumbbell lunge
    Tibialis anterior: dumbbell reverse calf raise

    Posterior View (Skeletal Muscle)