Better Simulation of Loops and Chops

Newgy Robo-Pong

I found out that the fast loop thrown by the robot is very good since it has a lot of spin but is not like a real fast loop thrown by a player in real competition. This is because in real competition when a player strikes with a powerful topspin the ball usually comes from under the table, up over the net and down to your side of the table. The robot throws you the topspin from above the table (since it's mounted on the top of the table) directly down onto your side of the table. I achieved a very good and accurate topspin by dismounting the Robot from the table and putting it on top of a box about 10 inches from the floor and about a meter and a half from the table. You would'nt believe the accuracy of the topspin compared to the one in real competition. This way the ball comes from a position lower than the table so the loop is accurate, then it goes over the net to your side of the table, just like in real competition. If you put the oscillator on it's even better. You get the same effect for backspin simulating a game against a chopping player.


Tech note: This is a very good tip and shows the versatility of robot and how it can be adapted to simulate many different shots in the game. Of course, when you use the robot in this manner, the recycling net feature is of little use, but you still get a hundred or so high quality shots to practice against before you have to stop and pick up the balls. Another suggestion to make this idea work better is to buy an extra Connector Cable (part# 2000-220) and two 5-pin Connectors (#2000-218). Solder the leads on one 5-Pin Connector to the corresponding leads on the other 5-Pin Connector to form a connector for linking two Connector Cables together. Now with this longer cable you can place the robot in numerous positions in back of the table and still have the Remote Control Box handy at the player's end of the table.

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Adjusting Backspin When Learning To Loop

Newgy Robo-Pong
Question: 

How much backspin do you recommend to put on the ball so that I am able to practice looping off of backspin?

Answer: 

When learning to loop backspin, I would suggest the following settings in progression: 

Head angle "C", Ball Speed 2.75. Ball should bounce on robot's side of table first, clear the net by about 2 inches, and then land about a foot or foot and a half from your end of the table.

Head angle "F", Ball Speed 3. Ball should clear net by 8 to 12 inches and land about a foot from the end of the table. Ball lands first on player's side of the net.

Head angle "E", Ball Speed 4. Ball should clear net by 1 to 2 inches and land about a foot from the end of the table. Ball lands first on player's side of the net.

Be sure you can consistently loop the ball at each setting before trying to use the next setting. Setting 3 simulates a hard driving heavy chop return of a good loop. Setting 1 simulates a long low chop serve. Also please realize that these settings will vary slightly from robot to robot so start with these suggested settings and then modify from there. 

Another setting you may want to try after level 3 is to take the robot off the table, set it on the ground or a Robo-Caddy about 8 to 10 feet in back of the table and have it deliver backspin balls from this distance. You'll have to experiment to get the exact head angle/ball speed settings but you want the balls to land close to your endline. This is a better simulation of a typical return by a chopper, but you lose the ball catching ability of the net system. 

Good luck!

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Looping Against Backspin and Topspin

Newgy Robo-Pong

Many players would say that you aren’t really playing table tennis until you learn to loop. A loop in table tennis is an offensive stroke with the primary purpose of producing lots of topspin. Table tennis is a game of spin, and the loop is the primary example of using spin during a rally.

Many players (and coaches) feel a player should be able to hit many, many forehands & backhands, and reach a relatively high level of play, before learning to loop. Nothing could be more outdated. By the time a player has reached a relatively high level of play, the player’s strokes and major habits are set. If looping isn’t among those habits, it’ll be more difficult to learn later on. The moral is: it’s rarely too early to learn to loop. (For the purposes of this article, I will be mostly discussing the forehand loop. Against backspin, you may also use a backhand loop. Against topspin, however, the backhand loop is normally learned later on — although some may consider that to be outdated!)

This doesn’t mean that a complete beginner should be looping on his first day. However, once a player can hit a moderately good forehand with moderately good technique, he’s ready to begin the process of learning to loop, even as he continues to develop his other basic strokes. A player shouldn’t think of a loop as an advanced shot; it’s simply another shot, one that should be taught shortly after learning the basic forehand and backhand drive (also known as counter or counter-drive) strokes. The shot also adds excitement and variety to a player’s game, turning a basement player into a dedicated table tennis addict. 

A beginner should start out looping against backspin, for three reasons. First, it’s more natural, as you are simply adding to the spin, rather than trying to change it. Two, the ball is traveling more slowly than a topspin (usually), and so is easier to learn against. Three, any player with sponge should learn to loop at least against backspin (even pips-out players), so this shot will be part of any player’s arsenal eventually. A player should learn to loop both forehand and backhand against backspin. 

A robot gives a player a huge advantage in learning to loop. With a live player, you may be able to loop one ball against backspin, but then most players will block the ball, and the rally becomes a topspin rally. It’s hard to get much repetitive practice against backspin this way. Even if you practice with a chopper (who returns ball after ball with backspin), the various returns will have varying amounts of backspin and will not always come to the same spot, making it difficult to learn to loop. It’s hard enough trying to get the stroke right, the contact right, and keep the ball on the table. The last thing you want when you are learning to loop is for the incoming ball to keep changing its placement and degree of spin!

With a robot, a player can loop against the same backspin ball over and over, developing the stroke. Always remember that Correct Techniques + Constant Repetition = Well-Developed Strokes. 

Once a player can loop against backspin, he’s ready to loop against topspin. This can be done either on a robot or against a living opponent who blocks. However, the robot has two advantages. First, it will give you a consistent ball, coming out at the same speed, direction and spin over and over, enhancing the learning process. Second, it allows a player to switch back and forth between looping against topspin and backspin, so both techniques can be developed together. 

Many players learn to loop well against one type of spin (topspin or backspin), but not the other. This usually has to do with the shoulders. Against backspin, drop the back shoulder (right shoulder for right-handers, left shoulder for left-handers) when forehand looping. Against topspin, shoulder should only drop slightly, if at all. By switching the robot back and forth between these two spins, you can develop proper shoulder placement for both shots. 

What is the difference between forehand looping against backspin versus topspin? Against backspin, the key is lifting the ball up, due to the backspin. You have to get very low by bending your knees, get your racket down, drop your back shoulder, and drive upward. The ball must be contacted on its very back, after letting it drop to about table level or even lower. Your force should go roughly toward the ceiling above your opponent’s head, NOT toward the other side of the table. 

Against topspin, footwork is more important. The ball is coming at you faster, and the ball’s speed and spin make the ball rebound off your racket faster. You still need to get down some, but now your power is mostly forward. The knees bend only slightly, and the back shoulder stays up. The ball should be contacted toward the top, usually just after the top of the bounce, but before the ball has dropped to table level. 

Here are a few drills for developing the loop on a robot. 

Beginners

The priority here is learning the stroke and proper contact. Start off by setting the robot on backspin in one spot, and practice it over and over, preferably with some input from a coach or player. Sometimes practice looping from the forehand side or middle, other times loop the forehand from the backhand side. Make sure to drive upwards, and just graze the ball. The goal is spin, not speed. A beginner should also try backhand looping against backspin.

When you feel comfortable looping against backspin, practice forehand looping against topspin. After all the lifting against backspin, your first few loops will probably go off the end. Try contacting the ball on the very top, drive forward, and keep your back shoulder up.

Intermediate Players 

You’ve learned to loop, but want to loop even better. You should be forehand looping against both topspin and backspin, with slow, medium and fast loops, from and to all parts of the table. That’s 24 types of loops to practice already! (Not including backhand looping.) Get with it! (Intermediate players should also try the footwork drills given next for advanced players.) 

Advanced Players 

It’s time to throw in some footwork and randomness. Set the robot to sweep 50-75% of the table (both backspin and topspin ), and try looping them all with your forehand. (If you have a backhand loop, you may use that as well for some shots.) You should be able to cover more of the table against the slower-moving backspin. You might even try covering the entire table against backspin — if you’re very quick and very brave.

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Looping Heavy Backspin

Newgy Robo-Pong

Heavy backspin-the very mention can strike terror in the hearts of even the best players. Even star players like Peter Karlsson of Sweden can have great difficulty with it. What's the problem, and how can it be overcome?

First and foremost is the simple fact that since there aren't that many choppers, most players get minimal practice against heavy backspin. Players can practice looping against a heavy push, but a player then gets only one practice shot per rally, as opposed to many repetitive practice shots in each topspin drill (i.e. forehand to forehand, backhand to backhand, etc.).

A second related problem is that even if a player does practice looping against a practice partner's push, the follow-up shot is normally a blocked return, so the player doesn't get to do repetitive practice, i.e., do the same shot over and over against the same spin until it becomes second nature. This is how players practice against topspin (forehand to forehand, backhand to backhand, etc.), but unless you have a chopper or a robot (or a coach feeding "multiball"), you can't do this against backspin.

Both of these problems can be corrected by practicing on a Newgy robot. Even on its lower settings, its backspin is pretty heavy. Not only can you use the robot to learn the proper technique in looping this type of ball, but it will enable you to gain the confidence you need to make this shot in a game situation.

How is the shot done? We will analyze a photo sequence of U.S. Olympic Team Member Todd Sweeris looping against a Newgy robot set on heavy backspin. (Speed setting was at 3.0.) He is looping at about medium speed —half his power goes to spin, half goes to speed. An interesting note is that when the various photos from the photo session were compared, Todd's stroke remained identical in each shot. Photos from the same part in each sequence looked so alike that they looked like copies from the same negative.

(Editor's Note: There are 6 GIF files that Larry has included with this article. The first five are still pictures, and are great for studying the details of each phase of the stroke. The last picture is an animated GIF made from the 5 previous files. This file will provide the viewer with a good idea of the "feel" of the motion and how one phase of the stroke leads into the next phase.)

A close study of the photos show that Todd is generating power from nearly every part of his body—his legs, waist, shoulders, elbow, and wrist. Even his left shoulder generates force by pulling his body around through the ball. Looping is truly a "whole-body shot."

Photo 1: Todd has bent his knees, especially his right one. Feet are well apart, giving him a firm stance. His right foot is parallel to the end-line of the table. He has dropped his right shoulder, and transferred most of his weight to his right foot—yet he is perfectly balanced. His waist is bent and twisted backwards. His playing arm, which he has straightened out somewhat, is pointed downward and backward. He has brought his wrist backward, so that the racket actually points backward. Both eyes are on the ball as he waits for ball to come into his hitting zone.

Photo 2: Todd's right leg straightens out, beginning his body rotation into the ball. Right shoulder has begun to rise, while left shoulder is rotating backward—pulling his body around. Waist is untwisting and unbending. His wrist has begun to snap forward.

Photo 3: Contact. Right shoulder has been pulled up, and both shoulders are rotating. Elbow and wrist are snapping through the ball. Most of the power is directed upward. Todd is still watching the ball with both eyes. (Against a faster incoming ball, he probably would not watch it as far in.) He has contacted the ball on the drop, about table level high. (For a slow, spinny loop, he'd let it drop more; for a faster loop, he'd contact it sooner. For a loop kill, he'd contact ball around the top of the bounce.)

Contact is mostly a grazing motion. For a slow, spinny loop, ball should barely sink into the sponge. For more speed, ball sinks more into the sponge. Except for a loop kill, ball should not sink in so much that you hear the ball hit the wood of the racket. In Todd's case, you could barely hear the contact.

Photos 4-5: The follow-through is up and forward, with both shoulders spinning around. (Because Todd has so much power on his loop, he is able to drive more forward against a heavy backspin than most players. Most players would follow through more upward, less forward. For a slower, spinnier loop, follow through higher; for a faster loop, more forward.) Elbow and wrist have snapped completely, with elbow now very bent. Most of his weight has transferred to his left leg, yet he remains balanced and ready for the next shot.

 

Photo 1
               

Photo 2
               

Photo 3

Photo 4
 

Photo 5
 

Photo 6

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Mid-Distance Aggressive Looper

Newgy Robo-Pong

Constant changes in equipment, gluing methods, and training methods have had a large effect on the evolution of styles within our sport. The decade of the nineties has seen the decline of two styles, the passive chopper and the passive half-distance topspin player. In their place, a stronger more balanced attacking style has emerged, the All-Round Attacker. This can be seen in both shakehands and penholder versions, with the penholder version incorporating the new reverse penholder backhand loop technique. Recently, the switch to the 40mm ball has changed both stroke techniques and tactics; and even now, playing styles are evolving quickly to take full advantage of the new ball's playing characteristics. Table Tennis is an ever-evolving sport that requires both coaches and players to constantly update their knowledge.

The purpose of this article is to examine the eight styles currently in use at the World Class Level. If you are uncertain of your style or wish to better identify which style is best for you, then please read What Style Should You Play. These styles include:

  1. The Attacker, Pips-Out Penholder, Traditional Style
  2. The Attacker, Shakehands Hitter
  3. The Attacker, Inverted Looper
  4. The Attacker, All-Round
  5. The Counter Driver
  6. The Mid-Distance Aggressive Looper
  7. The Attacking Chopper
  8. The Close-to-the-Table Defender

This series of articles will provide you with the strengths and weaknesses of each style, along with some suggested robot drills to help you develop your game. In reading the descriptions you may find that your personal style will have attributes from more than one. However, you should be able to recognize your dominant style (“A” style) and your secondary style (“B” style). Each article will also give you some suggestions on tactics to use against the other styles of play. Hopefully the style descriptions will serve as a guide in analyzing your own.

Mid-Distance Aggressive Looper
Description:

This style prefers to stay within six to eight feet from the table. Their longer topspin strokes carry considerable power and spin, from either forehand or backhand. This style will loop from both wings when playing another attacker. Against underspin, this style will often step around and use the forehand loop from the backhand side.

The recent introduction of the 40mm ball has had a major impact on this style of play. The resulting loss of spin caused by the larger ball has forced this style of player to become even more fit and powerful to survive. Gone are the days when this style would defeat opponents by building up spin with each loop. In today's game, this style is much more dynamic, with even faster point winning loops.

Strengths:
  • Equal power from both sides.
  • Very strong opening shot against underspin.
  • Very comfortable in exchanging loop drives with their opponents.
  • Strong lateral movement.
Weaknesses:
  • Often lacks flat kill shot.
  • Weak in and out movement.
  • Short balls to forehand.
  • Counter-drive play while close to the table.
Suggested Robot Drills
Tactics Against Other Styles
Against the Attacker — Pips-Out Penholder

You should use mostly short serves to the middle of the table with an occasional long chop serve to the backhand side. Try to turn the penholder into a blocker by elevating heavy loops to his/her backhand. In general, use slower heavy topspins to force slower return blocks. When you get a ball to attack, attack hard down the lines.

Against the Attacker — Pips-Out Shakehands

Same general tactics as the penholder, but direct more loops towards the middle of your opponent.

Against the Attacker — Inverted Looper

As both styles can attack hard, you must attack first. Use short serves and return serves with short drops or well-placed flips to control the opening attack. Attack wide to your opponent's forehand, as his/her forehand block is usually weaker than their backhand block.

Against the Attacker — All-Round

Once again the quality of your first attack will tell the difference in the match. You must force the all-rounder into playing defensively. During the first few points, try topspins at different speeds, spins, locations, and heights to determine what kind of topspin will force him/her on the defensive. Serve mostly short to limit your opponent's attack.

Against the Counter Driver

Use short serves anywhere on the table, mixed with long chop serves to the backhand side. Your goal should be to play constant mixed topspins until a loose ball is forced. Only then, should a fast attack be used to finish the point.

Against the Attacking Chopper

Use short serves with an occasional long serve to the backhand side. The first attack should be to the middle followed by a series of safe topspins to the chopper's backhand side. High returns are better flat killed than looped.

Against the Close to the Table Defender

Similar tactics to playing the counter driver. However, even more patience is needed. High balls are better finished with a kill than a loop.

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The Attacker—Inverted Looper

Newgy Robo-Pong

Constant changes in equipment, gluing methods, and training methods have had a large effect on the evolution of styles within our sport. The decade of the nineties has seen the decline of two styles, the passive chopper and the passive half-distance topspin player. In their place, a stronger more balanced attacking style has emerged, the All-Round Attacker. This can be seen in both shakehands and penholder versions, with the penholder version incorporating the new reverse penholder backhand loop technique. Recently, the switch to the 40mm ball has changed both stroke techniques and tactics; and even now, playing styles are evolving quickly to take full advantage of the new ball’s playing characteristics. Table Tennis is an ever-evolving sport that requires both coaches and players to constantly update their knowledge.

The purpose of this article is to examine the eight styles currently in use at the World Class Level. If you are uncertain of your style or wish to better identify which style is best for you, then please read What Style Should You Play. These styles include:

  1. The Attacker, Pips-Out Penholder, Traditional Style
  2. The Attacker, Shakehands Hitter
  3. The Attacker, Inverted Looper
  4. The Attacker, All-Round
  5. The Counter Driver
  6. The Mid-Distance Aggressive Looper
  7. The Attacking Chopper
  8. The Close-to-the-Table Defender

This series of articles will provide you with the strengths and weaknesses of each style, along with some suggested robot drills to help you develop your game. In reading the descriptions you may find that your personal style will have attributes from more than one. However, you should be able to recognize your dominant style ("A"style) and your secondary style ("B"style). Each article will also give you some suggestions on tactics to use against the other styles of play. Hopefully the style descriptions will serve as a guide in analyzing your own.

Attacker, Inverted Looper
Description:

Inverted Loopers generally stand within three feet of the table. The contact point on all strokes is as early as possible, top of the bounce, or rising. This is a forehand-dominated style with the player exhibiting a strong quick pivot move to use the forehand from the backhand side. This style will try to end points as quickly as possible. Most points are finished with a strong loop-kill. This player often has both an outstanding slow loop and a fast loop-kill from the forehand side. Players of this style can open with a backhand loop but normally do not re-loop with the backhand. They choose to counter drive the backhand instead. This style will on occasion move back into mid-distance (5-7ft from table) and counter loop with the forehand.

Players of this style have generally done well with the move to the 40 mm ball. Their main adjustment has been to develop a more forward loop stroke taking the ball a little farther in front of their bodies. This puts more emphasis on the forward speed than the spin of their power loops.

Strengths:
  • Quick pivot to use forehand from backhand corner.
  • Strong forehand loops.
  • Both strong slow and fast loops from the forehand.
  • Solid opening backhand loop.
  • Solid backhand counter-drives.
  • Good short game.
  • Excellent serve and return game.
Weaknesses:
  • Balls directed towards the player’s middle.
  • Balls directed wide to the forehand.
  • In and out movement.
  • Backhand re-loop.
  • Slow heavy loops directed towards the backhand.
Suggested Robot Drills
Tactics Against Other Styles
Against the Attacker — Pips-Out Penholder

Serve short anywhere with an occasional deep underspin serve to the opponent’s backhand side. First attack should be either a heavy spin loop to the penholder’s backhand or a faster loop wide to the forehand side. Avoid backhand-to-backhand exchanges by using your backhand counter down the line when possible. Try to turn the penholder into a blocker by using higher trajectory heavy loops to his/her backhand side.

Against the Attacker — Pips-Out Shakehands

Serve short, mostly to the middle of the table and follow with a strong 3rd ball attack to your opponent’s middle or backhand side. Be ready to pivot and use your forehand from your backhand side whenever possible. 

Against the Attacker — All-Round

Your advantage lies in having a more powerful forehand attack, use it. Serve short to your opponent’s middle and move to execute a strong 3rd ball forehand attack. Also, you can serve mid-distance serves and forehand attack against a weak lift. The key here is to force your opponent to play defensively. 

Against the Counter Driver

Use short serves anywhere on the table with a deep fast underspin serve to the backhand mixed in. Shot selection is the key to defeating the counter driver. Do not over force your backhand. Use your backhand counter down the line to force more forehand-to-forehand play.

Against the Mid-Distance Aggressive Looper

To defeat this style you must attack first. Keep your serves mostly short and look to attack the opponent’s middle whenever possible. Try to move your opponent in and out if possible and try and play above his/her comfort level (time pressure). 

Against the Attacking Chopper

Keep your serves mostly short with an occasional long serve to the opponent’s backhand side. Whenever possible, make your first topspin a quick loop to the chopper’s middle and then attack his/her backhand side. The goal here is to keep the chopper on the defensive. Expect the chopper to third ball attack and try to redirect your opponent’s attack away from the side it came from. 

Against the Close to the Table Defender

Serve this style mid-distance to long serves to the middle or backhand side and attack their returns. Avoid long points by attacking your opponent’s wide forehand early in the point. You want to be exchanging forehands to forehands whenever possible. No spin serves and pushes are often effective in forcing errors or high returns.

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Turn Your Newgy Robo-Pong Into A World Class Chopper

Newgy Robo-Pong

Too often in today's table tennis clubs, there is a lack of quality choppers available to train with. This is especially a problem when training the young developing topspin player. As a full-time professional coach, I am always on the lookout to find ways to simulate training against styles or individual shots that don't exist in my own backyard.

Often I can accomplish this through the use of multi-ball feeding techniques. However, I have found a creative solution that works even better by using my Newgy Robo-Pong

First of all, I remove the unit completely from the table and set it on a low table or even the floor itself. The distance back from the table should be similar to the distance that a chopper would actually be working from to return hard hit balls (8 – 12 feet behind the table). 

By setting up the Newgy Robo-Pong in this fashion, your students gain several advantages over the conventional multi-ball set-up. First and most importantly, the correct timing for the stroke can be developed. Secondly, the student can get the feel of training at full power and observing the results of his/her own strokes. 

(Editor's Note: When using the robot "off table" in this fashion, it will help to use the Pong-Master scoreboard to help start, time, and end each drill. Plug the scoreboard into the control box, but do not plug any targets in. Set the robot for the proper trajectory angle, ball feed, ball speed, and sweep range. Turn on the scoreboard and set the number of minutes for the drill. When you're ready, hit the start button and the scoreboard will give you 3 seconds to get ready before it starts delivering balls. The scoreboard will also stop ball delivery when time runs out.

Also, since many of your returns will not be captured by the net for recycling, use lots of balls or have an assistant pick up balls and place them back into the robot's trays. This will permit you to continue doing the drill for the allotted time.)

Here is a set of six attack drills that my students often do against chop. Each set of drills should run from 5–7 minutes, remember to stress quality not quantity. If your students are having less than a 70–80% success rate, than the drill should be modified. 

Normally, I set up the Newgy to oscillate from the middle of the table to the wide forehand of my player. After finishing the six drills, I reset the Newgy to oscillate from the middle of table to my player's wide backhand and repeat the six drills again. In all cases, forehand attacks are being used. 

  1. Loop consistently to opponent's forehand. The student should focus on consistency as well as producing as much spin as possible. 
  2. Loop consistently to opponent's backhand. Like the above drill, consistency and spin are the keys to work on. 
  3. Loop consistently, alternating between opponent's forehand and backhand side. Have your student pay special attention to their footwork when changing the direction of the ball. 
  4. Loop to one corner, then push to the other corner. 
  5. Loop consistently to opponent's wide forehand corner, then hard attack to the middle. Have student concentrate on contacting the ball at the top of the bounce for the hard attack, as well as the explosion of the hips and the feeling of being "un-weighted" at the moment of the hard attack. 
  6. Loop consistently to opponent's middle, then hard attack opponent's wide forehand corner. Same focus as previous drill.
Advanced Options: 

You can mix the above drills with some limited multi-ball. A coach can randomly feed a single attacking shot between the Newgy's chops, just to keep the player ready to defend at all times. The coach can also mix in a short drop shot, timed to force the player to work hard to get back into position to loop the next ball. 

Throughout the United States, there are very few clubs that have strong players of every style to train against. I hope these chop suggestions, along with the idea of pulling the Newgy Robo-Pong away from the table will strike a creative cord on just how it is possible to overcome any training weakness.

By the way, the basic six drills against chop that I have suggested come mostly from my several years as acting coach of America's finest chopper, Derek May.

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The Basic Eight: A Complete Training Program In Only 55 Minutes

Newgy Robo-Pong

As a professional coach, I use my Newgy Robo Pong almost every day. I have found no more efficient teaching tool for introducing new stroke techniques to my students. In fact, many of my students have purchased a Robo Pong for home use. I have developed the following drill program to give my students a complete skills practice session in a short period of time. The program consists of eight drills. Allowing for a few minutes to reset the robot between drills and you can complete the whole program in only 55 minutes.

1. Serve Practice (5 minutes)

It may seem strange to you to start a training program off by practicing serves. However, there is no better way to warm-up your spin touch and hand skills. Simply practice your serves putting emphasis on making as much spin as possible as well as good placement. 

2. Push Practice (5 minutes)

Set your robot to produce backspin and have it oscillate over the whole table. Practice your pushes with both backhand and forehand. Direct your returns to all areas of the table. Don’t forget to vary the spin of your returns and also make both short and long returns. 

3. Loop Practice (10 minutes — 5 minutes with both FH and BH)

Set your robot for backspin and direct the ball to your backhand no oscillation. Using your forehand practice looping and direct your returns to all areas of the table. Start off by making high spin (slower) loops and progress to making faster loop drives. Repeat drill using your backhand

4. Mixed Loop and Push Practice (5 minutes).

Set your robot for backspin and have it oscillate over the whole table. Using both forehand and backhand, alternate loops with pushes. Remember to practice directing your returns over the whole table. 

5. Counter Practice (10 minutes — 5 minutes with both FH and BH)

Set your robot to produce topspin and direct the ball to your forehand with no oscillation. Start off with short blocks and gradually lengthen your stoke to produce a counter drive. Finally, finish off with full kill shots. Once again, practice directing your returns to all parts of the table. Reset the robot to direct the ball to your backhand side and repeat the drill using only backhand. 

6. Movement Drill (5 minutes)

Set your robot for topspin and have it oscillate over one half of the table. Use only forehand strokes and direct your returns to all parts of the table. Concentrate on using proper 2 step movement technique. Also, set the ball feed at a rate that puts you under pressure to move fast enough. 

7. Pivot Drill (5 minutes)

This is also a movement drill. Set your robot for topspin and direct the ball to your wide backhand with no oscillation. This drill consists of making two backhand counters or loops and then pivoting and hitting one forehand from the backhand side (repeat). Both counters and loops strokes should be practiced and your returns should be directed to all areas of the table.

8. Serve Return Drill (5 minutes)

Set your robot to produce a short underspin serve, sidespin can also be added. Oscillate the serves over the whole table. Practice making random drops, flips and long pushes. Emphasis should be placed on making good placements. Try to keep your drops very short and cut the diagonal sidelines with your flips and long pushes. 

At the conclusion of this drill program you will have practiced all the basic skills of the game. Of course your own individual style will determine which advanced skills you also need to train. Use this program several times a week and you will see a quick improvement in your overall game.

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Train Your Chopping Game

Newgy Robo-Pong

 

The best description for the modern chopping style of play is "an attacker who uses an aggressive backspin game to set up his/her own attack." Normally this style of player uses two different surfaces on their rackets, usually one is an inverted rubber and one will be pips-out, either long pips or short.

The returns from such different rubbers can cause the straight topspin attacker a lot of confusion. However, it also demands a great deal of training by the chopper to learn to control the many options he/she has for each stroke. This is especially true at the higher l evels where choppers can flip their rackets at will to produce a large variety of returns and attacking strokes.

I consider the Robo-Pong an indispensable tool in training choppers. The very nature of their games makes it hard to find practice partners who can consistently drill against a good chopper.

While every chopper will use a different blend of offense and defense, here are some good basic drills that I have successfully used in training such choppers as Derek May, Pan Am Games Silver Medallist.

Warming Up Drills 

For all styles of players, I recommend that you warm-up the short strokes first, before trying to hit or chop with longer and harder strokes. These are strokes that consist of using only the wrist and elbow joints. This will help you quickly get into the proper timing and allow you to establish ball control early during your warm-up. For the chopper this means starting off with pushing and blocking drills like the ones listed below:

(Editor's Note: You may wish to browse our Coaching Forum Archives for articles on how to execute a push or block.) Push against

Backspin / Inverted Side Whole Table

Set your Newgy for backspin with the oscillator on 3-4. This will sweep the whole table. Practice using only the inverted side to push, regardless if you use a backhand or forehand. This is great practice for footwork, and for flipping the racket. At the higher levels of the game, most choppers will push primarily with the inverted side.

Push against Backspin / Pips-out Side

Set your Newgy as above, but this time only push with the pips-out side. Be sure to work on keeping the ball low.

Backhand Block / Counter Against Topspin

Set your Newgy on a medium topspin with the oscillator set at 3-4. First, warm-up your counters and blocks with the inverted side. After a few minutes flip and warm-up your pips-out counters and blocks. If you use a chop block now is the perfect time to warm up this stroke as it leads naturally into the chopping strokes.

Choppers often find it difficult to find a practice partner who is steady enough to consistently attack their chops. Over the years, I have coached a number of choppers, among them; Derek May a Pan American Silver Medal winner. In setting up their training plans, working with the Newgy Robo Pong 2000 has always been an essential element of their training. The Robot provides the consistent attack that is necessary for the chopper to work on his/her placement and movement. The Robot is so versatile that an almost limitless variety of drills are possible. Here are a few of the basic drills that I have my chopping students do at each workout.

Drill 1 - Forehand In and Out 

Set your Robot for topspin at a ball speed and feed that is about 75% of what you can comfortably return. Direct the Robot's shots to your forehand with no oscillation. Practice chopping from mid-distance and gradually work your way in towards the table. Repeat moving in and out to practice your ability to take your opponent's ball at different distances from the table. Repeat this drill using your backhand.

Stroke Tip: The closer you are to the table the higher your back swing must start and the shorter and more downward your follow-through. Close to the table your contact point on the ball is towards the middle. When back from the table your contact point is towards the bottom of the ball and your follow-through will be longer and more forward.

Drill 2 - Chopping to a Location 

Set your Robot for topspin at a ball speed and feed that is about 80% of what you can return. Set the Robot on full table oscillation. Practice making all your returns towards one of three positions (deep to forehand or backhand corner, or deep to the middle). Repeat this drill until you have practiced making all returns to each location.

Drill 3 - Covering the Middle 

Set your Robot for topspin at a ball speed and feed that is about 80% of what you can return. Set the Robot to oscillate over one half of the table (positions 2 & 5). Practice taking all your returns with either your forehand or backhand. Focus on getting your body out of the way for the return to your middle. Repeat using both forehand and backhand.

Drill 4 - Serve Return Using One Side of the Racket 

This drill is designed for choppers using two different types of rubber on their rackets. Set your Robot to produce short sidespin-backspin serves. Set the Robot to oscillate over the whole table. Practice receiving all serves with your inverted side of the racket. Repeat using the other side of the racket.

Drill 5 - Chop and Loop Drill 

Set your Robot for topspin at a ball speed and feed that is about 80% of what you can return. Set the Robot to oscillate over the forehand half of your table. Practice mixing your chop returns with forehand loops. Repeat setting the Robot to oscillate over the backhand side of your table. Practice mixing backhand chops with step-round forehand loops.

Drill 6 - Chop Reaction Drill 

Set your Robot for topspin at the maximum ball speed that you can handle with full table oscillation. Start on a slow ball feed and have a helper gradually turn up the feed to the highest speed. Practice on getting your racket on as many balls as possible. Object of this drill is to decrease your reaction time. With practice your will find that you can handle even the highest feed rate.

These are just a few of the chopping drills that are possible on your Newgy Robo-Pong 2000. By using your imagination your will be able to come up with many more. Good luck and Good Chopping!

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A Great Looping Drill

Newgy Robo-Pong

To use the loop as an effective weapon, you need to be able to control the amount of spin and speed you impart to each stroke. Too many loopers are one dimensional, in that they can only produce one speed of loop. Good loopers can vary the speed, spin, and height of their loop strokes depending on the tactics needed to defeat different styles of play. Here is a great drill to aid you in developing your loop skills.

Robot Settings: 

Set your Newgy Robot to deliver a medium speed topspin return to your deep backhand.

Drill Pattern:
  • Make two backhand counters or loops crosscourt
  • Step-round your backhand and execute a series of three forehand loops crosscourt. The first loop should be a safe slow loop with heavy topspin. Build up speed with each loop.
  • Change the direction for the fourth loop to down the line and execute the stroke with maximum power.
  • Repeat the pattern.
Keys for Success: 

For maximum spin, contact the ball as it begins its descent. For maximum speed, contact the ball at the top of the bounce. Remember to reposition your feet (open your stance) to direct the ball down the line.

This one-drill gives you practice on a number of important elements:

  • Controlling the amount of spin and speed that you impart to your loops
  • Step-round movement in using your forehand from your backhand side
  • Combining forehand and backhand strokes
  • Changing the direction of your loops
Special Note:

To work on developing maximum power, use the above drill but set your Newgy Robot to produce chop instead of topspin.

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