"Listen" To The Spin On Your Serves

Newgy Robo-Pong

There is only one thing that happens every time you play a point in table tennis. That is the serve. One of the things I enjoy most about my robot is the awesome collection net. In modern table tennis, the serve has become a vital part of the game. Many people have watched world class players being dumbfounded by their opponent's serve. Some say that the current rules favor the server because the server can legally serve and "hide" the ball from their opponent. It is true. The way the rules currently read, the server can toss the ball and execute a legal serve that does not allow the opponent to comprehend what kind of spin the ball has on it.

Well, that is the way it is!

If you want to increase your service skill, there is no better way to do it than to practice. Instead of painstakingly going to the other side of the table and picking up the balls off the ground, why not take them out of the convenient collection system of the Robo-Pong 2000?

One of my favorite drills I do as a result of buying my robot is practicing my serve and listening to the ball spin away in the cool collection system.

(Editor's Note: Good players are keenly aware of every little thing inside, and sometimes even immediately outside, the playing court. They pick up clues from the environment to help them modify their play to match the conditions, to obtain feedback so that subsequent shots are more "on target", and to sense when a change of strategy is needed. Many players become good at using their senses of touch, sight, and feeling to pick up such clues from their environment.

The sense of hearing is often overlooked in table tennis. Rick's suggestion to listen to the ball spinning in the trays after executing a serve is an example of a player using his sense of hearing to improve his play. Rick can pick up valuable clues as to the severity of spin on his serve by the sound the ball makes as it spins itself down in the trays. A "sizzling" sound tells him that the spin was strong, making it a more difficult serve for the opponent to handle. He could also practice no-spin serves, making sure to listen for a lack of "sizzle" when the ball lands in the tray.

When I was a young player at a summer training camp and playing 6 to 8 hours a day, I claimed that I could hear the difference between a topspin and backspin serve. A topspin serve sounded "harder" to me; conversely, a backspin serve sounded "softer". I tested myself by guessing the type of serve with my eyes closed. I was right about 75% of the time!)

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Short Returns Of No-Spin Serves

Newgy Robo-Pong

Place the head of the robot downwards, so that a double bounce serve is replicated. Initially, the spin should be a dead ball, and the placement in one particular spot on the table. For example, this would replicate a short dead ball serve to the middle of the table.

The repetition of the balls should be slow enough to hit the ball, and then completely return to the service ready position. From the ready position, step forward with the same foot as the playing hand, and then return back to the ready position. This should be done in one smooth step.

To drop the ball short and effectively, the timing of the return should be immediately off the bounce. This will create more spin on the return and give the opponent less time to react. The return should be at least a double bounce return with the height just over the net.

Since a dead ball serve is being used, you will have to create your own spin. Catching the ball right off the bounce will create this effect. Very little, if any, lift will be needed against the dead ball serve. You are not using the opponent’s spin, but rather creating your own.

This is the basic way to place a short dead ball serve short. Once the technique has become more comfortable, set the placement of the ball short to the forehand then change the placement to the backhand. Each placement should be done for about 5 minutes separately. To simulate a game situation, set the placement on random and practice dropping each ball short and then returning to the service ready position.

This service return practice should not take more than a half an hour each time and will surely be an effective improvement of your game. Service return training is highly underestimated and more emphasis should be placed on training this aspect of the game. After all, the serve return is one shot that happens every single point.

Good luck!

Editor’s notes: While it is impossible for a Newgy Robot to deliver a true “dead” ball (no-spin), the robot can deliver a spin so light that by the time contact is made, the ball is spinning so slowly that for all practical purposes it can be considered “dead”.

This is achieved by setting your Ball Speed control to “0” and your spin to "Backspin". The head angle will need to be adjusted to between the D and E positions (for Robo-Pong 2040 robots attached to the end of the table). You will need to experiment with the head angle to find the exact setting necessary for this drill, but you want the ball to first land on the robot’s side of the table about 15 inches from the net. The ball will bounce just over the net and land about 12 to 15 inches from the net on your end of the table.

This drill requires the Ball Frequency to be at very low settings. If your robot doesn’t shoot out balls at very low settings, you will need to purchase some Tuner Lubricant and Cleaner (Radio Shack part #64-4315) or equivalent. Then remove the robot body from the net system (or Ball Bucket depending on your robot model), detach the Clear Front Cover, and remove the balls from inside the machine. Spray the lubricant/cleaner inside of the Ball Frequency Motor while it is running at medium to fast speed. This will clear out any dirt or rust inside the motor and permit it to turn at low voltage. Refer to your Owner’s Manual if you have any questions about the above procedure.

Lastly, it is recommended that you do not move your feet until the serve lands on the robot’s side of the table. This will better replicate the mechanics of an actual serve where you do not know serve direction or spin until after ball contact is made. It is also highly advisable to keep the Ball Frequency set to very low settings. Again, this will better replicate the timing involved in a normal serve return against a human where you have time to get set and prepare yourself to return the serve.

Here are some related articles on serve return in our Newgy Coaching Forum Archives:

Using your Robot To Practice Serve Return 

How to Effectively Return Short Services

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Understanding Spin

Newgy Robo-Pong

More so than any other sport, table tennis is a game of spin. In order to be successful at table tennis, you must learn about and understand the different types of spin and how to counteract the effects of these spins on your racket. 

There are two general ways to contact a ball with a racket. The first is by using force. In other words, the racket is forced through the path of the ball in a manner similar to hitting a baseball with a bat. The primary result of force is forward direction or speed. This is often the only way that beginners and novice players have learned to contact a ball. 

The second way to contact a ball is by using friction–to contact the ball with a brushing motion so the rubber grabs the ball and makes the ball rotate. The primary result of striking the ball using friction is spin. The type of spin produced depends on the racket angle and the direction the racket is traveling. 

Top players primarily use friction to contact the ball. They apply spin to almost every shot, sometimes severe amounts of spin. Robo-Pong 2000 simulates the play of a top player–it produces spin on every shot it delivers. Untrained players often comment that the robot's spin seems unusually strong. While this is true for an untrained player, a trained, competitive player thinks the robot's spin is quite normal. So if the spin seems strong at first, bear with it and you'll soon adjust by following the suggestions and lessons later in this manual. Table tennis is much more exciting and dynamic when you can produce your own spin and control your opponent's spin. 

The figures below are simple explanations of the four major types of spins–topspin, backspin, right sidespin, and left sidespin. Each type of spin has two figures. The first figure shows what happens when a particular spin contacts a vertical, still racket. The second figure shows how to correct your racket angle to compensate for the effect of the spin on your racket. 

Topspin is normally produced by making your racket travel from low to high while brushing the upper surface of the ball. Topspin has a dipping effect on the flight of the ball. For this reason, a ball carrying topspin can be hit with full force because the spin will cause the ball to dip down and hit the table instead of going off the end of the table. When the ball hits the table, the topspin grabs on the table surface, which both compounds the dipping effect and slightly increases ball speed. Topspin is considered to be offensive in most cases. 

When topspin strikes a vertical racket, the spin will grab on the rubber surface and rebound upward, usually quite high and off the far end of the table. To correct for topspin and make the ball go back low over the net, tilt the leading racket face down toward the table and contact the ball on its upper surface. The more topspin on the ball, the more the racket needs to be tilted down. (See Figures G & H )


Figure G:Flight of Topspin Ball 

Topspin is produced by racket traveling from low to high, striking the ball on its upper surface. Trajectory is arched. Ball dips after bouncing and rebounds upward after striking a vertical racket.

Figure H: Correction for Topspin 

Since topspin causes the ball to rebound up after contacting a vertical racket, it is necessary to tilt the leading racket face down toward the table and contact the ball on its upper surface. The correct racket angle will send the ball back low to the net. It is not necessary to move the racket forward to make the ball go back across the net.

Figure I:Flight of Backspin Ball 

Backspin is produced by racket traveling from high to low, striking the ball on its lower surface. Trajectory is flat. Ball rises slightly after bouncing and rebounds downward after striking a vertical racket.


Figure J:Correction for Backspin 

Since backspin causes the ball to rebound down when it strikes a vertical racket, it is necessary to tilt the leading racket face up toward the ceiling and contact the ball on its lower surface, sometimes actually on its bottom. It is also necessary to add some forward direction to your racket to make the ball go over the net. 

An important fact to remember about topspin is it takes almost no effort to counteract its effect on the racket. You only need to angle the racket correctly. The topspin will cause the ball to go back across the net on its own. No force needs to be applied to your racket other than the effort it takes to tilt the racket. 

Backspin is generated by making your racket travel from high to low and brushing the ball on its lower surface. Backspin has a floating or rising effect on the ball. When the ball hits the table, the backspin grabs on the table, slowing the ball and making it rise slightly. It's very difficult use full force when doing a backspin return because the harder you hit it, the more it rises and it tends to sail off the far end of the table. Backspin is almost always considered defensive. 

When backspin strikes a vertical racket, the spin grabs onto the rubber and the ball rebounds almost straight down. The ball seems to die and lose all of its speed and spin. To correct for backspin, and make the ball go back low over the net, tilt the racket face up toward the ceiling and contact the ball on its lower surface while pushing the racket gently forward. The more backspin, the more the racket must be tilted up and the more towards the bottom you must contact the ball. (See Figures I & J ) 

Backspin is unlike topspin in that you must provide some forward momentum to make your return clear the net. It is more difficult and takes more energy to attack a ball with backspin because the ball has a tendency to go down. The lifting action necessary to make the ball clear the net takes away from the amount of forward force you can apply when attacking a backspin ball.In general, a topspin ball will be easier to attack than a backspin one. If you're a defensive player, backspin should be your spin of choice because it makes it harder for your opponent to attack forcefully. 

Right sidespin is created when your opponent brushes his racket across the ball from your right to your left. This spin has a curving effect on the flight of the ball. After leaving your opponent's racket, the ball will momentarily hook to your left, then curve to your right. When it hits the table, the spin grabs, and the ball jumps out and curves to your right. 

When right sidespin strikes a vertical racket, the spin grabs onto the rubber and jumps quickly to your left. To correct for right sidespin, the leading racket face must be angled to the right and you must contact the ball on its left surface. (See Figures K & L ) 

Left sidespin is produced when your opponent brushes across the ball with his racket from your left to your right. Left sidespin is exactly like right sidespin, but in reverse. Left sidespin hooks to your right, then curves to your left. When left sidespin hits a vertical racket, it rebounds to the left. To correct for this spin, angle your racket to the left and contact the ball on its right surface. (See Figures M & N ) 

Sidespins are seldomly used in their pure form in table tennis. Normally they are combined with topspin or backspin to produce a combination spin such as right sidespin/topspin or left sidespin/backspin. Combining two spins produces the effects of both, but to a lesser degree than if they were in their pure forms.


Figure K:Flight of Right Sidespin Ball 

Right sidespin is produced by your opponent's racket traveling from your right to your left. Trajectory is curved. Ball curves to your right after bouncing. Ball rebounds to your left after striking a vertical racket.

Figure L:Correction for Right Sidespin 

Since right sidespin causes the ball to rebound to the left when it strikes a vertical racket, it is necessary to tilt the leading racket face to the right and contact the ball to the left of its middle.

Figure M: Flight of Left Sidespin Ball 

Left sidespin is produced by your opponent's racket traveling from your left to your right. Trajectory is curved. Ball curves to your right after bouncing. Ball rebounds to your right after striking a vertical racket.

Figure N: Correction for Left Sidespin 

Since left sidespin causes the ball to rebound to the left when it strikes a vertical racket, it is necessary to tilt the leading racket face to the right and contact the ball to the left of its middle.

For example, a ball with right sidespin/topspin will both dip and curve to the right as it is comes toward you, particularly after it bounces on your side. To correct for this combination spin, it is necessary to contact the ball on its left upper surface by tilting the racket down and angling it to the right. 

Understanding spin and its effects is crucial to a player's success in table tennis. The player with greater mastery of spin will almost always control the play. By using spin, you can limit the responses of your opponent and make him play your game. Two important table tennis skills to develop are: 

  1. Be able to instantly judge the type and amount of spin on the ball. Deduce the type of spin by carefully watching the direction that your opponent's racket is traveling when it contacts the ball. Deduce the amount of spin from the speed of your opponent's racket at contact and the type of rubber being used. The faster your opponent's racket is going at contact and the finer his graze of the ball, the more spin he can apply to the ball. Rubbers vary in their ability to spin the ball primarily because of the grippiness of their top surface. In general, inverted rubber is grippier and will produce more spin than pips-out rubbers. But even within these two broad categories of rubber, the spin producing capabilities of rubber will vary widely. If in doubt, test the grippiness of an unknown rubber by running a ball across its surface and comparing it to your own rubber. 
  2. Once you determine the type and amount of spin, be able to instantly adjust your racket angle to correct for the spin's effect on your rubber. The tension of your grip, the looseness of your wrist, the flexibility of your forearm, and the position of your body all play major roles in developing this important skill.

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Learn About Spin To Improve Your Game

Newgy Robo-Pong

The amount of spin the thing (Newgy Robo-Pong robot) puts on the ball seems nearly overwhelming to me. I can adjust it to top, right, left, bottom and so on, but there is no way to turn it off, or adjust the degree of spin-only the direction. Being an inexperienced player, I don't really know if I should anticipate this much spin from normal human recreational players.

I'm wondering if this is a real drawback to this device. On the other hand, maybe it will prepare me for tough players. 


I agree that the spin that the robot produces can be considered severe by those players not used to returning strong spins. Spin is a very important part of table tennis. Spin is used to both win points outright and to make it more difficult for the opponent to be offensive. All top players are masters of spin; whereas, most recreational players have little knowledge of how to spin the ball severely and/or return severe spin. The biggest difference between recreational players and tournament players is that tournament players produce and respond correctly to spin. 

Newgy Robo-Pong robots were made to simulate typical tournament play. In this regard, every ball coming from the robot will have spin on it. While the amount of spin may seem severe to recreational or novice players, it is quite normal, if not somewhat less than normal, for advanced players.

If you want to improve your skill level, and I assume you do since you bought a robot, then the strategy should be to learn how to stroke the ball like the top players do (with spin) rather than continue to stroke the ball as recreational players do (without spin). If you will follow the lesson plans in the Instructional Manual that came with your robot, you will learn how to return the different spins by changing your paddle angle and then how to produce your own spin by learning the various strokes. 

Once you learn how to produce strong spins, your recreational opponents will be at your mercy. Their return options will be severely limited by the type of spin you put on the ball. They will mis-return many balls or give you plenty of weak shots that you can then attack. I encourage you to hang in there and keep working on your game, striving to emulate the way top players play. I know it can be frustrating at first because it is a whole new way to play from the way you're used to playing the game. The end result though, is that you will become a much stronger player if you learn to deal with spin correctly instead of shying away from it. 

If you still choose to limit the spin capabilities of the robot, there is something you can do, but it will also reduce the speed of the ball as well. All you have to do is remove the Friction Block in the head and glue or attach a spacer at the top of both Friction Block tabs. The object is to move the Friction Block away from the wheel so there is less "pinch" on the ball as it passes between these two parts. I would suggest trying something about 1mm in thickness at first and then going up or down from there until you find the desired reduction in speed and spin.

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Controlling Amount Of Spin From Your Robot

Newgy Robo-Pong

I received the Robo-Pong 1040 that I ordered from you last week. I got it set up and running and find that it works very well. It is more user-friendly, more consistent and more trouble-free than the $1000+ one I had 10 or 12 years ago. It is very easy to control the type of spin, the speed, the ball frequency and the oscillation of this robot. I have enjoyed hitting with it and I'm sure will find it very useful when coaching.

I have one question that you may be able to help me with; is there any way to control the amount of spin? When it tosses topspin, it pretty much is at a loop level; when it tosses backspin, it simulates a pretty severe chop. In the reality of table tennis play, topspin varies from almost no-spin (so-called "dead ball") to the extreme produced by the best of the loopers; backspin varies from near no-spin to the extreme you see from some good pushers or choppers. I have the impression that there is no way to vary the amount of spin the Robo-Pong 1040 produces (only the kind of spin). Is that correct? Does speed variation have any significant effect on the amount of spin? Does distance you set the robot from the player have any effect on the amount of spin (that is, will tossing the balls from well behind the table affect it)? Is there any way to get the machine to toss a nearly dead ball?

Thanking you in advance for your attention to these questions,

Ray Miskimins
USATT Certified State Coach



Thank you for purchasing a Newgy Table Tennis Robot and for your kind comments. To answer your questions about controlling spin on the Newgy robot, here are some resources that discuss this issue on our website:

Robot FAQ's

Learn About Spin To Improve Your Game

Adjusting Backspin When Learning To Loop

Also read the "Robot Positioning" section on page 12 of the Owner's Manual that came with your robot. (Click Here to download a PDF version of the Robo-Pong Owner's Manual) It will explain how to position your robot and the advantages and disadvantages of each position. Also the "Ball Spin" section on page 8 is worth reading to better understand how to adjust the spin settings on the robot and the limitations imposed by the robot's design.

Since speed equals spin with Newgy robots, the lightest spin you can get with a Newgy robot is at Ball Speed setting of 0. You will then need to adjust the robot's position and head angle to achieve the desired trajectory. If you have the robot mounted at the end of the table so the ball first strikes the table about a foot and a half from the table net, the ball will bounce over the table net, and by the time it bounces on the player's side, there will be little spin left on the ball. Of course, the ball will be very slow as well. Use topspin if you want the ball to go off the end of the ping pong table or backspin if you want the ball to bounce twice on the player's side of the table.

There is one other thing you can do to simulate dead balls and other such variations. Build a device that has a 6 inch by 6 inch flat surface that can be placed on your table tennis table and be adjustable from about 15 to 60 degrees. Cover the top of this device with some type of rubber cover and place it in front of the robot on your ping pong table. Put your robot in the serve position and aim the head at the ramp. By using different covering materials, such as regular inverted, sticky inverted, sponge only, hard rubber, pips out with sponge, long pips, and other like materials, you can achieve an interesting variety of ball effects. For each different material you will have to experiment with the head angle, the ramp angle, and the ball speed setting to get it to simulate the type of shot you want to practice against.

Good luck.

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