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July 2, 2008

Scoring System and Service


Scoring System and Service

The Basics

Each game is played up to 21 points, with players scoring a point whenever they win a rally (this differs from the old system, where players could only win a point on their serve). A match is the best of three games.

At the start of the rally, the server and receiver stand in diagonally opposite service courts (see court dimensions). The server hits the shuttlecock so that it would land in the receiver's service court. This is similar to tennis, except that a badminton serve must be hit from below the waist in underhand form (upwards), the shuttlecock is not allowed to bounce, and in tennis the players stand outside their service courts.

In singles, the server stands in his right service court when his score is even, and in his left service court when his score is odd.

In doubles, if the serving side wins a rally, the same player continues to serve, but he changes service courts so that he serves to each opponent in turn. When the serving side loses a rally, the serve passes to their opponents (unlike the old system, there is no "second serve"). If their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally.

A consequence of this system is that, each time a side regain the service, the server will be the player who did not serve last time.

Details

When the server serves, the shuttlecock must pass over the short service line on the opponents' court or it will count as a fault.

If the score reaches 20-all, then the game continues until one side gains a two point lead (such as 24-22), up to a maximum of 30 points (30-29 is a winning score).

At the start of a match a coin is tossed. The winners of the coin toss may choose whether to serve or receive first, or they may choose which end of the court they wish to occupy. Their opponents make the remaining choice. In less formal settings, the coin toss is often replaced by hitting a shuttlecock into the air: whichever side it points to serves first.

In subsequent games, the winners of the previous game serve first. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players change ends at the start of the second game; if the match reaches a third game, they change ends both at the start of the game and when the leading pair's score reaches 11 points.

The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not unsight the opposing server or receiver.

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Scoring System Development of Badminton


Scoring System Development of Badminton

The current scoring system in badminton is the 3 x 21 rally point scoring system. This means that matches are played to 21 points, with a required 2 points difference between scores (meaning scores can go above 21). The winner of a rally scores a point regardless of who served. This scoring system was adopted from August 2006.

Traditional System

In the traditional scoring system in badminton, games were played to 15 points, except for women's singles which was played up to 11. A match was decided by the best of three games. Only the serving players were able to score a point. In doubles, both players of a pair would serve before the service returned to the other side: in order to regain the service, the receiving pair had to win two rallies (not necessarily consecutively).

1992 Scoring System

In 1992, the BWF introduced new rules: setting at 13-all and 14-all. This meant that if the players were tied at 14-14 for men's singles or 10-10 for women's singles, the player who had first reached that score could elect to set and play to 17 (for men) or to 12 (for women). If the players were tied at 13-13 (for men) or 9-9 (for women), the player could elect to set and play to 18 (for men) or to 12 (for women). This last tie election rule was removed a few years later.

2002 Scoring System - 5 x 7

In 2002 the BWF, concerned with the unpredictable and often lengthy time required for matches, decided to experiment with a different scoring system to improve the commercial and especially the broadcasting appeal of the sport. The new scoring system shortened games to 7 points and decided matches by the best of 5 games. When the score reached 6-6, the player who first reached 6 could elect to set to 8 points.

Return to the original scoring system

Yet the match time remained an issue, since the playing time for the two scoring systems was similar. This experiment was abandoned and replaced by a modified version of the traditional scoring system. The 2002 Commonwealth Games is the last event that used this scoring system.

3 x 21 rally point scoring system

In December 2005 the BWF experimented again with the scoring system, intending both to regulate the playing time and to simplify the system for television viewers. The main change from the traditional system was to adopt rally point scoring, in which the winner of a rally scores a point regardless of who served; games were lengthened to 21 points. However, in the old system, competitors may not be able to score after many exchanges, since serving is often slightly more difficult than defending, especially in professional badminton. The new scoring system thus makes the game duration significantly shorter. The experiment ended in May 2006, and the BWF ruled that the new scoring system would be adopted from August 2006 onwards.

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Badminton Equipment Laws


The Laws specify which equipment may be used. In particular, the Laws restrict the design and size of rackets and shuttlecocks. The Laws also provide for testing a shuttlecock for the correct speed:

To test a shuttlecock, use a full underhand stroke which makes contact with the shuttlecock over the back boundary line. The shuttlecock shall be hit at an upward angle and in a direction parallel to the side lines.


A shuttlecock of the correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line.

Badminton Faults and Lets


Badminton Faults and Lets

Faults

Players win a rally by striking the shuttlecock onto the floor within the boundaries of their opponents' court. Players also win a rally if their opponents commit a fault. The most common fault in badminton is when the players fail to return the shuttlecock so that it passes over the net and lands inside their opponents' court, but there are also other ways that players may be faulted. The following information lists some of the more common faults.

Several faults pertain specifically to service. A serving player shall be faulted if he strikes the shuttlecock from above his waist (defined as his lowest rib), or if his racket is not pointing downwards at the moment of impact. This particular law was modified in 2006: previously, the server's racket had to be pointing downwards to the extent that the racket head was below the hand holding the racket; and now, any angle below the horizontal is acceptable.

Neither the server nor the receiver may lift a foot until the shuttlecock has been struck by the server. The server must also initially hit the base (cork) of the shuttlecock, although he may afterwards also hit the feathers as part of the same stroke. This law was introduced to ban an extremely effective service style known as the S-serve or Sidek serve, which allowed the server to make the shuttlecock spin chaotically in flight.

Each side may only strike the shuttlecock once before it passes back over the net; but during a single stroke movement, a player may contact a shuttlecock twice (this happens in some sliced shots). A player may not, however, hit the shuttlecock once and then hit it with a new movement, nor may he carry and sling the shuttlecock on his racket.

It is a fault if the shuttlecock hits the ceiling.

Lets

If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur due to some unexpected disturbance such as a shuttlecock landing on court (having been hit there by players on an adjacent court).

If the receiver is not ready when the service is delivered, a let shall be called; yet if the receiver makes any attempt to return the shuttlecock, he shall be judged to have been ready.

There is no let if the shuttlecock hits the tape (even on service).

June 28, 2008

Badminton Court Dimensions








Badminton court, isometric view

The court is rectangular and divided into halves by a net. Courts are almost always marked for both singles and doubles play, although the laws permit a court to be marked for singles only. The doubles court is wider than the singles court, but both are the same length. The exception, which often causes confusion to newer players is the doubles court has a shorter serve-length dimension.

The full width of the court is 6.1 metres (20 ft), and in singles this width is reduced to 5.18 metres (17 ft). The full length of the court is 13.4 metres (44 ft). The service courts are marked by a centre line dividing the width of the court, by a short service line at a distance of 1.98 metres (6.5 ft) from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.78 metres (2 ft 6 inch) from the back boundary.

The net is 1.55 metres (5 ft 1 inch) high at the edges and 1.524 metres (5 ft) high in the centre. The net posts are placed over the doubles side lines, even when singles is played.

There is no mention in the Laws of badminton, of a minimum height for the ceiling above the court. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.

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Badminton Doubles


Badminton Doubles

Exclusive summary about Badminton Doubles by wikipedia.org

Both pairs will try to gain and maintain the attack, hitting downwards as much as possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rearcourt, and his partner in the midcourt intercepting all smash returns except the lift. If the rearcourt attacker plays a dropshot, his partner will move into the forecourt to threaten the net reply. If a pair cannot hit downwards, they will use flat strokes in an attempt to gain the attack. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear midcourt, to cover the full width of their court against the opponents' smashes.

At high levels of play, the backhand serve has become popular to the extent that forehand serves almost never appear in professional games. The straight low serve is used most frequently, in an attempt to prevent the opponents gaining the attack immediately. Flick serves are used to prevent the opponent from anticipating the low serve and attacking it decisively.

At high levels of play, doubles rallies are extremely fast. Men's doubles is the most aggressive form of badminton, with a high proportion of powerful jump smashes.

Badminton Mixed Doubles


Badminton Mixed Doubles

Exclusive summary about Badminton Mixed Doubles by Wikipedia

In badminton mixed doubles, both pairs try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are substantially stronger, and can therefore produce more powerful smashes. As a result, mixed doubles requires greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection.

At high levels of play, the formations will generally be more flexible: the top women players are capable of playing powerfully from the rear court, and will happily do so if required. When the opportunity arises, however, the pair will switch back to the standard mixed attacking position, with the woman in front.

Badminton Strategy


To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from powerful jumping smashes to delicate tumbling net returns. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a netshot can force the opponent to lift the shuttlecock, which gives an opportunity to smash. If the netshot is tight and tumbling, then the opponent's lift will not reach the back of the court, which makes the subsequent smash much harder to return.

Deception is also important. Expert players make the preparation for many different strokes look identical, and use slicing to deceive their opponents about the speed or direction of the stroke. If an opponent tries to anticipate the stroke, he may move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock.

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Badminton Strokes


Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand (except for the high serve, which is only ever played as a forehand). A player's forehand side is the same side as his playing hand: for a right-handed player, the forehand side is his right side and the backhand side is his left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice-versa.

In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rearcourt, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand "on the backhand side") rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn his back to his opponents, restricting his view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes tend to be weak.

The choice of stroke depends on how near the shuttlecock is to the net, and whether it is above net height: players have much better attacking options if they can reach the shuttlecock well above net height, especially if it is also close to the net. In the forecourt, a high shuttlecock will be met with a net kill, hitting it steeply downwards and attempting to win the rally immediately. In the midcourt, a high shuttlecock will usually be met with a powerful smash, also hitting downwards and hoping for an outright winner or a weak reply. Athletic jump smashes, where players jump upwards for a steeper smash angle, are a common and spectacular element of elite men's doubles play. In the rearcourt, players strive to hit the shuttlecock while it is still above them, rather than allowing it to drop lower. This overhead hitting allows them to play smashes, clears (hitting the shuttlecock high and to the back of the opponents' court), and dropshots (hitting the shuttlecock so that it falls softly downwards into the opponents' forecourt). If the shuttlecock has dropped lower, then a smash is impossible and a full-length, high clear is difficult.

When the shuttlecock is well below net height, players have no choice but to hit upwards. Lifts, where the shuttlecock is hit upwards to the back of the opponents' court, can be played from all parts of the court. If a player does not lift, his only remaining option is to push the shuttlecock softly back to the net: in the forecourt this is called a netshot; in the midcourt or rearcourt, it is often called a push or block.

When the shuttlecock is near to net height, players can hit drives, which travel flat and rapidly over the net into the opponents' rear midcourt and rearcourt. Pushes may also be hit flatter, placing the shuttlecock into the front midcourt. Drives and pushes may be played from the midcourt or forecourt, and are most often used in doubles: they are an attempt to regain the attack, rather than choosing to lift the shuttlecock and defend against smashes. After a successful drive or push, the opponents will often be forced to lift the shuttlecock.

When defending against a smash, players have three basic options: lift, block, or drive. In singles, a block to the net is the most common reply. In doubles, a lift is the safest option but it usually allows the opponents to continue smashing; blocks and drives are counter-attacking strokes, but may be intercepted by the smasher's partner. Many players use a backhand hitting action for returning smashes on both the forehand and backhand sides, because backhands are more effective than forehands at covering smashes directed to the body.

The service presents its own array of stroke choices. Unlike in tennis, the serve is restricted by the Laws so that it must be hit upwards. The server can choose a low serve into the forecourt (like a push), or a lift to the back of the service court, or a flat drive serve. Lifted serves may be either high serves, where the shuttlecock is lifted so high that it falls almost vertically at the back of the court, or flick serves, where the shuttlecock is lifted to a lesser height but falls sooner.

Once players have mastered these basic strokes, they can hit the shuttlecock from and to any part of the court, powerfully and softly as required. Beyond the basics, however, badminton offers rich potential for advanced stroke skills that provide a competitive advantage. Because badminton players have to cover a short distance as quickly as possible, the purpose of many advanced strokes is to deceive the opponent, so that either he is tricked into believing that a different stroke is being played, or he is forced to delay his movement until he actually sees the shuttle's direction. "Deception" in badminton is often used in both of these senses. When a player is genuinely deceived, he will often lose the point immediately because he cannot change his direction quickly enough to reach the shuttlecock. Experienced players will be aware of the trick and cautious not to move too early, but the attempted deception is still useful because it forces the opponent to delay his movement slightly. Against weaker players whose intended strokes are obvious, an experienced player will move before the shuttlecock has been hit, anticipating the stroke to gain an advantage.

Slicing and using a shortened hitting action are the two main technical devices that facilitate deception. Slicing involves hitting the shuttlecock with an angled racket face, causing it to travel in a different direction than suggested by the body or arm movement. Slicing also causes the shuttlecock to travel much slower than the arm movement suggests. For example, a good crosscourt sliced dropshot will use a hitting action that suggests a straight clear or smash, deceiving the opponent about both the power and direction of the shuttlecock. A more sophisticated slicing action involves brushing the strings around the shuttlecock during the hit, in order to make the shuttlecock spin. This can be used to improve the shuttle's trajectory, by making it dip more rapidly as it passes the net; for example, a sliced low serve can travel slightly faster than a normal low serve, yet land on the same spot. Spinning the shuttlecock is also used to create spinning netshots (also called tumbling netshots), in which the shuttlecock turns over itself several times (tumbles) before stabilizing; sometimes the shuttlecock remains inverted instead of tumbling. The main advantage of a spinning netshot is that the opponent will be unwilling to address the shuttlecock until it has stopped tumbling, since hitting the feathers will result in an unpredictable stroke. Spinning netshots are especially important for high level singles players.

The lightness of modern rackets allows players to use a very short hitting action for many strokes, thereby maintaining the option to hit a powerful or a soft stroke until the last possible moment. For example, a singles player may hold his racket ready for a netshot, but then flick the shuttlecock to the back instead with a shallow lift. This makes the opponent's task of covering the whole court much more difficult than if the lift was hit with a bigger, obvious swing. A short hitting action is not only useful for deception: it also allows the player to hit powerful strokes when he has no time for a big arm swing. The use of grip tightening is crucial to these techniques, and is often described as finger power. Elite players develop finger power to the extent that they can hit some power strokes, such as net kills, with less than a 10 cm racket swing.

It is also possible to reverse this style of deception, by suggesting a powerful stroke before slowing down the hitting action to play a soft stroke. In general, this latter style of deception is more common in the rearcourt (for example, dropshots disguised as smashes), whereas the former style is more common in the forecourt and midcourt (for example, lifts disguised as netshots).

Deception is not limited to slicing and short hitting actions. Players may also use double motion, where they make an initial racket movement in one direction before withdrawing the racket to hit in another direction. This is typically used to suggest a crosscourt angle but then play the stroke straight, or vice-versa. Triple motion is also possible, but this is very rare in actual play. An alternative to double motion is to use a racket head fake, where the initial motion is continued but the racket is turned during the hit. This produces a smaller change in direction, but does not require as much time.

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