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I'm posting here mostly to jot my thinking down and see if others have had similar ideas.
I've found that reducing ping pong to a simpler physics model has helped me understand the game way better. Note that I'm ~intermediate and this is intended for beginner / intermediate level.
Given an incoming ball with:
The former question (1): I believe this is a pattern recognition problem. So just seeing more balls and trying and playing around – this is how you develop your "repertoire of shots".
For the latter question (2): you can think of your "form" is a consistent means to get you these 3 things. The question becomes:
A practical example:
Short heavy underspin to backhand side. I could do the "FZD BH flick", coiling my body and arm system, and skimming the very top of the ball at its apex:
What do you think? Over-reductive? Too complex? Obvious?
What got me thinking about this model is the fantastic drupe pong series on physics.
I've found that reducing ping pong to a simpler physics model has helped me understand the game way better. Note that I'm ~intermediate and this is intended for beginner / intermediate level.
Given an incoming ball with:
- velocity (3D vector + linear speed), and
- spin (3D rotational vector about the centre + rotational speed),
- contact point on the ball
- relative speed of racket along the tangent (where, tangent is described as the vector along the surface of the ball)
- relative speed of the racket along the normal (where, normal is described as the vector between the contact point and the centre of the ball)
- when along the ball's arc to execute the shot
- racket motion is "componentized" (def). This is typically understood as how much you are "brushing" vs "hitting" the ball. It's simply: how fast is racket moving "along the surface", and how fast "into the ball".
- Incoming speed + spin is definitely a factor, so I use "relative speed" as it relates to the incoming values. I.e. heavy underspin balls will need a different set of variables (contact point, speed_tangent and speed_normal) vs light underspin.
- I use speed here vs. force, since the mass of the ball is negligible in this model
- There are tons of assumptions i'm not stating for simplicity purposes (ball/topsheet/sponge/blade deformation + reaction + vibration, etc).
The former question (1): I believe this is a pattern recognition problem. So just seeing more balls and trying and playing around – this is how you develop your "repertoire of shots".
For the latter question (2): you can think of your "form" is a consistent means to get you these 3 things. The question becomes:
- How can I position my body to reach my contact point with the motion that I want?
- How can I leverage my tools to achieve the racket motion?
- Tools: legs, hips, core, shoulder, arm, forearm, wrist, fingers
- How can I consistently time it?
A practical example:
Short heavy underspin to backhand side. I could do the "FZD BH flick", coiling my body and arm system, and skimming the very top of the ball at its apex:
- Contact point: almost top of the ball (y-axis), slight bias towards me (z-axis) and maybe on the left side (right hander) (x-axis)
- as a result racket angle is almost flat.
- relative tangential speed: very high
- relative normal speed: very low
- Contact time: apex (at highest point, not early not late)
- Contact point: 30% down from the top (y-axis). at 11 o'clock (slight bias for left side) (x-axis). and about 25% in from the point closest to me (z-axis).
- as a result, racket angle ends up maybe 30deg above the horizon.
- relative tangential speed: high
- relative normal speed: low-medium
- Contact time: slightly early
What do you think? Over-reductive? Too complex? Obvious?
What got me thinking about this model is the fantastic drupe pong series on physics.
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