Glossary

OSAI Features
Interactive map
OSAI technology analyses your table tennis match and interpretes it as a map of all bounces on the tabple. In the interactive map section of the report you can see what zones of the table are most and least effective. You can see the overall view of the match and games. And break it down for each rally. Using the interactive map you can also filter your rallies to find exactly what you are looking for. For example, winning strokes by zones or map of 3rd strokes .
Service / Serve
One of the key strokes in table tennis and the only one that is not impacted by the opponent. A serve or service is the start of the rally. A serve in table tennis is when the serving player throws the ball from their free hand and then strikes it wuth their racket. The main difference between the serve and any other stroke is that the ball has to bounce on the serving player's side first, cleanly clear the net and then land on the opponent's half of the table
Sequence
is an advanced tool in table tennis analytics. Sequence visually represents how the rally was played. It shows how table tennis combinations panned out. And allows you to see how you typically respond to similar situations across one or more matches.
Zones of the table
in training the ping pong table is virtually divided into 18 zones, 9 on each side. There are different approaches to zoning of the table. Defining zones helps to better explaine table tennis combinations, practice stroke precision and train for both short and long play.
Replay
as the name suggests, replay allows to you watch your table tennis match again. With OSAI table tennis analytics, you have complete control over what you want to replay. You can watch the full match or just the highlights, filter rallies by duration or errors or watch only the pure playtime, cutting out all the breaks and saving up to 80% of time
Inventory
Rubber
is the outer material covering the table tennis racket playing area. Traditionally, the red and black rubbers are used. Since ITTF doesn't regulate the colour of the rubbers, more and more players opt-in for more diverse options. However ITTF stricktly regulate the rubber materials and textures.
Blade
is the wooden racket without the rubber sheets attached. The matterial of the blade may impact the speed and accuracy of the balls. Most commonly the blade has an oval shape. However there are variations, including the recent buzz around the cyber-shape blade. ITTF do not prescribe the shape of the blade, but there are regulations around the overall size. At least 85% of the blade thickness must be of natural wood. The adhesive layer can be reinforced with fibrous materials, but shall not be thicker than 7.5% or 0.35mm whichever is the smaller.
Errors
Error type: Net
when the ball hits the net.
Error
refers to the last bounce of the ball in a rally. There are three types of errors OSAI technology recognises: out, outright and net
Error type: out
When the ball hits a vertical side line
Error type: Outright
the rarest type of error, caused by a player's inability to touch the ball, react to the fastball, calculat the trajectory of the ball, or judge the opponent's strategy. Frequent outright errors are typically a sign of a disbalance in the skill or experience levels of the players. The Outright error can also be referred to as Ace.
General Terms
Short Rally
OSAI technology recognises a short rally as a rally with less than 3 bounces
Match
Played best of 3 of 5 games.
Grip
is how a player holds a table tennis racket. There are two main types of grip in table tennis: penhold and shakehand. Numerous variations of grips exist. A grip in many ways defines the style of a table tennis player. ITTF Laws of table tennis do not prescribe the manner in which players should grip the racket.
Long Rally
OSAI technology recognises a long rally as a rally with more than 3 bounces
Short Play
refers to a table tennis style whereby the ball is exchanged very close to the net
Playtime
A duration of time that includes only the time when table tennis is played.
Game
A collection of rallies, played untill one of the players reaches 11 points. However a game must be won by at least a two point margin. A point is scored after each ball is put into play.
Rating
Table tennis rating is the table of players in order of their recent performance in scoring matches. For the purposes of OSAI table tennis analytics report we use global player rating.
Stroke
is when a ball touches the racket. There are four basic table tennis strokes: forehand push, backhand push, forehand drive and backhand drive
Racket Hand
A dominant hand of a player with which he/she prefers to handle the racket.
Match Duration
A duration of time that includes all games in a match, breaks between the games and any other breaks.
Rally
The time during which the ball is in play. The duration of a rally is often measured by the number of bounces.
Long Play
a table tennis style with long and powerful ball trajectory, whereby the ball is exchange close to the edge of the table.
Strokes
Backhand
involves turning your arm slightly across the body to hit the ball. For example, for a right-handed player a backhand would be receiving the ball from the left. Backhand also has several types, it is a versatile stroke for both attacking and defensive styles of table tennis. Backhand grows in popularity, comprising 23-40% of all strokes for High-Performance athletes
Banana flick
when a right hander goes around the left side of the ball with the backhand flick
Back spin
one of the defensive strokes. Backspin is a stroke that attempts to negate the attack of your opponent, by turning the rotation and speed of the ball against the attacker
Forehand
Essentially, a forehand shot is hitting the ball with your hand's most natural position. For example, for a right-handed player that would be receiving the ball from the right side. There are various types of forehand shot. One of the most common and foundational strokes in table tennis is a forehand drive.
Top Spin
one of the most common winning table tennis strokes. Top Spin’s main distinction is that it has the maximum ball rotation. There are different schools of thought when it comes to top spin classification. Most commonly they are categorized by the ball position: rising ball, top ball and falling ball.Another common way of thinking about topspins is categorising them as Speedy, Hinged, Side, Top, Mixed, and False. In the Chinese table tennis school, they distinguish 16 topspin variations with over 60 mixed rotations
Block
a defensive stroke that allows a player to use the speed of their opponent's shot against them
Smash
an attacking stroke when the table tennis player strikes hard and fast to force the opponent further away from the table while trying to finish the rally and win the point
Chop block
used to upset the timing of your opponents. A chop block almost always has a side spin to accompany the backspin.
Push
a defensive shot that requires a player to strike downwards on the back and underneath the ball. In OSAI table tennis report, push stroke type refers to the forehand push.
Lob
a defensive stroke where the player lifts the ball for a very high return
Drop
a stroke that blocks the powerful & speedy ball, inverting the rotation and converting a long play into short. Typically used when the opponent is far from the table, lobbing the ball back to you.
Flick
an attacking stroke against a short ball, using mostly the wrist and forearm.