Grip
Shakehand and penhold grips, a neutral wrist, and how to check the bat actually sits right in your hand.
A short equipment questionnaire and thirty-two statements across eight sides of your game, scored out of ten. Answers are processed in your browser and never sent anywhere.
Answer every statement to get your read.
The average score for each side, from 1 to 10.
Statements you scored 4 or below — start there.
If you train with a coach, they fill in the same review from their side, and your account shows both scores side by side, along with the history of earlier tests.
A library across the eight sides of the game: the theory used in athlete preparation, sorted into the same sections as the check-up.
Your account holds self-study material in a format that is easy to work through.
Shakehand and penhold grips, a neutral wrist, and how to check the bat actually sits right in your hand.
The basic stance at the table, weight transfer, side steps and recovery into the ready position.
Legs, body rotation, contact point and forearm acceleration. The usual errors: hitting with the arm alone and taking the ball too late.
Backhand topspin and flick from a short backswing, the role of the wrist, and how an attack differs from a block.
Active and passive blocks against topspin, bat angle for the spin, and blocking with a change of direction.
Three spins by three lengths, contact point, disguise and the serving rules. Why the serve stays the most underrated stroke in amateur play.
Choosing the answer for the spin: flick, short push, long push, topspin against backspin.
Topspin, backspin and sidespin: reading them from the wrist, the flight and the bounce — and what to answer.
The serve to third-ball pattern, the return, moving from defence to attack, and the fight for the first active stroke.
Your three winning patterns, reading the opponent before the game, and what to change when the score turns against you.
Attacker, all-rounder, close-to-table blocker, defender at distance and pimples player — what works against each.
Speed, control and grip, sponge thickness and bat weight: choosing equipment for your style rather than a style for your equipment.
How the bounce differs, why pimples kill spin, and how to build a game on the first ball.
Pimples don't create spin, they return it: the push, the block, twiddling and switching sides as a tactical tool.
How the rubber kills spin, which side it usually goes on, and the anti-spin, twiddle, smooth-side attack sequence.
Cleaning and storing rubbers, the signs of a dead rubber and when to change it, cases and protective film.
Figure of eight, side and cross steps, jump work, core exercises and general endurance.
Water and food between matches, warming up before you go on, sleep the night before, and what to do in the gap between rounds.
Handling an error, a routine between rallies, breathing, big points, and reviewing a match without emotion.
How to build 60–90 minutes: warm-up, one element, a combination, a set for score, and a review.
What multiball is for, how to set series on one element, and how to measure progress by hit rate.
Filming from the side, reviewing stroke by stroke, and simple match stats: points on serve, on return and on the third ball.
Stepping around the backhand unprepared, pushing backspin too high, playing one zone, and never recovering into the ready position.
The base grows: administrators and coaches add material through the admin panel. Automatic selection of material from accumulated reviews arrives with the server.