Lingo 13 for mac3/24/2023 ![]() Post Falls, with five wins in the state 5A semifinals at the Ford Idaho Center on Friday, sits third with 210.5 points, but just 9.5 points from leader Meridian and seven back of second-place Nampa. Today, he’ll see if his Trojans can make the jump again for that elusive sixth title. net too loose, low, high, tight, etc.NAMPA - With five state 5A championships as coach, you’d think Post Falls coach Pete Reardon has seen it, felt it and knows how to approach championship Saturday from any kind of angle. saving myself for (name of girl, event, etc.)ġ04. can’t play against that type of playerĦ6. (Yes, you may use more than one excuse.) Please remember, however, that it is completely against the spirit of the sport to use the following alibi: “My opponent was better!”Ģ9. Instead of reciting the entire alibi you can simply recite the number listed at the left of your current alibi or alibis. This list can also be helpful in saving time. While some table tennis players are so bad that they don’t need an alibi, most will at some time feel in need of some explanation to account for their performance, so this handy checklist may prove helpful. This list is intended to simplify the problem of selecting a proper alibi to suit the occasion. Now that you’ve learned about the game, it’s only right to now learn about the “Dark Side” of the game: * USATT – The "United States of America Table Tennis" association, which is the ITTF-affiliated, governing body of the sport in America. * UMPIRE – The appointed person that controls and oversees a match, used during tournament play. * TWO COLOR RUBBER LAW – A table tennis law put into effect, namely using red rubber on one side of the racket and black rubber on the other side, so opponents will not be so confused and deceived. Not as deceptive as it once was, because of the "two color rubber" law. * TWIRL – Turning the racket, usually in the middle of a serve or while the ball is in play, to confuse the opponent as to which type of rubber is being used at a specific time. * TOPSPIN – Spin placed on the ball that makes the ball curve down into the table. When newly applied and wet, the glue penetrates the rubber, causing it to have more bounce and spin. * SPEED GLUE – A fast drying adhesive used to secure the rubber to the blade. * SIDESPIN – A spin placed on the ball to allow it to curve left or right. * SANDWICH RUBBER –Cellular rubber with a "sponge" layer, usually 1mm, 1.5mm or 2.0mm. * RUBBER – The rubber sheet portion of the racket. * REGLUE – To reapply new rubber or speed glue new or existing rubber to the blade. * RALLY – The period in which the ball is in play. It is a passive shot used when it is impossible to attack the ball or used when trying to set up for a more aggressive shot. * PUSH – An under-spin shot where the ball is literally pushed over or towards the net, close to the net. * POINT – When an opponent or the other gets a score. * PING PONG – The general public’s reference to the game of Table Tennis or an American Table Tennis equipment trademark. * PIMPLED RUBBER – A type of single layer rubber with a pimpled surface facing upwards and outwards. * MATCH - A match consists of "2 out of 3" or "3 out of 5" games. It can be delivered above, below, close to or far from the table. The ball, if retrieved by the opponent’s racket, will jump off unpredictably. The spin of the ball causes the ball to dive down onto the table and will "skip" taking sharp changes in direction. * LOOP – An extreme topspin shot, when executed properly can curve in the air before it hits the table. * LOB – A particular shot used when a player is far back from the table in a defensive situation and the ball is lobbed high into the air as a return. * LET – An interference in the game, such as a serve hitting the net or a distraction, which causes the point to be played over. * JUNK RUBBER – Rubber that produces no spin, such as anti-spin or long-pips. ![]() ![]() * ITTF – International Table Tennis Federation and the governing body of Table Tennis around the world. * GAME POINT – The determining point in a game. (Games are NO longer played to 21 points.) There are usually "2 out of 3" games, "3 out of 5" or "4 out of 7 " games per match. * GAME – Each game is played to 11 points, unless a deuce occurs. * FLICK – A topspin or flat shot generated with speed and power close to the net using wrist action. * DUECE - When a game’s score is 10-10, or even at any point after 10, such as 11-11, 12-12, 13-13, etc. * DROP SHOT – Short placement, very close to the net. ![]() * DRIVE – Also called a counter, counter-drive or smash. A chop forces the ball to drop downwards when it hits the opponent’s racket. The blocker angles the racket so the ball bounces back fast to the other side of the table. * BLOCK – A stroke executed very close to the table, often before the top of the bounce of the ball.
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