Part 1 of 5
Time and space
Almost everything a coach teaches comes back to one question: who has time? Every shot either gives the opponent time or takes it away.
lands on the floormet in the air
Watch one rally with that question in mind. The badge under the court shows where your player stands after each shot: attacking, neutral or defending.
Your player (blue) serves. The colour tells you where they stand in the rally after each shot.
Read the rally as text
- Low serve (Neutral). A tight, low serve. Nothing for the receiver to attack, so the rally starts even.
- Opponent lifts (Neutral). The opponent lifts high and deep. That is safe and buys them time, but it hands your player time too.
- Drop from the back (Attacking). Instead of smashing from the back, your player drops it. The opponent has to move forward and hit up.
- Short lift (Attacking). Stretched and under pressure, the opponent will almost always lift to midcourt. A short lift is an invitation.
- Smash from midcourt (Attacking). From midcourt the smash can be steep and fast. The opponent has time only for a block.
- Opponent blocks (Neutral). A good defensive block to the net. The rally resets to neutral.
- Tight net shot (Attacking). Your player takes the block near the net and plays it tight. The net shot tumbles over and the opponent has to reach low.
- Forced lift (Attacking). From below the tape in practice the choice is a lift again, and this one comes up short.
- Smash into space (Point). From midcourt again, this time into the open space the opponent has left. Point to your player.
The smash (Smash) at the end gets the applause, but the point was decided earlier. After a low serve (Aufschlag) the opponent’s lift (Lift) was deep and safe, so your player did not smash from the back: they played a drop (Drop), the opponent had to come forward, and could only lift short. The smash from midcourt was met by a block (Block), but the tight net shot (Netzdrop) that followed forced a second short lift, and this time the smash found open space. The last shot only collected what the earlier ones had built. Nine shots is also longer than usual: in one small study, 14-year-old boys averaged about 5.6 shots per rally[S11].
The shuttle is a brake
A shuttle (Federball) is not a ball. Its feathers act like a parachute: dropped from high enough, it never falls faster than about 24 km/h, its terminal speed (Endgeschwindigkeit)[S8]. That drag is enormous at speed. In the physics model used on this page, a smash (Smash) that leaves the racket at 400 km/h is down to about 60 km/h nine metres later, and measurements on real smashes show a similar loss[S9]. (That measurement study is a preprint, so treat its exact figures with care.)
Two things follow, and coaches build a lot on them. First, distance is time: a smash from deep in the court arrives slowly, which is why players try to attack from the middle of the court, not from the baseline Coaching opinion. Second, height is time: a high shot floats down almost vertically, giving whoever hit it more than a second to get back into position.
Eight shots, three jobs
There are only a handful of basic shots. What matters is the job each one does. Pick a shot to see it from the side. Each dot on the path is a twentieth of a second apart, so widely spaced dots mean fast and bunched dots mean the shuttle is braking. The German words in brackets are the ones German coaches use[S13][S14]; the glossary says which of them the federation’s own material confirms.
Smash
The main finishing shot: steep and fast. The steeper the angle, the harder it is to return with anything but a lift or a block.
It costs energy and pulls your player off balance. From deep in the court it slows so much that a good defender can block it straight to the net.
Time in the air, all eight
Attacking shots (solid bars) take time away from the opponent. Shots that move the opponent around or reset the rally (striped bars) sit in between. Shots that buy time for the hitter (hatched bars) give the opponent time too. The label on each row names the job as well as the colour.
Every shot does one of three jobs:
- Take time away from the opponent: the smash (Smash), the attacking clear (Angriffs-Clear) and the drive (Drive). They are fast, so the opponent has little time to reach them.
- Move the opponent, or reset the rally: the drop (Drop), the net shot (Netzdrop) and the block (Block). These soft shots land near the net, drag the opponent forward and often force a lift.
- Buy time for the hitter: the high clear (Clear) and the lift (Lift). High and deep, they hang in the air long enough for the hitter to get back to base, and they push the opponent as far back as possible. They give the opponent time too, so a short lift is the most punished shot in badminton Coaching opinion.
Up or down: who is attacking?
You can judge any moment of a rally with one test: is the player hitting the shuttle down, or up? If they meet it above the height of the net tape (Netzkante), they can hit downward and the opponent has to hit up. If they let it drop below the tape, they have to lift (Lift) it, and the roles flip. The tape is 1.55 m high at the posts and 1.524 m at the centre[S1].
That is why coaches endlessly repeat “take it early” Coaching opinion. Half a step faster to the net means meeting the shuttle at the tape instead of at the ankles, which is the difference between a tight net shot (Netzdrop) that forces a lift and a lift you are forced to give. It is also why the deep overhead corner counts only as neutral: the player can hit down from there, but everything slows down before it crosses.
Home base, and why corners hurt
After every shot a singles player goes back toward a base (Grundposition) near the middle of their half. The base is not a fixed spot: it is the centre of the opponent’s options, so it shifts a little forward when the opponent is stuck deep, because a drop (Drop) is likely, and a little back when the opponent is at the net. Coaching opinion Coaches teach a small hop, the split step (Split-Step), timed to land just as the opponent hits, so the player lands balanced and can push off in any direction. Coaching opinion After a smash or a drop they also step in, ready for the reply. Coaching opinion
Strategy, at its simplest, is sending the shuttle where the opponent cannot get to in time. Try it below. Your player hits from midcourt: tap anywhere on the opponent’s side, or move the target with the arrow keys and press Enter. The colours show where the opponent would be under pressure.
Lines mark the margin: +0.3 s dotted, 0.0 s solid, −0.3 s dashed. Above 0 s the opponent is late.
Tap the court to play a shot, or focus it and use the arrow keys and Enter.
This lab needs JavaScript. It shows where a shot puts the opponent under pressure, from how far they must move and how long the shuttle takes.
Notice three things. The corners and sidelines are the hottest, because they are furthest from base, and in this model the back corners are worse than they look: moving backwards is slow and an overhead needs a moment to set up. The middle is almost never worth hitting to. Coaching opinion And when the opponent is caught out of position, the space behind them lights up. A lot of singles tactics (Part 2) is about creating exactly that: dragging someone forward, then going over their head.
What to watch from the stands
- Count the lifts (Lift). Over a game, the player lifting more is usually the one losing the rallies. Coaching opinion If your player lifts a lot, the question is why: slow to the net, or pushed there by the opponent’s shots?
- Watch their contact height at the net. Are they meeting the shuttle near the tape, or is it dropping to knee height before they get there?
- Watch their feet when the opponent hits. Are they back near base (Grundposition) and doing the split step (Split-Step), or still moving? Late recovery shows up as lots of shots played off balance. Coaching opinion
- Look at the depth of their lifts and clears (Clear). A lift that lands at midcourt is a gift to a good smasher. Depth matters more than power. Coaching opinion
- Look at the opponent’s base, too. Some players recover slowly from the net, others hang back. Coaches spot this in the first few rallies and build the game plan around it.
These are things to notice from the stands and remember, not to call out during a rally. Bring them up at the interval, between games or after the match; how to do that well is covered in Part 5.
Where this goes next
Part 2 turns these ideas into singles tactics: patterns, tempo, deception and reading an opponent. Doubles and mixed (Part 3), the mental game (Part 4) and your role as a parent (Part 5) follow. The overview lists all five parts.
Check yourself
Open a question to see the answers and the reasons.
Question 1 of 5: Which shot mainly buys time for the player who hits it?
- Not correct A smash
A smash takes time away from the opponent, but it costs energy and can pull the hitter off balance. It does not give the hitter extra time to recover. - Correct answer A high, deep lift or clear
It stays in the air long enough for your player to get back to base. The price: it gives the opponent time too, and a lift that falls short gets punished. - Not correct A flat, fast drive
A drive is flat and quick, so neither player can hit down. It is a race of reactions, not a way to gain time. - Not correct A tight net shot
A net shot moves the opponent and can force a lift, but it gives the hitter no time to get back: they are already at the net.
Question 2 of 5: Why does a smash from the back of the court give the opponent more time than one from midcourt?
- Not correct The racket arm is stretched, so less power gets through.
Power is not the main reason. The shuttle is a brake: its feathers slow it sharply, so the longer it flies, the slower it arrives. - Not correct A shuttle always arrives at the same speed, so only the angle matters.
It does not. Drag is large at speed: in the model used on this site a fast shuttle loses about half its speed every 3.3 metres, so more distance means a slower arrival. - Correct answer Drag slows the shuttle heavily, so a longer flight means a slower arrival.
Correct. Feathers act like a parachute: a feather shuttle never falls faster than about 24 km/h, and at high speed the drag is enormous. Distance is time, which is why coaches say to attack from the middle of the court.
Question 3 of 5: Your player meets the shuttle near the net. When can they hit it downward and put the opponent under pressure?
- Correct answer When they meet it above the height of the net tape
Correct. From above the tape a player can hit down and the opponent has to hit up. Half a step faster to the net can be the difference between meeting the shuttle at the tape and meeting it at the ankles. - Not correct Whenever they are near the net, whatever the height
Height decides, not position. Below the tape your player has to hit up (a net shot or a lift), and the roles flip. - Not correct Only when they jump
A jump can raise the contact point, but the test is where the shuttle is met relative to the tape. A player who takes the shuttle early, without jumping, can hit down too.
Question 4 of 5: What is a split step?
- Not correct A run back to the middle of the court
That is the recovery to base. The split step comes at the end of it: a small hop just as the opponent hits. - Not correct A small jump to hit the shuttle higher
It is a movement tool, not a hitting tool. The hop makes sure your player lands balanced and can push off in any direction. - Not correct A step used only when receiving the serve
Coaches teach it before most shots, not only the serve. - Correct answer A small hop timed to land as the opponent hits, so your player can push off in any direction
Correct. That is how coaches describe it. The exact timing is coaching practice rather than a measured value, and coaches hold that a player who is still moving when the opponent hits tends to play more shots off balance.
Question 5 of 5: Your player lifts the shuttle from the net. Which lift is the bigger gift to a good smasher?
- Not correct A high lift that lands near the back baseline
A deep lift buys your player time and keeps the smash back in the court, where the shuttle slows before it arrives. It is the safe choice, not a gift. - Correct answer A lift that lands around midcourt, however hard it is hit
Correct. A short lift arrives where a smash is fastest and steepest. Coaches say depth matters more than power: a lift that lands at midcourt is a gift to a good smasher. - Not correct A lift hit with a lot of power
Power does not decide it. A powerful lift that lands short is still an invitation, and a gentler lift that lands deep is safe.