WATCH
THE BALL
All professionals say "watch the ball". But, did
you know that there is a certain way of watching the ball.
During a rally your opponent will be either in front,
behind, or parallel to you. There is only one way to watch
in each of these circumstances.
When your opponent is in front of you, it is easy to see
where and when your opponent is going to hit the ball. The
secret is to stay as close to your opponent as possible,
without crowding, as he or she is striking the ball.
This adds mental pressure to your opponent because by doing
this your opponent knows you're ready, especially for a
drop. If your opponent is in front, remember the drop is the
most likely shot to be executed. And this means trouble. So
get close to your opponent when he or she is in front of
you.
When your opponent is next to you or behind you, try not to
look directly at the ball. Use your peripheral vision. The
reason to do this is that it may be physically impossible to
follow a fast crosscourt and turn your head at the same
time. Use your eyeballs instead of your head and neck. A
good reference point is the serve line that runs across the
floor of the court. Follow the ball with your eye to this
line and then lock your eye at the serve line area and let
your peripheral vision track the ball to your opponent's
racquet.
The only exception is if you've hit a high length shot that
comes off high on the
back wall. In this instance you need to watch your opponent
closely. Just make sure you're watching from the front while
on the "T".
GRIP
FOR POWER:
Holding the racquet correctly is very
important in squash. But, did you know that the speed of
your wrist and power can be enhanced with a slight
adjustment to your grip.
The standard grip says to hold the racquet at an angle as if
shaking someone's hand. It also says to hold the middle of
the grip. Combining both keeps your swing steady.
But, sometimes a fast wrist is needed for a quick kill or a
quick reflex shot; and sometimes a players needs that extra
power to drive the ball deep into the corners. If you've
ever fallen into this sort of a situation, which I'm sure
all of you have, then a little grip adjustment could give
you an edge.
If you hold the grip up high or choke up, you'll notice a
faster wrist immediately. Practice hitting the ball with
adjusting your grip. Hit a few shots in the middle grip
position, then hold the grip higher. You'll notice a faster
and lighter racquet head. This is ideal for a quick volley
and digging out those hard to get deep back wall shots. The
higher grip shortens your swing radius helping to make your
wrist roll through a shot more comfortably.
The more comfortable your wrist, the faster you'll snap it.
Use the high grip for all tight shots from the back corners
to delicate drops. For drops a quick wrist isn't needed, but
the higher grip helps your racquet handling to hit the
winner.
Keep practicing alone and now hit the ball while holding the
end of the grip.
You'll notice a shift in weight to the head of the racquet.
This will increase power. I always slide my hand down to the
end of the racquet for that crushing power sometimes needed.
But, since the racquet feels heavier, I use it when I have
time to take a full swing at the ball.
If you practice adjusting your grip, it'll become
subconscious during match play. The best titanium or
graphite racquets will never improve your wrist or power
game unless you know how to do it yourself.
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SQUASH
STAMINA
Squash is a sport requiring stamina. Every
squash player realizes this fact as soon as rallies get a
bit longer.
Many top
players train outside the court. Some of them run. Others
swim. But, did you know that the top players realize one
thing before starting to train outside the squash court.
They realize that there are two types of stamina in squash.
Cardiovascular fitness is described above. But, striking the
ball with consistency is by far much more crucial. And the
pros know this. What I mean is that your arm needs the
strength and endurance to hit the ball continuously for an
hour with good control. If this is unattainable as of yet,
don't waste your time training outside the court until your
arm can endure an hour of hard hitting. The pros know that
without ball control, you're dead on the tour no matter how
fit you are!
Have you noticed how much work your arm does as compared to
your legs? If your arm goes, your legs can help you retrieve
a bit longer before losing.
If your legs go, your arm can still hit winners because you
don't need to run for every single shot. But you do need to
hit every single shot with your arm.
So practice hitting the ball as hard as possible without
injuring yourself and see how long you can do it. Keep in
mind that you're not just blindly hitting the ball hard. Try
to control a twenty shot rail drill and then crosscourt to
the other side for another twenty shot rail drill. Keep the
ball moving at a high rate. Hit boasts, cross courts and
rails and go for the nick. Watch the ball! Have you ever
really watched the ball for an hour without interruption.
It's not easy until you try it. Feel the lactic acid build
up in your arm.
Before you know it, you'll sense an improvement in your
endurance and in your ability to concentrate on watching the
ball. Time yourself! Lengthen every practice session by five
minutes until you're able to hit relatively hard for a solid
hour without let up. After you've achieved this, do what the
pros do: Start training outside the court.
START
TO WIN:
THE SERVE
The point starts with a serve; it continues into a rally for
position; and then either you or your opponent finishes the
point with a winner or a mistake. Let's discuss how you
should start a point.
The point starts with a serve. This makes the serve
important, but many squash players focus on the wrong aspect
of the serve. I have seen players try to get their serves
tighter and tighter. But, you should know that developing an
ace serve is a waste of time. A good serve should be hit
close to the walls to restrict your opponent's swing. That
is all. Nowhere will you find that you need to develop a
service ace. You should concentrate more on your opponent's
return. You need to differentiate a rail return from a
crosscourt or a drop. What I'm getting at, is that, squash
serves don't count as much as reading your opponent's return
of serve and the way you prepare for the return.
The best way to prepare for a service return is to get in
the crouch position. Get ready to pounce on the ball and
make sure your opponent sees this.
It'll add mental pressure to his or her return. Mental
pressure works best when your opponent sees you hovering on
the "T" in the crouch position right after a tight
serve. Try it!
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1. THE GAME
The game of
Singles Squash is played between two players, each
using a racket, with a ball and in a court, all
three of which meet WSF specifications (see Appendix
5).
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THE
SCORING (Rule 2)
A match
is the best of five games. Each game is to nine points,
unless the score reaches eight-all. At eight-all the
receiver (non-server) has to choose to play either to
nine points (known as "Set One") or to ten
points (known as "Set Two"). (There is no
requirement that a player needs to be two points ahead
to win a game).
Points
are scored only by the server. When the server wins a
rally he or she scores a point; when the receiver wins a
rally he or she becomes the server.
THE
WARM-UP (Rule 3)
Before
the start of a match, the two players are allowed up to
5 minutes (2½ minutes on each side) to
"warm-up" themselves and the ball on the match
court.
When a
ball has been changed during a match, or if the match
has been resumed after some delay, the players warm-up
the ball to playing condition.
The ball
may be warmed up by either player during any interval in
the match.
THE
SERVICE (Rule 4)
Play
commences with a service. The player to serve first is
decided by the spin of a racket. Thereafter, the server
continues serving until losing a rally, when the
opponent becomes the server and the server becomes
"hand out".
The
player who wins the preceding game serves first in the
next game.
At the
beginning of each game and when the service changes from
one player to the other, the server can serve from
either service box. After winning a rally the server
then continues serving from the alternate box.
To serve
a player stands with at least part of one foot on the
floor within the service box. For a service to be good,
it is served directly onto the front wall above the
service line and below the out line so that on its
return, unless volleyed, it reaches the floor within the
back quarter of the court opposite to the server's box.
GOOD
RETURN (Rule 6)
A return
is good if the ball, before it has bounced twice on the
floor, is returned correctly by the striker onto the
front wall above the tin and below the out line, without
first touching the floor. The ball may hit the side
walls and/or the back wall before reaching the front
wall.
A return
is not good if it is "NOT UP" (ball struck
after bouncing more than once on the floor, or not
struck correctly, or a double hit); "DOWN"
(the ball after being struck, hits the floor before the
front wall or hits the tin) or "OUT" (the ball
hits a wall on or above the out line).
RALLIES
(Rule 8)
After a
good service has been delivered the players hit the ball
in turn until one fails to make a good return.
A rally
consists of a service and a number of good returns. A
player wins a rally if the opponent fails to make a good
service or return of the ball or if, before the player
has attempted to hit the ball, it touches the opponent
(including racket or clothing) when the opponent is the
non-striker.
NOTE: AT
ANY TIME DURING A RALLY A PLAYER SHOULD NOT STRIKE THE
BALL IF THERE IS A DANGER OF HITTING THE OPPONENT WITH
THE BALL OR RACKET. IN SUCH CASES PLAY STOPS AND THE
RALLY IS EITHER PLAYED AGAIN ("A LET") OR THE
OPPONENT IS PENALISED.
HITTING
AN OPPONENT WITH THE BALL (Rule 9)
If a
player strikes the ball, which, before reaching the
front wall, hits the opponent, or the opponent’s
racket or clothing, play stops.
If the
return would have been good and the ball would have
struck the front wall without first touching any other
wall, the striker wins the rally, provided the striker
did not "turn".
If the
ball either had struck, or would have struck, any
other wall and the return would have been good, a let
is played.
If the
return would not have been good, the striker loses the
rally.
TURNING
(Rule 9)
If the
striker has either followed the ball round, or allowed
it to pass around him or her - in either case striking
the ball to the right of the body after the ball had
passed to the left (or vice-versa) - then the striker
has "TURNED".
If the
opponent is struck by the ball after the striker has
turned, the rally is awarded to the opponent.
If the
striker, while turning, stops play for fear of
striking the opponent, then a let is played. This is
the recommended course of action in situations where a
player wants to turn but is unsure of the opponent’s
position.
FURTHER
ATTEMPTS (Rule 10)
A
player, after attempting to strike the ball and missing,
may make a further attempt to return the ball.
If a
further attempt would have resulted in a good return,
but the ball hits the opponent, a let is played.
If the
return would not have been good, the striker loses the
rally.
INTERFERENCE
(Rule 12)
When it
is his or her turn to play the ball, a player is
entitled to freedom from interference by the opponent.
To avoid
interference, the opponent must try to provide the
player with unobstructed direct access to the ball, a
fair view of the ball, space to complete a swing at the
ball and freedom to play the ball directly to any part
of the front wall.
A
player, finding the opponent interfering with the play,
can accept the interference and play on, or stop play.
It is preferable to stop play if there is a possibility
of colliding with the opponent, or of hitting him or her
with racket or ball.
When
play has stopped as a result of interference the general
guidelines are:
The
player is entitled to a let if he or she could
have returned the ball and the opponent has made every
effort to avoid the interference.
The
player is not entitled to a let (i.e.
loses the rally) if he or she could not have returned
the ball, or accepts the interference and plays on, or
the interference was so minimal that the player’s
access to and strike at the ball was not affected.
The
player is entitled to a stroke (i.e. wins the
rally) if the opponent did not make every effort to
avoid the interference, or if the player would have
hit a winning return, or if the player would have
struck the opponent with the ball going directly to
the front wall.
LETS (Rule
13)
A let is
an undecided rally. The rally does not count and the
server serves again from the same box.
In
addition to lets allowed as indicated in the paragraphs
above, lets can be allowed in other circumstances. For
example, a let may be allowed if the ball in play
touches any article lying on the floor, or if the
striker refrains from hitting the ball owing to a
reasonable fear of injuring the opponent.
A let
must be allowed if the receiver is not ready and does
not attempt to return the service, or if the ball breaks
during play.
CONTINUITY
OF PLAY (Rule 7)
Play is
expected to be continuous in each game once a player has
started serving. There should be no delay between the
end of one rally and the start of the next one.
In
between all games an interval of 90 seconds is
permitted.
Players
are permitted to change items of clothing or equipment
if necessary.
BLEEDING,
INJURY AND ILLNESS (Rule 16)
If an
injury occurs which involves bleeding, the bleeding must
be stopped before the player can continue. A player is
allowed a reasonable time to attend to a bleeding wound.
If the
bleeding was caused solely by the opponent’s action,
the injured player wins the match.
If the
bleeding recurs no further delay is allowed, except
that the player can concede a game, using the 90
second period between games to attend to the wound and
stop the bleeding. If unable to stop it, the player
must concede the match.
For an
injury not involving bleeding, it must be decided
whether the injury was either caused by the opponent or
self inflicted or contributed to by both players.
If caused
by the opponent, the injured player wins the match if
any recovery time is needed.
If
self-inflicted, the injured player is allowed 3
minutes to recover and must then play on, or concede a
game using the 90 second rest period between games to
recover.
If
contributed by both players, the injured player is
allowed an hour to recover.
A player
who is ill must play on or can take a rest period by
conceding a game and using the 90 second interval to
recover. Cramps, feeling sick and breathlessness
(including asthma) are considered illnesses. If a player
vomits on court, the opponent wins the match.
DUTIES
OF PLAYERS (Rule 15)
Rule 15
provides guidelines for players. For example 15.6 states
that deliberate distraction is not allowed. Players
should read this rule in full.
Some of
the 8 sub-sections deal with situations related to
matches under the control of officials (Referee/Marker).
The use of officials is not covered in this abbreviated
version.
CONDUCT
ON COURT (Rule 17)
Offensive,
disruptive or intimidating behaviour in squash is not
acceptable.
Included
in this category are: audible and visible obscenities,
verbal and physical abuse, dissent, abuse of racket,
court or ball, unnecessary physical contact, excessive
racket swing, unfair warm-up, time-wasting, late back on
court, deliberate or dangerous play or action and
coaching (except between games).
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