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The footwork in Speed Badminton... …is characterized by many fast movements in all directions, by quick body turns, by quick starts, stops and different jumps. ...
Typology: Study notes
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The footwork in Speed Badminton...
…is characterized by many fast movements in all directions, by quick body turns, by quick starts, stops and different jumps. The perfect hitting technique needs an optimized and adapted footwork.
Preface Most of the used techniques in Speed Badminton are the over head hits, the drives and volleys as well as a mixture of all techniques. In order to achieve the highest biomechanical impact in the moment when hitting the Speeder®, it is recommended to take a sideway position towards the Speeder®^ (body rotation and forward movement). However, due to the high hitting frequency it is advisable to keep an open (frontal) hitting position when playing drives or volleys. Therefore sidesteps, “step through’s” and lunges are generally used in the front part of the square (court). When playing a smash the scissor jump (from the back of the square) and the step through (from the front or the square) are preferably used ( economical play!).
Methodology of teaching footwork techniques
Presenting the movements or have someone present them (Establish reasons with players or name them yourself) Footwork techniques are best demonstrated and exercised without a Speeder® (“Shadow speeding”). If possible try exercises where the Speeder®^ is thrown first (before the Speeder® is hit) Split up parts of the movements and combine them later, but always use a holistic approach! Some exercises need a capable person to play the Speeder®^ to a certain spot; work for example with a Speeder®^ pendulum to simulate the timing when hitting the shuttle
General Overview: The footwork techniques of Speed Badminton
Quick start from the ready position Split drop Steps Chassé steps Sidesteps Crossing steps Step through’s Lunges Scissor jumps Block jumps Double hop
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Tip Practice the movement at first in a non-specific situation, e.g. not on the square!
Quick start from the ready position
There are two possibilities for the quick start:
Running steps
Smaller steps are in Speed Badminton often more practical than big steps as you are more agile and stable. Running steps should however only be used to reach the hitting position when you are not under pressure or when they enable you to take a better position for the next shot.
Note The biggest risk with running steps are the use of too many additional, but unnecessary steps, which can result in an inconvenient position for the next shot when trying to reach the shuttle. Example: When moving into the right front corner, the player is than standing with the back to the uncovered backhand side. Usually running steps are often used in order to resume quickly to the CP or even during the rally for regeneration.
Chassé steps
The Chassé steps are similar to the footwork of fencing. The front foot points into the direction of movement (roll from heel to toe). The back foot, in a perpendicular position to the front foot, is set on the ground while pushing the whole body forward.
Tip The feet never pass one another. In Speed Badminton Chassé steps are often taken in preparation of the lunge steps (when the player is not close enough to the Speeder®^ yet).
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Side steps are very important in Speed Badminton as they are the basic steps used to defend the attack line. The feet move parallel to each other (on the ball). The legs are slightly bent.
Crossing steps
With the crossing steps either the front or the back foot is moved passed the supporting leg, contrary to the side steps. The pace of the movement is therefore mostly slower compared to the side steps and there is a higher chance “to trip over your own feet”.
Illustration: Crossing in front
Illustration: Crossing in back
Step through / Stem step
The “step through“: the right foot is pushed past the front (left foot for right handed players) foot. The right foot taken from the back into the direction of the opponent’s square. When pushing to the front the back foot is held perpendicular to the front.
Tip The players should be proficient in using the step through technique before introducing the scissor jump. The advantage of the step through is the high level of control throughout the movement due to the constant ground contact.
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The scissor jump makes a more effective overhead play possible as the reach height is increased (Angle of the smash – c.f. vertical jump) and the body’s center of gravity is moving into the direction of the CP after playing the shot. Thereby you have more time to position yourself and at the same time the pressure on the opponent is increasing. The scissor jump often follows of a side step movement. The foot of your hitting hand is set parallel to the base line (when moving towards the back center). The center of gravity is moved onto the jumping leg. Then you push yourself up (back-up). While in the air the back leg is brought to front and the front leg to the back, thus switching positions. The right part of the body is also moved forward, together with the leg (rotate along the longitudinal axis). You can either land on both feet or on the non-jumping-leg with the foot pointing sideways. The head and shoulders face the front.
Tips
Common mistakes
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Frequency when learning the scissor jump
Block jump
The block jump is carried out with the player jumping with and landing on both feet. The block jump can be from the center of the square as well as in the back zones. In the back of the square the block jump is always used after some side steps and is
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Calling out footwork elements
The coach calls out a shot together with a footwork technique and names the zone of the square where the player should move to (the coach can also demonstrate the movements). The players should follow the instructions without the use of a Speeder®^ (shadow speeding). After one or two rounds the coach can also try to trick the participants.
Fastest Worm
The participants build a row by putting their hand on the shoulders of the person in front. The whole row moves with alternating chassé steps through the gym. The person at the head of the row determines the speed (competition with 2 teams).
Step on feet
Each of the two participants try to step on the other person’s feet without touching otherwise.
Mirror Dance
Two participants stand facing each other and connect with the palms of their hands. Participant 1 starts with a combination of steps, which participant 2 tries to mirror.
Attack and Escape Game (Sidesteps)
Form a pair with player 1 trying to throw a Speeder®^ at player 2 over a certain distance (only shots on the legs count). Player 2 tries to avoid the Speeder®. Each player has 15 shots, then they swap roles – who scores the most?
Lunges on a long bench
This exercise requires the correct execution of the movement as otherwise the players will have trouble with their balance (Variation: turn the long bench over!).
Lunges while holding hands
Form groups of 3 participants. Player 1 practices lunge steps with player 2 throwing Speeder®s to him. Player 3 is standing behind player 1 and holds on to player 1’s hand (not too rigidly), so that player 1 has to keep his upper body straight.
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You wrap an elastic band/ tape around the hip of player 1. Player 2 holds the ends so that the elastic is lightly strained. Then player 1 performs a one or two side steps backwards followed by a scissor step. Due to the strain the player is pulled towards the front when rotating.
Quicker than the Speeder®
Player 1 is standing in front of the square, holding some Fun Speeder®^ in his hand. Player 2 is inside the square in the ready position. Player 1 throws the Speeder®^ in a high curve to the back of the square, so that player 2 can practice scissor jumps.
Experience the Speeder®^ pace
Player 1 is standing in front of the square, holding some Fun Speeder®^ in his hand. Player 2 is inside the square in the ready position. Player 1 then throws the Speeder®s into the square, so that player 2 can reach them using the correct footwork techniques.
Exercise for block jumps
Form group of 3 participants. One player is standing inside the square (Player 1 – in CP), while the other players take positions in front of the square in throwing distance of player 1. Players 2 and 3 have each one Speeder®^ and alternate in passing it to player 1 when being in the CP. As soon as player 1 catches a Speeder®, he/she performs a block jump to the left or right, throwing back the Speeder®^ to the player it came from.
Shadow Speeding
1 st^ Version: Policemen game Player 1 takes position in front of the square and points with his racket to 15 different corners in a row (then swap roles). Player 2 is in CP inside the square and moves into the corners using footwork techniques according to the instructions of player 1.
2 nd^ Version: Mirror game Two players are standing inside one square facing each other. Player 1 moves to 15 corners using the correct footwork techniques, while player 2 mirrors the movements of player one (it can also be about the quickest time!).
From line to line
Each participant needs 3 Speeder®, which he/she positions on the base line of his square (also possible with other lines). One Speeder®^ into each corner, while the third Speeder®^ is kept in the hitting hand. Then the player moves (along the line) with side steps and a lunge step into one corner and switches the Speeder®^ he/she is holding with the one standing in the corner. The participant does the same in the other corner and so on (in total: 15 times).
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Busch, M. (2003). Badminton-Schlagtechnik-Übungen- „Wie man mit dem Schläger denken lernt“. Velbert: Smash Verlag.
Dickhäuser, M. (1998). Badminton-Tips&Tricks. Stans: Aktiv Verlag.
Fischer, W. H. (1996). Sportiv-Kopiervorlagen für den Badmintonunterricht. Leipzig: Klett Schulbuchverlag.
Poste, D. & Halle, H. (2002). Badminton Schlagtechnik – „Mit dem Schläger denken lernen“. Velbert: Smash Verlag.
Knupp, M (1988-2006). 1011 Spiel- und Übungsformen im Badminton. Schorndorf: Hoffmann.