| In 2000,the first pause in table tennis rules was introduced.Since then,the "timeout" has been taken seriously by coaches and players,and the timing of the timeout can,to a certain extent,affect the final outcome of a match.Therefore,it is important to investigate the patterns and characteristics of the timing of the timeout in major table tennis matches,the changes in tactical combinations after the timeout,and the impact of the timeout on the outcome of the match.In this paper,the timing and effects of time-outs in 105 games of the Olympic Games,the World Cup and the World Table Tennis Championships in the last three years are used as the object of the study.sing literature,mathematical statistics and video observation,a preliminary quantitative analysis is conducted from the law of timeout timing selection,and then the post-pause effect is analysis,in an attempt to summarize the relationship between timeout timing and post-pause effect,and to provide some data support and theoretical reference for future training and games.(1)The timing of timeout score selection is: when the opponent is chasing points when leading,when the opponent scores continuously,when the score is close to the set point or match point;when the score difference between the two sides does not exceed 2 points and when the score is 0:3 and 9:8 are the main timeout timing;when the set score is 0:2,1:3 and2:3 are the main timeout set score selection,and the distribution in the set is mainly concentrated in the middle and end game stages.(2)After the effective timeout in key games,the number of serving articulated offensive techniques increased significantly and the scoring rate of offensive tactical combinations was high;3-5 boards were dominated by articulated offensive techniques and the scoring rate of active attacks was high;after the timeout,the usage rate of serving articulated control techniques decreased;4-6 boards were dominated by articulated offensive techniques.After the effective timeout in non-critical games,the use of post-serve articulated offensive techniques was reduced,and post-serve counter-attack was the main scoring tactical combination;3-5 board continuous attack tactical combination was effective in scoring;2-4board loss rate was reduced,and control-attack tactical combination was the main scoring means;4-6 board continuous attack was the main scoring tactical combination.(3)The correlation between the 2nd and 3rd points scored after a timeout and the innings won or lost is significant;the correlation between the 3rd points scored after a timeout and the innings won or lost is significant;(4)Requesting a timeout at different stages was significantly and positively correlated with the number of games won in the innings;the highest percentage of wins was achieved by requesting a timeout at the endgame stage.Four recommendations are made in response to these findings:(1)Timeouts should be requested when the opponent is chasing a point while leading,when the opponent scores consecutive points,when the score is approaching set or match point or when the difference between the two sides is no more than 2 points.(2)Timeouts should be used in the middle and endgame phases,trying to get the 2nd and 3rd points after the timeout in order to increase the probability of winning the game in the set.(3)After a timeout in a key game,it is recommended that boards 1-3 use more post-serve counter-attack combinations and improve the stability of post-serve control combinations;boards 2-4 use more control-attack and continuous attack combinations,and boards 4-6 use more continuous attack combinations.After a pause in a non-critical game,it is recommended that boards 1-3 use more post-serve counter-attack tactical combinations to improve the stability of post-serve control,boards 3-5 use more control-attack tactical combinations;boards 2-4 are recommended to use more control-attack tactical combinations to improve defensive ability,boards 4-6 use more continuous attack tactical combinations to improve continuous control Stability.(4)Timeouts should be requested when key points are burning,when an athlete makes an unnecessary error or loses concentration near a match point. |