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Playing court dimensions

The court is rectangular and divided into halves by a net. Courts are usually marked for both singles and doubles play, although the laws permit a court to be marked for singles only. The doubles court is wider than the singles court, but both are the same length. The exception, which often causes confusion to newer players, is that the doubles court has shorter serve-length dimensions.

The full width of the court is 6.1 meters (20 ft), and in singles, this width is reduced to 5.18 meters (17 ft). The full length of the court is 13.41 meters (44 ft). The service courts are marked by a center line dividing the width of the court, by a short service line at a distance of 1.98 meters (6 ft 6 inch) from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.76 meters (2 ft 6 inch) from the back boundary. The net is 1.55 meters (5 ft 1 inch) high at the edges and 1.524 meters (5 ft) high in the center. The net posts are placed over the doubles sidelines, even when singles is played. There is no mention in the Laws of Badminton of a minimum height for the ceiling above the court. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.

Isometric view of Badminton Court

badminton court

1.1 The badminton court[1] shall be a rectangle marked out with lines 40 mm wide as shown in Diagram A.

1.1.1 The court for Wheelchair Badminton shall be as shown in Diagrams D and E, respectively. 1.1.2 For Standing Badminton classes playing half-court the court for singles shall be as shown in

1.2 The lines marking out the court shall be easily distinguishable and preferably be colored white or yellow.

1.3 All the lines shall form part of the area which they define.

1.4 The posts shall be 1.55 meters in height from the surface of the court and shall remain vertical when the net is strained as provided in Law 1.10.

1.5 The posts shall be placed on the doubles sidelines as in Diagram A irrespective of whether singles or doubles is being played. The posts or its supports shall not extend into the court beyond the side lines.

1.6 The net shall be made of fine cord of dark color and even thickness with a mesh of not less than 15 mm and not more than 20 mm.

1.7 The net shall be 760 mm in depth and at least 6.1 meters wide.

1.8 The top of the net shall be edged with a 75 mm white tape doubled over a cord or cable running through the tape. This tape shall rest upon the cord or cable.

1.9 The cord or cable shall be stretched firmly, flush with the top of the posts.

1.10 The top of the net from the surface of the court shall be 1.524 meters at the center of the court and 1.55 meters over the side lines for doubles.

[[ko:배드민턴/코트 규모

  1. [ ]

Equipment laws

The Laws specify which equipment may be used. In particular, the Laws restrict the design and size of racquets and shuttlecocks. The Laws also provide for testing a shuttlecock for the correct speed.

  • To test a shuttlecock, use a full underhand stroke which makes contact with the shuttlecock over the back boundary line. The shuttlecock shall be hit at an upward angle and in a direction parallel to the side lines.
  • A shuttlecock of the correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line.

Scoring system and service

The basicsEdit

Each game is played to 21 points, with players scoring a point whenever they win a rally (this differs from the old system, where players could only win a point on their serve). A match is the best of three games. At the start of the rally, the server and receiver stand in diagonally opposite service courts (see court dimensions). The server hits the shuttlecock so that it would land in the receiver's service court. This is similar to tennis, except that a badminton serve must be hit below waist height and with the racquet shaft pointing downwards, the shuttlecock is not allowed to bounce and in badminton, the players stand inside their service courts unlike tennis. When the serving side loses a rally, the serve passes to their opponent(s) (unlike the old system, there is no "second serve" in doubles). In singles, the server stands in his right service court when his score is even, and in his left service court when his score is odd. In doubles, if the serving side wins a rally, the same player continues to serve, but he changes service courts so that he serves to each opponent in turn. If the opponents win the rally and their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally. A consequence of this system is that, each time a side regains the service, the server will be the player who did not serve last time.


When the server serves, the shuttlecock must pass over the short service line on the opponents' court or it will count as a fault. If the score reaches 20-all, then the game continues until one side gains a two point lead (such as 24-22), up to a maximum of 30 points (30-29 is a winning score). At the start of a match, a coin is tossed. The winners of the coin toss may choose whether to serve or receive first, or they may choose which end of the court they wish to occupy. Their opponents make the remaining choice. In less formal settings, the coin toss is often replaced by hitting a shuttlecock into the air: whichever side the corked end points will be the side that serves first. In subsequent games, the winners of the previous game serve first. These can also be called rubbers. If one team wins a game they play once more and if they win again they win that match, but if they lose they play one more match to find the winning team. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players change ends at the start of the second game; if the match reaches a third game, they change ends both at the start of the game and when the leading pair's score reaches 11 points. The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not insight the opposing server or receiver.


Players win a rally by striking the shuttlecock over the net and onto the floor within the boundaries of their opponents' court ( Singles: the side tramlines are out, but the back tramline is in. Doubles: the side tramlines are in, but the back tramline is out (service only)). Players also win a rally if their opponents commit a fault. The most common fault in badminton is when the players fail to return the shuttlecock so that it passes over the net and lands inside their opponents' court, but there are also other ways that players may be faulted. Several faults pertain specifically to service. A serving player shall be faulted if the shuttlecock is above his waist (defined as his lowest rib) at point of contact, or if his racket's head is not pointing downwards at the moment of impact. This particular law was modified in 2006: previously, the server's racket had to be pointing downwards to the extent that the racket head was below the hand holding the racket; and now, any angle below the horizontal is acceptable. Neither the server nor the receiver may lift a foot until the server has struck the shuttlecock. The server must also initially hit the base (cork) of the shuttlecock, although he may afterwards also hit the feathers as part of the same stroke. This law was introduced to ban an extremely effective service style known as the S-serve or Sidek serve, which allowed the server to make the shuttlecock spin chaotically in flight. Each side may only strike the shuttlecock once before it passes back over the net; but during a single stroke movement, a player can contact a shuttlecock twice (this happens in some sliced shots). A player may not, however, hit the shuttlecock once and then hit it with a new movement, nor may he carry and sling the shuttlecock on his racket. It is a fault if the shuttlecock hits the ceiling.


If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur due to some unexpected disturbance such as a shuttlecock landing on court (having been hit there by players on an adjacent court) or in small halls the shuttle may touch an overhead rail which can be classed as a let. If the receiver is not ready when the service is delivered, a let shall be called; yet, if the receiver attempts to return the shuttlecock, he shall be judged to have been ready. There is no let if the shuttlecock hits the tape (even on service).



Badminton racquets are light, with top quality racquets weighing between 79 and 91 grams including the strings. They are composed of many different materials ranging from carbon fibre composite (graphite reinforced plastic) to solid steel, which may be augmented by a variety of materials. Carbon fibre has an excellent strength to weight ratio, is stiff, and gives excellent kinetic energy transfer. Before the adoption of carbon fibre composite, racquets were made of light metals such as aluminum. Earlier still, racquets were made of wood. Cheap racquets are still often made of metals such as steel, but wooden racquets are no longer manufactured for the ordinary market, due to their excessive mass and cost. Nowadays, nanomaterials such as fullereneand carbon nanotubes are added to rackets giving them greater durability. There is a wide variety of racquet designs, although the Laws limit the racquet size and shape. Different racquets have playing characteristics that appeal to different players. The traditional oval head shape is still available, but an isometric head shape is increasingly common in new racquets.


Badminton strings are thin, high performing strings in the range of about 0.62 to 0.73 mm thickness. Thicker strings are more durable, but many players prefer the feel of thinner strings. String tension is normally in the range of 80 to 160 N (18 to 36 lbf). Recreational players generally string at lower tensions than professionals, typically between 18 and 25 lbf (110 N). Professionals string between about 25 and 36 lbf (160 N). It is often argued that high string tensions improve control, whereas low string tensions increase power. The arguments for this generally rely on crude mechanical reasoning, such as claiming that a lower tension string bed is more bouncy and therefore provides more power. This is in fact incorrect, for a higher string tension can cause the shuttle to slide off the racquet and hence make it harder to hit a shot accurately. An alternative view suggests that the optimum tension for power depends on the player: the faster and more accurately a player can swing their racquet, the higher the tension for maximum power. Neither view has been subjected to a rigorous mechanical analysis, nor is there clear evidence in favour of one or the other. The most effective way for a player to find a good string tension is to experiment.


The choice of grip allows a player to increase the thickness of his racquet handle and choose a comfortable surface to hold. A player may build up the handle with one or several grips before applying the final layer. Players may choose between a variety of grip materials. The most common choices are PU synthetic grips or towelling grips. Grip choice is a matter of personal preference. Players often find that sweat becomes a problem; in this case, a drying agent may be applied to the grip or hands, sweatbands may be used, the player may choose another grip material or change his grip more frequently. There are two main types of grip: replacement grips and overgrips. Replacement grips are thicker, and are often used to increase the size of the handle. Overgrips are thinner (less than 1 mm), and are often used as the final layer. Many players, however, prefer to use replacement grips as the final layer. Towelling grips are always replacement grips. Replacement grips have an adhesive backing, whereas overgrips have only a small patch of adhesive at the start of the tape and must be applied under tension; overgrips are more convenient for players who change grips frequently, because they may be removed more rapidly without damaging the underlying material.


A shuttlecock (often abbreviated to shuttle and also commonly known as a bird) is a high-drag projectile, with an open conical shape: the cone is formed from sixteen overlapping feathers embedded into a rounded cork base. The cork is covered with thin leather or synthetic material. Synthetic shuttles are often used by recreational players to reduce their costs as feathered shuttles break easily. These nylon shuttles may be constructed with either natural cork or synthetic foam base, and a plastic skirt. Additionally, nylon shuttlecocks come in three varieties, each variety for a different range of temperatures. These three varieties are known as green (slow speed which will give you an extra 40% hang time/shot length), blue (middle speed), and red (fast speed). The colours, and therefore speeds, are indicated by coloured strips fastened around the cork. In colder temperatures, a faster shuttle is used, and in hotter climates, a slower one is chosen.


Badminton shoes are lightweight with soles of rubber or similar high-grip, non-marking materials. Compared to running shoes, badminton shoes have little lateral support. High levels of lateral support are useful for activities where lateral motion is undesirable and unexpected. Badminton, however, requires powerful lateral movements. A highly built-up lateral support will not be able to protect the foot in badminton; instead, it will encourage catastrophic collapse at the point where the shoe's support fails, and the player's ankles are not ready for the sudden loading, which can cause sprains. For this reason, players should choose badminton shoes rather than general trainers or running shoes, because proper badminton shoes will have a very thin sole, lower a person's centre of gravity, and therefore result in fewer injuries. Players should also ensure that they learn safe and proper footwork, with the knee and foot in alignment on all lunges. This is not only a safety concern, as proper footwork is critical in order to move effectively around the court.


Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player's forehand side is the same side as his playing hand: for a right-handed player, the forehand side is his right side and the backhand side is his left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice versa. In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rearcourt, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand "on the backhand side") rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn his back to his opponents, restricting his view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes tend to be weak.

Forehand and backhand

Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player's forehand side is the same side as his playing hand: for a right-handed player, the forehand side is his right side and the backhand side is his left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice versa. In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rearcourt, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand "on the backhand side") rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn his back to his opponents, restricting his view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes tend to be weak.

Position of the shuttlecock and receiving player

The choice of stroke depends on how near the shuttlecock is to the net, whether it is above net height, and where an opponent is currently positioned: players have much better attacking options if they can reach the shuttlecock well above net height, especially if it is also close to the net. In the forecourt, a high shuttlecock will be met with a net kill, hitting it steeply downwards and attempting to win the rally immediately. This is why it is best to drop the shuttlecock just over the net in this situation. In the midcourt, a high shuttlecock will usually be met with a powerful smash, also hitting downwards and hoping for an outright winner or a weak reply. Athletic jump smashes, where players jump upwards for a steeper smash angle, are a common and spectacular element of elite men's doubles play. In the rearcourt, players strive to hit the shuttlecock while it is still above them, rather than allowing it to drop lower. This overhead hitting allows them to play smashes, clears (hitting the shuttlecock high and to the back of the opponents' court), and dropshots (hitting the shuttlecock so that it falls softly downwards into the opponents' forecourt). If the shuttlecock has dropped lower, then a smash is impossible and a full-length, high clear is difficult.

Vertical position of the shuttlecock

When the shuttlecock is well below net height, players have no choice but to hit upwards. Lifts, where the shuttlecock is hit upwards to the back of the opponents' court, can be played from all parts of the court. If a player does not lift, his only remaining option is to push the shuttlecock softly back to the net: in the forecourt this is called a netshot; in the midcourt or rearcourt, it is often called a push or block.

When the shuttlecock is near to net height, players can hit drives, which travel flat and rapidly over the net into the opponents' rear midcourt and rearcourt. Pushes may also be hit flatter, placing the shuttlecock into the front midcourt. Drives and pushes may be played from the midcourt or forecourt, and are most often used in doubles: they are an attempt to regain the attack, rather than choosing to lift the shuttlecock and defend against smashes. After a successful drive or push, the opponents will often be forced to lift the shuttlecock.

Other factors

When defending against a smash, players have three basic options: lift, block, or drive. In singles, a block to the net is the most common reply. In doubles, a lift is the safest option but it usually allows the opponents to continue smashing; blocks and drives are counter-attacking strokes, but may be intercepted by the smasher's partner. Many players use a backhand hitting action for returning smashes on both the forehand and backhand sides, because backhands are more effective than forehands at covering smashes directed to the body.

The service is restricted by the Laws and presents its own array of stroke choices. Unlike in tennis, the servers racket must be pointing in a downward direction to deliver the serve so normally the shuttle must be hit upwards to pass over the net. The server can choose a low serve into the forecourt (like a push), or a lift to the back of the service court, or a flat drive serve. Lifted serves may be either high serves, where the shuttlecock is lifted so high that it falls almost vertically at the back of the court, or flick serves, where the shuttlecock is lifted to a lesser height but falls sooner.


Once players have mastered these basic strokes, they can hit the shuttlecock from and to any part of the court, powerfully and softly as required. Beyond the basics, however, badminton offers rich potential for advanced stroke skills that provide a competitive advantage. Because badminton players have to cover a short distance as quickly as possible, the purpose of many advanced strokes is to deceive the opponent, so that either he is tricked into believing that a different stroke is being played, or he is forced to delay his movement until he actually sees the shuttle's direction. "Deception" in badminton is often used in both of these senses. When a player is genuinely deceived, he will often lose the point immediately because he cannot change his direction quickly enough to reach the shuttlecock. Experienced players will be aware of the trick and cautious not to move too early, but the attempted deception is still useful because it forces the opponent to delay his movement slightly. Against weaker players whose intended strokes are obvious, an experienced player will move before the shuttlecock has been hit, anticipating the stroke to gain an advantage.

Slicing and using a shortened hitting action are the two main technical devices that facilitate deception. Slicing involves hitting the shuttlecock with an angled racquet face, causing it to travel in a different direction than suggested by the body or arm movement. Slicing also causes the shuttlecock to travel much slower than the arm movement suggests. For example, a good crosscourt sliced dropshot will use a hitting action that suggests a straight clear or smash, deceiving the opponent about both the power and direction of the shuttlecock. A more sophisticated slicing action involves brushing the strings around the shuttlecock during the hit, in order to make the shuttlecock spin. This can be used to improve the shuttle's trajectory, by making it dip more rapidly as it passes the net; for example, a sliced low serve can travel slightly faster than a normal low serve, yet land on the same spot. Spinning the shuttlecock is also used to create spinning netshots (also called tumbling netshots), in which the shuttlecock turns over itself several times (tumbles) before stabilizing; sometimes the shuttlecock remains inverted instead of tumbling. The main advantage of a spinning netshot is that the opponent will be unwilling to address the shuttlecock until it has stopped tumbling, since hitting the feathers will result in an unpredictable stroke. Spinning netshots are especially important for high level singles players. The lightness of modern racquets allows players to use a very short hitting action for many strokes, thereby maintaining the option to hit a powerful or a soft stroke until the last possible moment. For example, a singles player may hold his racquet ready for a netshot, but then flick the shuttlecock to the back instead with a shallow lift. This makes the opponent's task of covering the whole court much more difficult than if the lift was hit with a bigger, obvious swing. A short hitting action is not only useful for deception: it also allows the player to hit powerful strokes when he has no time for a big arm swing. The use of grip tightening is crucial to these techniques, and is often described as finger power. Elite players develop finger power to the extent that they can hit some power strokes, such as net kills, with less than a 10 cm racquet swing. It is also possible to reverse this style of deception, by suggesting a powerful stroke before slowing down the hitting action to play a soft stroke. In general, this latter style of deception is more common in the rearcourt (for example, dropshots disguised as smashes), whereas the former style is more common in the forecourt and midcourt (for example, lifts disguised as netshots).

Deception is not limited to slicing and short hitting actions. Players may also use double motion, where they make an initial racquet movement in one direction before withdrawing the racquet to hit in another direction. This is typically used to suggest a crosscourt angle but then play the stroke straight, or vice versa. Triple motion is also possible, but this is very rare in actual play. An alternative to double motion is to use a racquet head fake, where the initial motion is continued but the racquet is turned during the hit. This produces a smaller change in direction, but does not require as much time.


To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from powerful jumping smashes to delicate tumbling net returns. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a netshot can force the opponent to lift the shuttlecock, which gives an opportunity to smash. If the netshot is tight and tumbling, then the opponent's lift will not reach the back of the court, which makes the subsequent smash much harder to return. Deception is also important. Expert players prepare for many different strokes that look identical, and use slicing to deceive their opponents about the speed or direction of the stroke. If an opponent tries to anticipate the stroke, he may move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock.


Both pairs will try to gain and maintain the attack, smashing downwards when possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rearcourt, and his partner in the midcourt intercepting all smash returns except the lift. If the rearcourt attacker plays a dropshot, his partner will move into the forecourt to threaten the net reply. If a pair cannot hit downwards, they will use flat strokes in an attempt to gain the attack. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear midcourt, to cover the full width of their court against the opponents' smashes. In doubles, players generally smash to the middle ground between two players in order to take advantage of confusion and clashes.

Doubles uses a wide and short service box, because of this doubles focuses on the low serve. You simply can’t serve high to the back of the court and give away the attack. Not only does it give them a free chance to smash but if they smash well their partner is likely able to intercept any defensive shot you’re able to play.[1]

At high levels of play, the backhand serve has become popular to the extent that forehand serves almost never appear in professional games. The straight low serve is used most frequently, in an attempt to prevent the opponents gaining the attack immediately. Flick serves are used to prevent the opponent from anticipating the low serve and attacking it decisively.

At high levels of play, doubles rallies are extremely fast. Men's doubles is the most aggressive form of badminton, with a high proportion of powerful jump smashes.


The singles court is narrower than the doubles court, but the same length, serve in the single and double back box is out. Since one person needs to cover the entire court, singles tactics are based on forcing the opponent to move as much as possible; this means that singles strokes are normally directed to the corners of the court. Players exploit the length of the court by combining lifts and clears with drop shots and net shots. Smashing is less prominent in singles than in doubles because players are rarely in the ideal position to execute a smash, and smashing often leaves the smasher vulnerable if the smash is returned.

In singles, players will often start the rally with a forehand high serve. Low serves are also used frequently, either forehand or backhand. Flick serves are less common, and drive serves are rare.

At high levels of play, singles demands extraordinary fitness. Singles is a game of patient positional manoeuvring, unlike the all-out aggression of doubles.

Mixed doublesEdit

In mixed doubles, both pairs try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are substantially stronger, and can therefore produce smashes that are more powerful. As a result, mixed doubles requires greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection.

At high levels of play, the formations will generally be more flexible: the top women players are capable of playing powerfully from the rearcourt, and will happily do so if required. When the opportunity arises, however, the pair will switch back to the standard mixed attacking position, with the woman in front.

Left Handed SinglesEdit

A left-handed player has a natural advantage against a right-handed player. This is because there are more right-handed players in the world (you are not used to playing them). When you play a southpaw, the forehand and backhand are reversed, so that a shot to your right of the court (the backhand of right-handed players) will result in a very powerful smash against you. Because of this, left-handed players tend to have more shots directed to their forehand, and consequently their backhand is not properly trained. Therefore, the main weakness of a southpaw is his backhand. Knowing this, a left-handed player should try to direct most of his shots to the left side of the court. That is because even though it is the forehand of a right-handed person, the return of that shot will also be on your forehand (it is much harder to perform a cross-court shot than a parallel shot). That will ensure that you can keep smashing. It is said that left-handers have better smashes. It is partly true because of the rare angles that a left-hander is capable of producing (a parallel smash on the left side of the court, rather than a slightly angled shot), and also because the feathers on the shuttlecock are placed in a way that favors a left-handed shot (the shuttlecock will have more speed when sliced with a left-handed person's forehand, thus producing a much more powerful smash). Though, a left-handed player himself will be confused when playing a fellow counterpart.

Left handed/Right handed doubles pairEdit

The LH/RH doubles pair is very common at advanced levels of play. That is because they have a distinct advantage over a RH/RH or LH/LH pair. The most notable advantage is that neither side of the court is a weak side. This makes it so that the opposing team have to use more time to think of which side is the backhand and send it there, because against a normal RH/RH pair, you would usually almost always send it to your right side of the court, whilst against a LH/RH pair the weak side changes during the rally. Another advantage is also in the smash of a left-handed player. The feathers of a shuttlecock are placed to have a natural spin, so when slightly slicing the shuttlecock with a left-handed shot, you counter that natural spin which creates drag and produce a faster smash. The same effect goes when a right-handed player slices the shot with his backhand. A very good example of this is Tan Boon Heong, a left-handed player who holds the world record with a 421 km/h smash. Another example is Fu Hai Feng, a left-handed who is renowned for having the hardest smashes in the game. Fu and his right handed partner of Zhang Nan and Cai Yun have won multiple major titles.

Comparisons with other racquet sports

In some ways, badminton is way better than tennis, as it requires more agility (arguably), stamina, and accuracy.

Tennis, on the other hand, is a faster game, and requires more strength.

See the following table:


| |Tennis |Badminton |


|Strength|👍 |👎 |