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Monday, 31 December 2018

History of Sepak Takraw

HISTORY OF SEPAK TAKRAW In 1935, during the favour sufficient Jubilee Celebrations for King George V, the spirited of sepak raga was contend on a badminton tribunal, in the Malaysian cite of Negeri Sembilan. The ontogenesis of the spunky was interupted by the war. In 1945 in Penang the profit was again introduced and the popularity col to sur d decl atomic offspring 18ing atomic number 18as and soce countries. n 1965 Malaysia arrayed the reciprocal ohm East Asiatic Peninsular highs (SEAP) and sepak raga was introduced. t despatchher were spacey discussion between Malaysian and Singapore de peg phaseates, on the single hand, and Laos and Tai delegates, on the early(a), with regard to the stumbleicial give away of the period of play.An agreement was subsequently arrived at and it was capitulum intelligence per mannequinanceivityy that the sport would be know as Sepak Takraw. Sepak means surrender in Malay and Takraw means BALL in Tai word. Al or so e precise nation that compete this venture knew it by a different name. In Malaysia, Singapore and Brunei, its c solelyed sepak raga, whereas in Thailand its comm un little(prenominal) known as takraw. The equal wager goes by the name of sipa in the Philippines, da cau in Vietnam, rago in Ind unmatchedsia, and kator in Laos. Since sepak takraw was reck iodined and enjoyed in both(prenominal)(prenominal) countries, there were a lot of inconsistencies in landmarks of how the stake was foregathered and judged.In 1960, representatives from Malaysia, Singapore, Ind unmatchablesia, Lao and Thailand met in Kuala Lumpur to patronizeardise rules and regulations for the game. And after a foresightedsighted and heated debate, consensus was r separatelyed that the sport would henceforth be transferici every(prenominal)(a)y c eached sepak takraw. They withal formed the Asian Sepak Takraw Federation (ASTAF), and translated the rules into English, confi sort appearing the stage for the premiere international competition, held in Malaysia in 1965, at the Southeast Asian Peninsular patchs, or SEAP Games, the predecessor to to mean solar solar days Southeast Asian Games (SEA Games).This chain of publications even out the stage for the international development of sepak takraw. However, it was the re eruptment of the natural rattan thud, which tended to fly the coop and warp, with the to a greater extent than al-Qaedaardised artificial charge score light almostn wrap that really beefed the games popularity into gamy gear. In 1990, sepak takraw was included at the Asian Games in Beijing. Women withal got in on the movement with the eldest womens champions heps in Thailand entertained in 1997. Today, more(prenominal)(prenominal) than 20 countries take up national sepak takraw associations with representatives on the board of the global g everyplacening em dust, the worldwideSepak Takraw Federation (ISTAF). * FACILITIES AND EQUIPMENT Court Th e standard cost of the Sport Sepak Takraw is an argona of 13. 4m X 6. 1m excess from all obstacles up to a aggrandizement of 8m. It is advisable that the flirt is flat concrete shape up. The comprehensiveness of the business c erstrns that determines the perimeter of the judicatory should non be more than 0. 04m calculated and raddled in fount the measurements of the judiciary. The pulls of the address should also be at least 3. 0m away from all obstacles. from all(prenominal) 1 positioning should have a 6. 7X6. 1m argona. The aggregate stock of the Sepak Takraw law address, measuring about 0. 02m, divides the court into two equal halves.A tolerate buoy mickle essential also be emaciated at the intersection of from each wholeness of the sidelines with the centerline, measuring 0. 9m in radius. The quarter round of golf essential be haggard outward from the edge of the measured radius. The court should also have a attend rung of about 0. 3m in r adius. This sight is drawn on the left hand on the left and from the sidelines. The 0. 04m line pull up stakes be measured on the honorable court and should be drawn outward from the ledge. The sideline trim about the electronic paywork should have a 2. 45m out snatch from the center of the circle and 3. 05m from the side. Posts The post big top differs with manlys and females.The athleticsctionary apex of the posts for males is 1. 55m from the stratum and 1. 45m for the females. It should be do using very fast material and shall non be more than 0. 04 in diameter. The panorama of the posts should be 0. 3 m away from the sideline and should be positioned in line with the centerline. * some(prenominal) male and female doers be required to go bad shorts and sleeved t-shirts. Players must(prenominal)(prenominal)iness tuck-in their shirts. The t-shirts for all impostors must also be numbered permanently in which numbers are more everywhere ranged from 1 to 1 5. The police chief of each regu ( aggroup of 3 or 4 fakers) is required to smash an fortifyband on their left arm. whatsoever wearing apparel that could waylay resistances is non al small(a)ed. * RULES AND REGULATION 1. THE motor hotel 1. 1. Area of 14. 4m (7. 2m X7. 2m each side of the court) x 6. 5m unbosom from all obstacles up to the top of the inning of 8 m measured from the floor rear. The surface of the court must be beach sand. 1. 2. The width of the lines bounding the court should not be more than 0. 04m measured and drawn inwards from the edge of the court measurements. A tape or rope coffin nail be engrossd to be the presenceier lines. exclusively the dancing lines should be drawn at least 3. 0m away from all obstacles. 1. 3. The focalizeline of 0. 2m should be drawn evenly dividing the mightily and left court. 2. THE POST 2. 1. The posts shall be 1. 55m (1. 45m for women) in height from the cast anchor and shall be sufficiently firm to maintain hi gh interlock tension. It should be do from very buckram materials and shall not be more 0. 04m in radius. 2. 2. The posts shall be erected or place firmly 0. 3m away from the sideline and in line with the Centerline. 3. THE NET 3. 1. The mesh topology shall be made of elegant ordinary pile or nylon with 0. 06m to 0. 08m mesh. The illuminate shall be 0. 7m in width and not shorter than 6. 50m in length and taped at 0. 5m from tape treble at the top and sideline, called boundary tape. 3. 2. The assoil shall be edged with 0. 05m tape icon at the top and the bottom of the net supported by a fine ordinary cord or nylon cord that runs finished the tape and strain all oer and flush with the top of the posts. The top of the net shall be 1. 52m (1. 42m for women) in height from the center and 1. 55m (1. 45m for women) at the posts. 4. THE SEPAKTAKRAW BALL 4. 1. The Sepaktakraw oaf shall be spherical having 12 holes, 20 intersections. It shall be made of synthetic fibre of on e woven layer covering with synthetic rubber. The circumference shall not be little than 0. 0m and not more than 0. 44m. The weight forwardhand chance shall not be less than 170 gm and not more than 200 gm for men and women. 4. 2. All world, international, regional competitions authorize by ISTAF, including tho not limited to, the Olympic Games, universe Games, Commonwealth Games, Asian Games and ocean Games, must be played with ISTAF approved sepaktakraw eggs. 5. THE huntERS 5. 1. A aggroup comprises quartette workers and two re coiffes. The game is played by two REGUs consisting of four histrions (per squad) on each side. 5. 2. The fraud lot go away position him egotism behind the baseline of the court. all one of the four instrumentalists rear execute the serve. 5. 3. The separate trey thespians shall be in their respective court. 6. PLAYERS ATTIRE 6. 1. The role thespians are al baseed to wear some(prenominal)thing akin(predicate)ly jeans, long pants, and as long as the attire is decent. It is forbidden for frauds to wear twainthing that endanger themselves or their opponents during the game. 6. 2. Players wearing earrings, chains, watches and every new(prenominal)wise form of accessories are not allowed to play in the court. 6. 3. For women swimming costume is allowed however shorts or bermudas must be worn to overlap the costume. Jerseys T-Shirt,Singlet oscillation neck shirts Bermudas Shorts Tights Caps dark glasses or Visors Goggles 6. 4. The pseuds are permitted to employment sun visors, goggles and caps to protect their look from the sun. 6. 5. The entire apparel of a thespian is regarded as let out of his/her body 6. 6. The regu captain is identified with a marking or an armband on the left arm. ) 6. 7. boththing that helps to speed the stumblebum or movement of a player is not allowed 7. SUBSTITUTION 7. 1. Substitution of a player is allowed at whatever age on request made by the police squad Manager to the prescribed reader when the globe is not in play. . 2. Each Regu is allowed to make one transposition per mark off only. 7. 3. A Player who has been sent off by peer review during a match may be substituted, postd no substitution has been made. 7. 4. Any player having played in the starting line-up or as a substitute in the current game is not allowed to play again. 7. 5. Any Regu having less than 4 players lead not be allowed to continue the game and pull up stakes be considered as having lost. 8. OFFICIALS For International Tournaments, the game shall be managed by the succeeding(a) officials i) 2 technological Delegates ii) 6 panel ii) 1 Official referee (Seated behind the referees ch tune) 2 refs (1 referee seated in an elevated position and the another(prenominal) also seated in elevated position to help the referee. ) iv) 2 Linesmen Standing at the baseline facing the ref 8. 1. twain technical delegates to the Sea Games, Asian Games and adult male Champi onships and each other international competitions that are clear by ISTAF. The expenses of the Technical Delegates involving round trip air tickets, accommodations, meals and allowances of US$75. 00 per day shall be paid by the organizing commissioning.The host country must guarantee appropriate accreditation for technical delegates who have been appointed. The technical delegates must be allowed to inspect the competition venue, facilities and equipment to manipulate that they conform to ISTAF regulations 8. 2. ISTAF Members Jury of appeals 4 components to be appointed to a Jury of Appeal to each ISTAF sanctioned competitions including Asian Games, Sea Games and other International and Continental competitions sanctioned by ISTAF. The host country shall provide accommodations, meals and internal transportation during the competition period.Members of the Jury shall be paid US$20. 00 per day for their services. Two (2) members of the Jury of Appeal are to be appointed by th e host country of whom one of them is the technical committee lead and shall number as the chairman of the Jury of Appeal. As for the other member of the Jury of Appeal from the host country, he volition ca expend as escritoire without vote. 9. THE TOSS AND WARM UP 9. 1. in the premier place commencing the game, the Referee will flail a coin or disc and the side pleasing the toss will accept side or service. The side that loses the toss will abide with the last.The side kind the tossshall warm-up premiere for 2 minutes followed by the other Regu. Only 5 persons are allowed to move freely in the court with the official puffiness. 10. POSITION OF PLAYERS DURING value 10. 1. At the start of play, the players of both Regus must be in their respective courts in a ready position. 10. 2. The Player circumstances the crank must have both feet external the base line. 10. 3. The other trio players shall be at bottom their side of the court and persevere in one spot, pe riod serve is being made. 10. 4. The opponent or receiving Regu is free to be some(prenominal)where within its court. 11.START OF PLAY AND SERVICE 11. 1. The Regu that chooses service shall start the match. 11. 2. at a time the Referee calls the level, the player doing the service will toss the bollock in the air and cease cover song blankets the lump over to the opponent. The crackpot underside be vacateed in any(prenominal) manner using the theme. If the Tekong throws the dinner gown before the Referee calls the score, it shall be a re-throw and a warning will be presumption to the thrower. The serve can be executed anywhere along the baseline. 11. 3. During the service, as soon as the Tekong kicks the wind, all the players are allowed to move about freely in their respective courts. 1. 4. The service is valid if the musket testicle passes over the net, whether it touches the net or not, and privileged the boundary of the two net tapes and boundary lines of t he opponents court. 12. FAULT 12. 1. The Serving Side During overhaul 12. 1. 1. The Tekong plays about with the orchis (bumping, good-looking to other player, etc. ) after the call of score has been made by the Referee. 12. 1. 2. The Inside player lifts his feet or tone of voices on the line or crosses over or touches the net while throwing the goon. 12. 1. 3. The Tekong does not kick the gawk on the service throw. 12. 1. 4.The oaf touches his own player before crossing over the opponent court. 12. 1. 5. The bullock block goes over the net only falls outside the court. 12. 1. 6. The egg does not cross to the opponent side. 12. 1. 7. The tekong initiation touches the baseline or any other markings in the court before he kicks the globe to serve? 12. 1. 8. A player parts his hand or detainment, or any other parts of his arm or arms to facilitate the execution of a kick even if the hand or arm does not directly touches the nut, moreover it touches other goals or surfac es instead when doing so. 12. 2. For both Regus During The Game 12. 2. 1.Stepping on the nerve center line (except during a follow through) 12. 2. 2. Any player who touches the earth on the opponent side. 12. 2. 3. Any part of players body crosses over into opponents court whether to a higher place or down the stairs the net except during the follow through of the wrap. 12. 2. For Both Regus During The Game 12. 2. 1. Stepping on the centre line (except during a follow through) 12. 2. 2. Any player who touches the goon on the opponent side. 12. 2. 3. Any part of players body crosses over into opponents court whether preceding(prenominal) or under the net except during the follow through of the thumping 12. 2.For Both Regus During The Game 12. 2. 1. Stepping on the centre line (except during a follow through) 12. 2. 2. Any player who touches the clustering on the opponent side. 12. 2. 3. Any part of players body crosses over into opponents court whether above or under the ne t except during the follow through of the ball. 15. SCORING OF POINTS 15. 1. A point is given to the Regu when its opponent have move any fault 16. SCORING SYSTEM 16. 1. The gentle point for the match is a uttermost of 21 points 16. 2. The change of side shall continue whereby one Regu has reaches 11 Points 17. TEMPORARY gaolbreak system OF PLAY 17. . The Referee can forfend play temporarily in the outcome of obstructions, disturbances or any detriment to a player who needs immediate treatment, for not more than 5 minutes. 17. 2. An injured player is allowed up to 5 minutes injury time-out. If after 5 minutes, the player is unable(p) to continue, a substitution must be made. If the injured players team up has already made a substitution, the match will be declared a forfeit in favor of the opponent team. 17. 3. In the fly the coop of such respite, all players are not allowed to leave the court 18. DISCIPLINE 18. 1. every(prenominal) player must abide by the rules of t he game. 8. 2. Only the Captain of the Regu is allowed to approach the Referee during the game. 18. 3. Players are not allowed to wear any jewelry or accessories e. g. earrings, chains, watches etc. in the court. 19. PENALTY 19. 1. Players disobeying rules will be penalised by the Referee 19. 1. 1. Showing dissent by words or action towards any officials, with regards to any finale and to any players or spectator pumps 19. 1. 2. Using choke endorse or distasteful language to any officials, players or spectator 19. 1. 3. To take any improper step or action in society to influence any decision made by the officials 19. 1. 4.To leave the court without the bureau of the Referee 19. 1. 5. To commit ungentlemanly withdraw 19. 1. 6. To disobey orders and rules of play The Referee may use one of the following separate Yellow bug Caution redness circuit phone card Expulsion Red card shall be given to the following offences perpetrate INTENTIONALLY 19. 1. 7. Persist in error after receiving a caution 19. 1. 8. untrained tar fixate (eg. Striking, kick the opponent, spitting, etc) 19. 1. 9. Using foul or scurrilous language cable Any player who is shown the Red board shall be sent off the court and disciplinary action shall be taken against him.The Player concerned shall not be allowed to play in any game until sanction has been made. 19. 2. Fouls and mis admit are penalized as follows Disciplinary Sanctions 19. 2. 1. Cautionable rudeness A player is cautioned and shown the yellow card if he commits any of the following six offences 19. 2. 1. 1. Is guilty of un uncontaminating behavior by the display of such action that can be clean regarded as either a proficientify or unmitigated violation of the norms of sporting ethics, which can be considered as having or will have a evil effect on the proper conduct of the match as a wh19. . 1. 4. Delays the restart of play. 19. 2. 1. 5. Enters or re-enters the court without the referees permission. 1 9. 2. 1. 6. Deliberately leaves the court without the referees permissionole. 19. 2. 1. 2. Shows dissent by word or action. 19. 2. 1. 3. Persistently infringes the Laws of the Game 19. 3. Sending-off offenses A player is sent off and shown the red card if he commits any of the following five offences 19. 3. 1. Is guilty of unspoiled foul play. 19. 3. 2. Is guilty of violent conduct, including an act executed with deliberate intent to move injury to his opponent. 9. 3. 3. Spits at an opponent or any other person. 19. 3. 4. Using offensive or insulting or abusive language and/or gestures. 19. 4. A player who commits a cautionable offence either on or off the court, whether enjoin towards opponent, team-mate, the referee, an assist referee or any other person, for which a yellow card is awarded for each the offence connected is develop as follows 19. 4. 1. Offence kickoff Yellow brain penalty Normal Caution 19. 4. 2. Offence Second Yellow Card acquire by the similar player i n different matches, only in the alike tournament.Penalty a) 1 Match breakage 19. 4. 3. Offence Third Yellow Card authoritative after suspension for the first two Yellow Cards in the tournament by the uniform player. Penalty a) Two (2) Matches rift b) A hunky-dory of US$ c (One Hundred Dollars is to be paid by the club or any other body the player represent in the match. 19. 4. 4. Offence quaternary Yellow Card Yellow card received after two matches suspension for the preceding Third Yellow Card in the same tournament by the same player. PenaltyImmediate suspension from play in the next or subsequent matches in any tournament sanctioned by relevant Sepak takraw compulsory authority until a Disciplinary deputation is convened and a have been reached on the matter. 19. 4. 5. Offence Two Yellow Cards received by the same player within the Same match. Penalty b) Two (2) Matches Suspension c) A Fine of US$100 (One Hundred Dollars is to be paid by the club or any other body the player represent in the match. d) A Red Card will be given for a tierce disciplinary offence committed in any other matches in the tournament. 19. 5.A player who commits a sending-off offence either on or off the court, whether order towards opponent, team-mate, the referee, an assistant referee or any other person, for which a red card is awarded for each of the offence committed is disciplined according to the nature of the offence committed is disciplined as follows Offence 19. 5. 1. A Red Card Penalty plan from the game and immediate suspension from playing in any tournament sanctioned by the relevant checkerling authority for Sepak takraw until a Disciplinary Committee is convened and a decision has been reached on the matter. 0. MISCONDUCT OF team up OFFICIALS 20. 1. Disciplinary action will be taken against Team Officials or his team for any misconduct or disturbances committed by the official or team during a tournament whether in or outside the court. 20. 2. Any te am official who commits misconduct or disturbances will be immediately escorted out from the arena by the tournament officials and the official referee and will also be immediately hang from being a team official, until a Disciplinary Committee is convened and a decision has been reached on the matter. 21. GENERAL 21. 1.In the event of any question or any matter arising out of any point, which is not expressly provided for in any of the rules of the game, the decision of the Official Referee shall be final. basal AND FUNDAMENTAL SKILLS Inside Kick. Arguably it is the most distinguished skill. This is the kick you will use the most. Watch any top break up players in action and youll see that this is the visualize kick of choice. This move sets up all the killer spike heels. bit doing an inner(a) kick, you should stand in a true(p) gymnastic stance. Feet elevate width apart. Remember to hunker your support leg at the knee joint. And, it is important, ever so keep an eye on the ballThe kicking motion is easy and dont stinger at the ball too hard. The ball is bouncy and you need to just hit it in the right spot on your radical as well as with the proper motion. guess a hardly a(prenominal) measure of simply tossing the ball to yourself. point on the ball and pop it underpin up to your hold. Catch the ball and indeed try again. Do this until the ball is systematically coming clog up with save and pop it back up to your hands. one time you have gained consistency in this exercise you can begin to try to sleeper some kicks together. Try move to your strong introduction up, popping the ball up and then kicking with your weak foot before catching the ball.Try to link three kicks together, on alternating feet. You should be able to see your progression. All rights reserved. Spiker Dek is owned by Sport Action International in the promotion of sepak takraw in the Takraw Thailand League. All rights reserved. stifle/Thigh kick. The knee and thigh is utilise when the ball comes fast towards the area between your knees and your waist. This skill is use to bump or deflect the ball up bounteous to use an indoors kick to control the ball. It is also apply when kicking uncoiled kicks or in a circle and the ball gets to fuddled to your body.The motion is standardised a high step marchland motion. Simply raise the leg with your hip allowing your knee to bend. Try to contact the ball on the thigh where mathematical instead of the knee as it provides better control. cod sure the ball hits the fleshy part of the thigh to bump the ball up and out a play. Try a few back up to your hands. at one time you feel comfortable, try to link with one within kick, and then catch the ball. Do this over and over until it comes naturally. Once you get this combination and doing it naturally without thinking, you will be aware of your improvement in skill. Header.The fore scarecrow is probably the second most important skill to have , especially in the net game. The contributeer is used to pop up a ball that comes higher than the waist. The beat out way to learn the header is the like the inside kick. The contact point should be just above the os frontale at the hairline, not too very much on the forehead and not too much on the top of the head, right in between. Toss the ball to yourself, hit it with your head and then catch it. Do this several clock until you feel comfortable with this skill. When doing the header, call up to bend your knees and get low infra the ball.Like the other kicks, you dont need to steering on power yet on accuracy and placement. The next step in this skill drill is to toss the ball higher and again control it with your head before catching the ball. It hurts a bit at first, but youll get use to it. The graduating step is to a header from a high inside kick or from a header to a absolute inside kick. Try both combinations as you will be using both of them as you begin to play more drive kick/Toe kick. The walk kick is a protective kick, great for saving a ball that has gotten out in front of you. It is not, however, a effective control kick.Those who play soccer may disagree, but in sepak takraw the inside is the right way. Learn the toe kick for saves, the inside for control. The toe kick is achieved by placing the foot out for the ball and depending on the height of the, either lifting the foot with your hip or just letting the ball bounce off. You dont need much power because the ball tends to fly off uncontrollably. Do it reluctant and take it easy. Like the other kicks, do the same toss and catch drill. accordingly try with different combinations. Do the same progression. * TERMINOLOGY Block Blocking is a defensive skill used to sideboard a spike coming from close to the net.Block is usually made by jumping in the air and heave a leg and/or back to divert the ball back into the opponents court. A block counts as one contact. Center Line Di vides the length of the playing court into two equal halves. Dig The act of fielding hard hit ball successfully, usually a spike or block, to regain control. i. e. The Dig by Thailand came at crucial point in the game.. dink A soft hit ball -usually either a dink serve or a dink spike Fault A violation of one of the rules of the game. Feeder Person who sets the ball to the spiker. First Ball Term used to get wind receiving the serve by the opposing team. cause of death Same as Spiker. Common in international terminology. Quarter Circle topographic point on court where the component teams send on (left inside and right inside players) must remain until the ball has been kicked by the innkeeper or back player. Regu Malaysian word for team. In takraw, a team of 4 players (3 starters plus 1 reserve) is known as a Regu and a squad of 3 Regus is known as a Team. Roll Spike Spike in which the player jumps with his back to the net, rotates in the air and kicks the ball over the opposi te shoulder from the kicking foot with a switch over like motion. The most hammy and known move in the game work Over When the serving team fails to matter the ball over the net or commits a fault or foul. The opposing team becomes the serving team but a point is not awarded to either team. USA also uses the same term as volleyball Side aside. Serving Circle Circle of 1 foot radius located in both halves of the court. The server is required to have one foot touching the strand inside the serving circle during a serve. Set (1) A period of play which is concluded when one team reaches 15 points. Matches consists of the best of three sets. Set (2) A high pass by one player to a team-mate or to self to enable a spike.Service The act of putting the ball into play by the back player. Service (Hand) Toss A hand throw of the ball by one of the forward inside players to the back who must kick the ball into play in one try. Spike A powerfully hit shot directed into the opponents one-ha lf of the court by the foot or head. Sunback Spike Spike in which the player jumps with his back to the net and kicks the ball over the same shoulder as the kicking foot. In soccer this is known as a bicycle kick or bike for short. * STRATEGIES The strategies in Sepak Takraw are very similar to those in volleyball.The receiving team will attempt to play the takraw ball towards the front of the net, reservation the best use of their 3 hits, to set and spike the ball. THE finis The goal in any form of takraw is to keep the hand-woven ball off the ground for as long as possible using any part of the body except hands and arms. Takraw challenges an individuals assumptions of what they are, and are not, undecided of doing. As you gain control of the takraw ball, you will find it very rewarding when you can easily whiz through a string of consecutive kicks or place an accurate pass to another player.While amazing yourself and your friends, you will also be having fun, greatly increasin g your eye-foot coordination and overall ball control (super for enhancing and refining soccer skills), fortify your legs and really increasing your flexibility. GETTING STARTED Try the FIVE BASIC KICKS/HITS shown here. These kicks may be awkward at first, but be patient and practice each kick individually. What was impossible yesterday, can be achieved today. Once the basals are learned, try the free style kicks (and make up some of your own), then you can play a whole series of games, including the ones below. . INSIDE KICK There are 5 basic kicks/hits that any unspoilt Takraw player will have mastered. The most important of these is the inside kick, for it provides maximum ball control. Use this kick to field a ball dropping in front of you. With your planted leg flexed at the knee, lift up your other leg and swing the foot and discredit part of the leg in and up sideways like a pendulum in front of you, tour the mortise-and-tenon joint so that you hit the ball with the fl at surface of the inside of your foot. The inside kick is unremarkably used for passing and setting the ball up high for a spike. 2.THE out-of-door KICK The Outside Kick is used when the Takraw ball drops outside your shoulders and sparingly behind you. It is similar to the Inside Kick in that your leg swings like a pendulum, but out and upward(a)s (rather than in and upward). monger weight to ball of support foot as you lift kicking leg up away from body. Turn your ankle so that toes are pointing out (not down), which enables you to kick the ball up with the flat, outside surface of your foot. Avoid swinging or kicking your leg forward (only lift it upward). 3. figurehead FOOT KICK This kick is principally used to save a low ropping ball in front of you. To spark the ball upwards most consistently, the front of your foot must be flicked up in a quick politic motion as the ball is contacted (remaining loose at the ankle, not stiff). 4. THE KNEE run a risk The Knee break a way is usually used to deflect upwards a low angle pass or a fast serve to the mid-body. Lift your knee up very quickly, with the foot following underneath (not kicking out). The ball is contacted at about waist level with the front of your thigh, just behind the knee, for maximum upward thrust and height. Contact with ball in mid-thigh area will serve he same answer, but ball will not be thrust up as high. Note both the Front Foot Kick and Knee Bump are used for added control when making a save or arrogant a pass. They do not ceaselessly provide consistent control. 5. THE HEADER The 5th basic hit is the Header, and it is used oft in games to deflect upwards a high angle pass or fast serve to the upper body. With legs flexed at the knees, put the top of your forehead in front of the ball, lifting up your chin and terpsichore up from the legs as the ball strikes the forehead so as to deflect it up high in your own court. prevalent Helpful Hints aIways be in a ready stance, wit h feet pointing ahead and shoulder width apart, knees slightly bent, weight low and slightly forward. with the basic kicks/hits, usually you should face the trouble that you want to direct the ball to as you contact it. approach contact with the ball in a slow, easy and relaxed fashion, it is more important to first develop good timing (knowing when and how to contact the ball) than it is to kick the ball hard. the support leg provides your balance so should maintain a low indite and be flexed at the knee as your other foot executes the kick. ambidexterity is break to being a more respective(a) player, when ball approaches your right side, kick it with your right foot left side, left foot. unloosen STYLE This is your chance to expand on your basic kicks and come up with some more challenging moves of your own. Here are a couple to get you started. flight of steps CLIPPER Leap off the same foot that youll use to kick the ball. marker your kicking foot behind and under your other leg. Lift your kicking foot, turning your ankle and making contact with the ball with the flay surface on the inside of your foot. HAND LOOP This move can be done with a number of kicks. Position our arms to form a enlace. The idea is to have the ball first fall through the hand loop then kick it back upward through the loop. Different Games SOLO PLAY The object of play is to keep the takraw ball in the air as long as possible without using hands or arms, anything else goes CIRCLE GAME The object of the traditional Circle Game is the same as SoIo Play, except with a group of players standing in a circle. This activity was played as furthest back as the 14th blow in India, Laos, Malaysia, Myanmar (Burma), the Philippines and Thailand using a similar ball that was woven out of a rattan material, available in copiousness there.SEPAK TAKRAW THE NET GAME Sepak is Malay for kick and Takraw is Thai for the hand-woven ball that is used. In 1945 enthusiasts added a court and net w ith the same dimensions as in doubles badminton, and a set of rules similar to volleyball (without using hands or arms) to form a violent spectator sport with world backing tournaments held in both Malaysia and Thailand. In Hesperian countries it has been mostly Laotian immigrants who have first introduced Takraw to others. Now ASEC INTERNATIONAL is also halcyon to help introduce, promote and organize this fun and exciting recreational activity/sportPLAYERS POSITIONS 1. The serving teams forwards must remain in their quarter circles while the back player must have only one foot in the serving circle until the ball is contacted by the servers foot. 2. The receiving teams players may stand anywhere in their side of the court, but usually the back player stands just in front of the serving circle with the forwards on either side of him. 3. Players are allowed to move freely on each half of the court once the ball is has been served. TO BEGIN PLAY The game begins by one of the forwa rds tossing the takraw ball to the back player.The back player must then kick the ball, with the foot that is outside the serving circle, into the opponents court in one try (usually with an extended version of the inside kick). The serve is still good if the ball hits the net as it goes into the other half of the court. SCORING 1. Only the serving team can make a point. 2. A fault by the team possessing the ball constitutes a loss of serve. 3. A set is won by scoring 21 points, unless the points are tied 20 -20, then the set shall be decided on a difference of two points, up to a ceiling of 25 points. 4. A match is won by winning two out of three sets. . If each team wins one set, the tie breakers set only goes to 15 points,unless the points are tied 14 14, then the set shall be decided on a difference of two points, up to a ceiling of 17 points. FAULTS 1. The back player does not kick the ball over the net on the service toss. 2. The ball falls to the ground inside or outside of the court. 3. The ball is hit more than three times in ecological succession by one side. 4. The ball hits the net but does not go over it. 5. The ball hits the hand or arm of a player. 6. Any part of the body touches, crosses the plane, or goes under the net. . The ball rolls on the body or is stalled. Note One player may hit the ball twice, or even three times, consecutively. The ball may be hit up to 6 feet outside courts perimeter. CONTROL When receiving a serve, stay low and deflect the oncoming ball upwards (head and thigh shots are highly effective for this purpose). SETTING riding horse is a skill which is executed by propelling the ball high above the net to enable the same, or another, player to smash the ball into the opponents court. Usually the player with the best ball control is setter. SPIKING subsequently the ball has been set, it can be banish down into the opponents court by the spikers head or foot. This is the most effective and dramatic move in the sport. Usually one of the forward players is designated as spiker during the game so that no confusion will come on as to who will spike the ball. blockade A block is a defensive skill used mainly for the purpose of preventing a spiked ball,that is coming from above and close to the net, from flying into the defending side. A block is usually made by jumping and raising the side of ones foot and leg above the net, or by turning and jumping up with the back to the net. OFFICIALS a. Member of Referees Committee b. Referee c. Assist. Referee d. Reserve Referee e. Standby Referee f. Teams Manager g. Teams Coach h. Players i. Spectators Referees shall avoid acquire themselves involved in dispute members of the public, the press, Sepak Takraw officials or players on matters pertaining to refereeing. An unpleasant incident encountered must promptly be reported to head Referee. Referees must at all times uphold the Laws of the Game, The Rules and Regulations. Referees must at times observe the 3Fs Firm, Fair and Fit.The level of visible fitness must always be maintained to fancy consistency with the requirements of good refereeing. Referees must behave as professionals and conduct themselves in a manner that will bring honour to themselves and the country. Referees detailed to operate in a sepak takraw tournament must report at the venue at least 30 minutes early for local games and 1 hour earlier for International Games. Official Referees must ensure that all referees stay behind until all games have ended before giving a short briefing and formally release the referees to go home. Official Referee is responsible to record down the name calling of

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