TT Tracker guide

From recording to useful analysis.

Learn the review loop, label points without leaving the keyboard, and trace each pattern back to the video evidence.

  1. 01

    Watch the rally

  2. 02

    Label the ending

  3. 03

    Read the pattern

01 / 06

Use evidence to test your assumptions.

Players often remember spectacular winners and painful misses. A labeled match gives every point the same weight, making recurring strengths, leaks, and game-to-game changes easier to see.

Questions it can answer

  • Do I win more points on my serve or on my return?
  • Are third-ball attacks productive, or simply frequent?
  • Which return and topspin actions produce losses?
  • Did the pattern change in later games?

How to use the evidence

  • Choose a narrow theme for the next practice.
  • Bring specific video examples to a coach.
  • Compare repeated matches against the same opponent.
  • Revisit low-percentage categories after training.

Treat percentages with small samples cautiously. The tracker marks categories with only one or two points as Low sample.

02 / 06

Set up the match once. Keep the review moving.

  1. 01 · DESCRIBE

    Name the match

    Add a title, tracked player, opponent, date, and any notes you will want when comparing reviews.

  2. 02 · ATTACH

    Add the recording

    Paste a supported YouTube or GoPro link. Administrators can also attach recordings from the local library. Put separate game videos in game order.

  3. 03 · START

    Choose the first server

    Open the match, select who served first, and begin with Game 1. TT Tracker follows normal service rotation and alternates the initial server in later games.

03 / 06

Label one rally at a time.

Capture the point start, choose the outcome when the rally ends, and label the decisive action—not every shot.

The labeling rule

Start with the tracked player's last attempt.

First record whether the tracked player won or lost. Then choose the category for the phase of play and the action they last attempted. Label the decisive attempt, not every shot in the rally.

The framework is based on table tennis player and coach Brian Pace's Dynamic Game Breakdown, extended here with a fourth-ball category.

READ THE OPENING

The first four balls tell a connected story.

  1. 01

    Serve

    The point begins.

  2. 02

    Serve return

    The receiver shapes the next attack.

  3. 03

    Third-ball attack

    The server attacks the return.

  4. 04

    Fourth ball

    The receiver's response reveals the quality of their return.

When the tracked player receives serve, their fourth-ball attempt is linked to their second ball. A weak return may invite a strong third-ball attack; the fourth-ball label records how well the tracked player handled the position their return created. For example, a missed backhand defense against that attack is labeled 4th Ball · BH Defense.

LOST

Missed a forehand attack after serving

Last attempt: 3rd Ball Attack · FH Attack

WON

Finished a topspin rally with a forehand counterattack

Last attempt: Topspin Play · FH CounterAttack

CATEGORY → ACTION

Every label in the point picker

FH = forehand · BH = backhand

The category identifies the phase of play. The action identifies the specific technique or event. The labels below match the choices in TT Tracker.

Service

The serve ends the point immediately.

  • Service Winner
  • Serve Error/Fault
3rd Ball Attack

The server's first attack after the return.

  • 3rd Ball Attack - FH Attack
  • 3rd Ball Attack - BH Attack
4th Ball

The receiver's response to the server's third ball.

  • Forehand Push
  • Backhand Push
  • FH Defense
  • BH Defense
  • FH Attack
  • BH Attack
Serve Return

The receiver's first contact with the serve.

  • Forehand Attack
  • Backhand Attack
  • Forehand Push
  • Backhand Push
  • Forehand Flip
  • Backhand Flip
Underspin Play

A later exchange played against underspin.

  • Forehand Attack
  • Backhand Attack
  • Forehand Push
  • Backhand Push
  • Forehand Flip
  • Backhand Flip
Topspin Play

An open rally played against topspin.

  • Forehand Attack
  • Backhand Attack
  • FH CounterAttack
  • BH CounterAttack
  • Forehand Block
  • Backhand Block
  • Block - No Contact
Unforced Error

A return affected by the net or table edge.

  • Net Return
  • Edge Return
Footwork

Movement or recovery prevented a quality attempt.

  • Bad Steps
  • Out of position

FIND IT FAST

Type a few characters instead of scrolling.

As soon as the ending-reason picker opens, start typing letters from the category and action. TT Tracker fuzzy-matches both parts of the label, so 3bh filters to 3rd Ball Attack - BH Attack.

Capitalization and punctuation do not matter. Use the arrow keys to move through the matches, then press Enter to save.

Search ending reasons

3bh

3rd Ball Attack

3rd Ball Attack - BH Attack

Capture the point start

At the beginning of a rally, press S. The timestamp lets you cue that point later. After you save a point, its ending time becomes the next point's default start until you mark a more precise one.

Label the ending reason

Press W or L, start typing any part of the category and action, use the arrow keys to select the decisive action, and press Enter.

Move through the video

Pause freely, step one second in either direction, and use zoom and pan when contact or placement is hard to see.

Check the point ledger

The ledger updates the score and server. Replay a recorded point or correct its outcome, ending reason, server, and timestamps.

For one long YouTube recording, press G at the start of the next game to save its playback position.

04 / 06

Review without breaking rhythm.

Shortcuts are inactive while you are typing in a form field.

Match review controls

Keyboard

Play or pause
Space
Move one second
← →
Mark point start
S
Label a won point
W
Label a lost point
L
Mark next game start
G

Move through reasons

↑ / ↓

Save reason

ENTER

Close picker

ESC

Switch outcome

CTRL W / L

05 / 06

Read volume and effectiveness together.

The match summary reports wins, losses, total points, and win percentage for each ending-reason category. Expand a category for its actions, sort the columns, or limit the summary to selected games.

SERVE

Who started the point?

Compare the tracked player's serve results with the opponent's.

ENDING REASON

What keeps recurring?

High volume plus low win percentage often identifies a useful practice priority.

GAME

When did it change?

Compare games for tactical adjustments, fatigue, and changing patterns.

Select a summary category or action to filter the point ledger, then cue the underlying points before drawing a conclusion. The numbers direct attention; the video supplies context.

06 / 06

Share the review without giving up ownership.

A match owner can share with an existing verified user by email. Viewers can inspect video, points, filters, and summaries; editors can also label and correct match content. Only the owner manages sharing or permanently deletes the match.