Intermediate exercise: alternate between two familiar targets
Keep a known throwing setup and separate the target you announce from where the shuttle lands.
Add an order to a familiar task
Start with a gentle hand throw towards one floor target that you can already practise comfortably. If the throw or setup is unfamiliar, return to that simpler activity first. Here, “intermediate” means adding an order to that activity; it does not rate your badminton level.
You will use one shuttle, without a racket or crossing the net. The purpose is to keep track of the next intended target, including after a miss. This is a preparation activity, not a serve or a match tactic.
Begin after a warm-up suited to the activity. Choose a clear, dry space away from other players. You can work alone, or with an observer standing to the side, outside the throwing, landing and collecting areas. The observer does not catch the shuttle.
Keep two targets and one starting place
Use existing floor lines to identify two large rectangular areas on your side of the net. Call them A and B. Leave a clear gap between them so that no landing can belong to both. Agree which lines bound each area; its boundary counts as inside. Do not add loose markers, bags or rackets to the floor.
Choose one starting line outside both targets, close enough to reach either with the same gentle throw. Keep the same hand, starting place, targets and throwing method throughout the three rounds. If you cannot reach both comfortably, simplify the setup before counting.
Hold the shuttle lightly by its base. With your hand comfortably beside your body, move it gently forwards and upwards, then release towards the chosen area. Stay in place until it lands. Wait until it has stopped, then walk to collect it and return to the starting line. Check that everyone is clear before the next throw. Anyone may call a stop; pause or finish if the space becomes unsafe or the activity uncomfortable.
Try three rounds of four throws
For every throw, say the intended letter before releasing the shuttle. Then note where it first lands: A, B, outside, or not seen clearly. Keep the announced letter separate from the landing. Alone, make the note after collecting the shuttle, with the throwing area stopped and clear.
- Two at a time: A, A, B, B. Make four throws, following this fixed order. If you announce the wrong letter, note that too. A miss, wrong announcement or unclear landing still uses that turn; do not add a replacement throw.
- Alternate: A, B, A, B. After a break, make four throws in this new order. Move to the next scheduled letter even if the previous throw missed. You may read the order before each attempt; there is no memory test or speed target.
- Repeat: A, B, A, B. After another break, keep the setup and order from round two for four more throws. Take extra pauses whenever needed. Stop early if necessary and record how many turns you completed; twelve throws are a maximum for this activity, not a requirement.
Each complete round asks for two throws towards A and two towards B. If working in a pair, swap roles only after the thrower has finished or stopped. The next person chooses a comfortable setup of their own before starting their count.
Read two different observations
For each completed turn, ask: did I announce the scheduled target? Separately, where did the shuttle land? For example, announcing A when A was scheduled and landing in B means the order was followed but the placement missed. Announcing B when A was scheduled and landing in B means the landing matched the announcement, but the planned order was not followed.
Keep an unclear landing as “not seen”; do not turn it into a hit or a miss. Do not compare players using different setups. Rounds two and three have the same task, but two short counts do not prove lasting improvement.
Choose one next step: keep the same arrangement, return to one target, or ask for help with a specific difficulty. If you change distance or target size, begin a separate count. Completing this sequence does not prove that you can alternate racket shots in a rally.
General practice advice: play within your limits and stop if something hurts.