How to Start a Match

Select "New Match” at the top right of the home screen

Type in Tournament Name

Type in Location of the Match

Select the Date

Click on “Start” and this takes you to the MapPlay Screen

How to Score a Match

WHO ARE YOU MAPPING
You are only tracking “one player”, when they Serve and when they Return.

WHAT DATA ARE YOU MAPPING
You are recording the number of successful shots over the net and landing in the court (You do not record an error EXCEPT for a Serve Fault, you will record a “0” for each Serve Error, 1st and 2nd Serve, see Step 2 below)

1- Select “Serve” or “Return” (button will highlight BOLD) when your player begins play.

MAPPING THE SERVE OR RETURN
You will want to confirm the correct mode of your player at the end of each game. The App will automatically change from Serve to Return, or Return to Serve once you press “Save Game” and “Save Set”, you can manually change if needed.

2- Press “1st Serve” (button will highlight BOLD).

RECORDING SERVE FAULTS
If the player (including your player’s opponent when they Serve) commits an error on the 1st Serve, record "0" for the fault. If player commits an error on the 2nd Serve, record "0" for the fault. This is critically important to record “0” for each Serve Fault, the App records a Serve win statistic for the player when Serving.
When you record the Serve Faults for the opponent, the App will generate a Return percentage of points win statistic for your player when they are Returning. For example: A fault occurs on the 1st Serve: enter “0”, press 2nd Serve button (highlights BOLD), a fault occurs on the 2nd Serve: enter “0” - this will record a double-fault. A fault occurs on the 1st Serve: enter “0”, press 2nd Serve button (highlights BOLD), the 2nd Serve is made and the number of successful shots for the point is 3: enter “3”.

MAPPING POINTS 9 SHOTS OR MORE
3- Count the total number of successful shots in the point and select that number on the keypad. If the total number of successful shots is 9 shots or more, Select 9+W if the player Won the point, Select 9+L if the player Lost the point.

HOW DO I KNOW THE POINT IS MAPPING?
4- Once you’ve selected this number, it will appear in the middle of the screen for approximately three seconds and then disappear. The point has been mapped and you are ready to record the next point played.

RESET THE SERVE AFTER EACH POINT
5- Once the point is complete, press the 1st Serve button to reset and begin mapping the next point if the last point was played from a 2nd Serve. If the last point is played from a 1st Serve, you are ready to map the next point.

SAVING THE GAME
6- After you have mapped the final point of the game, press “Save Game”. The Game count in the upper left hand corner of the screen will change from 1 to 2, 2 to 3, 3 to 4, and so forth. The Game number shown is the current game you are mapping. For example: Game 4 means that you are mapping the 4th Game of the Set. Same for the Set: Set 1 means that you are mapping for the first Set of the Match.

SAVING THE SET
7- After you have mapped the final point of the first set, press “Save Game”, then press “Save Set”. The Game/Set counter in the left corner of your screen will change to: Game 1, Set 2. This means the next game you map will be the first game of the second set.

MAPPING THE FIRST 2-SHOT SEQUENTIAL PATTERNS OF PLAY (BONUS ANALYTICS)
8- The buttons down the left and right sides of the keypad are listed to map the First Strike (first 2-shots of every point). You must press the First Strike Combination button BEFORE you record the shot rally length for the point to successfully record the First Strike Combination for each point. Press the button that maps which combination the player executes on the first 2 shots of the point, the button will highlight BOLD and stay lit for 3 seconds.There are 6 possible 2-shot combinations when the player is Serving. There are 4 possible 2-shot combinations and 2 possible 1-shot selections when the player is Returning. Mapping the first 2-shots of the point will display all the 2-shot combinations in the match when the player is Serving and Returning. Mapping these analytics will enable the coach and the player to drill deeper into the combinations patterns that were executed in the first 2-shots of every point in the match. The first 2-shots represent approximately 55%-70% of all points played in the match.


Mapping 2-shot Combinations when player is Serving

Outside Run (OR) is a Wide Serve that causes a player to move (run) outside the court into the doubles alley. The best way to map an OR (Outside Run) Serve is to watch the Return player move towards the 'outside' of the court to play the shot. If the Return Player takes more than '1' step towards the doubles alley or tramlines, then the Serve is mapped an OR.

OR/FH (Outside Run Serve followed by a Forehand) 
OR/BH (Outside Run Serve followed by a Backhand)

Cage (C) Serve is a body serve and disrupts the player’s time and space causing them to turn out of the way and play the ball off the side of their body. The best way to map a C (Cage) Serve is to watch the Return Player 'get out of the way' or simply turn and play the shot. If the Return Player takes less than '1' step to create space and time, or just turns and plays the ball in their 'strike zone', the Serve is mapped as a C.

C/FH (Cage Serve followed by a Forehand)
C/BH (Cage Serve followed by a Backhand)

Inside Run (IR) is a Serve that is hit down the "T" or Center Line of the Service Box and causes the player to move (run) inside the court towards the middle. The best way to map an IR (Inside Run) Serve is to watch the Return Player move towards the 'inside' of the court to play the shot. If the Return Player takes more than '1' step towards the middle of the court (center line), even if they 'run around' their backhand on Deuce Court as a right-handed player, or AD court as a left-handed player to avoid a backhand on a weak 2nd second serve, the Serve is mapped as an IR.

IR/FH (Inside Run Serve followed by a Forehand)
IR/BH (Inside Run Serve followed by a Backhand)Mapping 2-shot combinations when player is Returning

When a player is Returning, they have 4 options for their First Strike 2-shot combination
FH/FH (Forehand Return followed by a Forehand)
FH/BH (Forehand Return followed by a Backhand)
BH/FH (Backhand Return followed by a Forehand)
BH/BH (Backhand Return followed by a Backhand)

SAVING THE MATCH
9- After mapping the last point of the match, press “Save Game”, press “Save Set”, press “Save Match” 

Once you press “Save Match”, the App will take you to the Match Analysis screen where you can view the overall analytics for the match.


THE DATA - INTERPRETING THE CHARTS


Rally Length Win/Loss Analytics

1- Click on the Rally Length Win/Loss Ratio Chart to discover exactly where all the points of the match were played.  This is a powerful analytical chart that displays when a point ended and whether the player won or lost the point.

2- The Rally Length Win/Loss Ratio Chart drills deeper into the three phases of a point (First Strike 0-4 shots / Patterns of Play 5-8 shots / Extended Rally +9 shots) and identifies the number of points won and lost in each of the 2 shots that a player executes in each phase. The number of successful shots over the net and landing in the court correspond to the coded shot. 

Here is a list of the Serve and Return coded shots:

S (Serve) = 1 successful shot
R (Return) = 2 successful shots
S1 = 3 successful shots (First Shot after the Serve)
R1 = 4 successful shots (First Shot after the Return)
S2 = 5 successful shots (Second Shot after the Serve)
R2 = 6 successful shots (Second Shot after the Return)
S3 = 7 successful shots (Third Shot after the Serve)
R3 = 8 successful shots (Third Shot after the Return)
S+9 = Either you pressed +9W or +9L when the player was Serving and rally length was +9 shots or more and player won or lost the point
R+9 = Either you pressed +9W or +9L when the player was Returning and rally length was +9 shots or more and player won or lost the point

Since Extended Rallies (9 shots or more) account for approximately 10%-15% of the total points played in a match and do not have a serious influence on the outcome of a match, for the statistical analysis, you can stop counting shots 9 or after and only record whether the player won the +9 shot rally (9+W) or lost the +9 rally (9+L).

For example:  If the player is Serving and the point ends with 1 successful shot, the point maps to a Win for the Serve player, if the points ends with a Double-Fault - 0 successful shots, the point maps to a Loss/Double-Fault for the Serve player.  S1 = the point ends with 3 successful shots, the point maps to a Win for the Serve player, if the the point ends with 2 successful shots, the point maps to a Loss for the Serve player.  And so forth.

If the player is Returning and the point ends with 2 successful shots, the point maps to a Win for the Return player, if the points ends with 1 successful shot, the point maps to a Loss for the Return player.  If the point ends with a Double-Fault, the point maps to a DF, this point is not included in the Win column for the Return player, it does count as a win in the score.  ONLY points that the Return player actually played count in the Win Column for the Return. This is to separate the points that were actually played successfully on the Return.

Game/Point Analytics

Click on the Point to Point Analysis Chart to identify exactly which Serve and Return 2-shot combination pattern were used in the first two shots of every point as well as the successful shot rally length and game score for each point. Click on the Game Analytics Chart to see how many points, shots, and average rally length for each game.

First Strike Analytics
 

Click on the First Strike Analytics Chart to pinpoint the total number of First Strike (First 2 Shots of each point) Serve and Return 2-shot Combinations executed throughout the match.  This gives the player and coach an understanding of which First Strike Combinations were played more throughout the match.  The Point to Point Analysis Chart helps drill down deeper to identify which Combinations were played at certain times during each game.