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TSP Curl P4- Long Pips Table Tennis Rubber

TSP Curl P4- Long Pips Table Tennis Rubber


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Product Information

Curl P4 is the latest produced rubber in the TSP Curl family.  P4 is developed by former world class player and chopper Mr. Koji Matsushita and developers at TSP.

Curl P4 has similar characteristics to Curl P1 except that the sponge undercoat is even softer.  P4 will stabilize at close to the table play for those players who are interested in short but heavy underpin short cut and offensive play.   The best long pips rubbers can generate maximum underspin while cutting a top spin ball. The TSP Curl P4 is for active modern defenders and choppers.

Please note that TSP Curl P4 produces highly deceptive spins for your opponent.  The rubber is not forgiving and requires expertise to master.  Once harnessed, your opponent will respect and fear your return ball. 

TSP Curl Series:

Five  types of TSP long pips rubbers have been approved by ITTF. The redesigned CURL rubber sheets P4, P1R, and P3 ALPHA R CURL rubbers have been produced to have the optimum level of playing characteristics of the original designs of the P1 and P3 Alpha CURL rubbers.

Some world top players who use TSP Curl – including Joo Se Hyuk, Chen Weixing, Ding Yaping, Evgenij Chtchetinine

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Specifications: <specification> <speed> <lowerLimit>0</lowerLimit> <upperLimit>20</upperLimit> <low>5</low> <medium>10</medium> <fast>15</fast> <extreme>20</extreme> <dial>3</dial> </speed> <spin> <lowerLimit>0</lowerLimit> <upperLimit>10</upperLimit> <low>3</low> <medium>8</medium> <high>9</high> <extrahigh>10</extrahigh> <dial>8.75</dial> </spin> <hardness> <lowerLimit>0</lowerLimit> <upperLimit>60</upperLimit> <low>37</low> <medium>45</medium> <high>60</high> <dial>44</dial> </hardness> </specification>


Stock Data NoSponge(OX) 0.3~0.6mm 1.0~1.3mm 1.4~1.7mm
Red Yes Yes Yes Yes
Black Yes Yes Yes Yes
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TSP Curl P4 (P-4) - Long Pips-out Table Tennis Rubber


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TSP Curl P4 (P-4) - Long Pips-out Table Tennis Rubber

TTMaster Punto - Long Pips Rubber similar to Frictionless
TTMaster Selection Long Pips - Table Tennis Rubber

Friction covering with long rigid pimples made of damping rubber resulting in very low response time as well as low ball speed.

Excellent control in passive block as well as in classical defense away from table, good immunity against spin.

Suitable for active and classical defensive play.

Characteristics

Friction level: 100
Speed: 50/60
Control: 100
Spin immunity: 70
Attack potential: 100+

In stock

XIOM Vega Pro - Table Tennis Rubber
XIOM Vega Pro - Table Tennis Rubber

Professional Spin Weapon!

XIOM introduces a highly durable and strong spin generating tensor rubber, XIOM Vega Asian. Innovative enlarged attack window over the net is a speciality of this German rubber.

The XIOM Vega Asian uses the "hyper elasto" technology and a revolutionary black "carbo sponge" - more power to reveal your skills.

Double lifetime and max durability.

Vega Pro has the deeper and longer ball-dragging feel at impact which reflexes upgraded tensile force of rubber to make more spin rotations. Spin-innovated Vega Pro makes higher and more curved ball-trajectory to create the largest safe-zone (big window) over the net. New black Carbo-Sponge maximized the dynamic efficiency to generate additional energy onto the ball. Accurate response to player's intention also makes more opportunities to lead the rally game. Resilient tensile structure of Vega Pro increases the lifetime of rubber to double.

In stock

TSP Curl P1R (P1-R P-1 P1 P1-R) - Joo Se Hyuk's Long Pips Table Tennis Rubber
TSP Curl P1R / P1-R / P-1-R - Long Pips Table Tennis Rubber

This is the revised version of TSP Curl P1R which was once banned by ITTF. P1R has the longest and softest pips among the TSP CURL rubbers produces very deceptive spins and actions after bouncing. The best long pips rubbers to generate maximum underspin while cutting a top spin ball. The TSP Curl P1R is for active modern defenders and choppers.

It is not a forgiving rubber for a beginner. Start your chopping game with TSP Curl P3 before migrating to TSP Curl P1R.

TSP Curl P1 R, a long pimple out rubber with profiled pimple surface. The thin pimples made out of soft rubber, support the possibility to produce dangerous defensive shots. It is possible to bring in your own chopping variation, which almost all professional players prefer.

TSP Curl Series:

Four types of TSP long pips rubbers have been approved by ITTF. The redesigned CURL rubber sheets P1R, and P3 ALPHA R CURL rubbers have been produced to have the optimum level of playing characteristics of the original designs of the P1 and P3 Alpha CURL rubbers. The latest assortment of ITTF approved TSP CURL products are follows:

P1R has the longest and softest pips among the TSP CURL rubbers produces very deceptive spins and actions after bouncing.

P2 has the same design as before. This CURL produces deceiving spins while allowing you exceptional control.

P3 has the same design as before. This CURL is great for a combination of defensive and offensive play.

P3AlphaR is very pliable and has soft long pips produces more deceptive shots than P3 and P2. It will also absorb the fastest of drives and spins.

The OX version comes with a glue sheet. You don't need glue sheet to affix the TSP Curl P1R OX version onto a blade.

tsp curl long pips comparison chart

The world top players who use TSP Curl P1R:

  • Joo Se Hyuk - World Top 11 
  • Chen Weixing - World Top 10 
  • Ding Yaping - World Top 92 
  • Evgenij Chtchetinine
In stock

Air Condle
JUIC Air Condle
With the arrival of Air Condle, technology has finally caught up! You've been experimenting with new rubbers since the change in gluing rules. Some new rubbers have excellent spin but lack in durability. Some have excellent power, but have less spin and durability. HERE and NOW is Air Condle, the rubber with great SPIN, CONTROL, POWER, and DURABILITY. Furthermore, water-based glue is used in the manufacturing process to adhere the topsheet and sponge, to benefit players' health and the environment, and enabling a green light when tested for VOC's.
In stock

Green Power
Hallmark Green Power
Green Power is a fast attacking smooth rubber for players who used speed glue before the ban. The special formula introduces tension between the molecules to produce a rubber ideal for the modern fast attacking game. Excellent speed and spin are generated, combined with high levels of control which is sure to give your opponent plenty of problems.
In stock

Sapphira
Butterfly Sapphira
A rubber for controlled offensive strokes. Sapphira is an all-round rubber that makes your offensive strokes more powerful. A wide range of players, from beginners to veterans, will find Sapphira an advanced rubber for the modern all-round strategy.

SPECIFICATIONS:
Class: All-Round
Surface: Inverted
Speed: 8.75
Spin: 8.5
Density: 35
In stock

V-Stage
Yasaka V-Stage
For players looking for powerful spin and speed. Yasaka V-Stage is produced by simultaneously vulcanizing high-friction coefficient rubber to improve spring and high elasticity.
In stock

XIOM Omega 4 IV Pro - German Tensor Speed Glue Effect table tennis Rubber for Looping, Smashing, Hitting, Pushing, Spinny Serves
XIOM Omega IV / 4 Pro Version - OFF Table Tennis Rubber

Superior rubber for the professional player who needs speed and spin!

SPEED : 13.8
SPIN : 12.0
PRECISION : 8.3
HARDNESS(SPONGE) : 47.5 degree

EXTRA PLAYING PROPERTIES BY NEW CARBO SPONGE AND TOP LAYER
ADDITIONAL CLICKING FEEL FOR SHARPER CONTROL

EXTRA SPINS WITH NEW HIGH TENSION COMPOSITION

Historical evolution towards full "speed-glue" aggression. Based on Hyper Elasto technology the new top sheet matched with upgraded Carbo Sponge offers extra-ordinary playing properties. Feel at the ball contact fully assimilate the clicking sensation generated by speed glues. New High Tension composition and additional built-in tension make the ball more spinning and its trajectory significantly higher. OMEGA IV PRO stretches the ball from opponent's court very fiercely after the bounce as if launched from speed-glued rubber.
Omega Series

Built-in tension of OMEGA series exceeds the average speed glue effect and the booster effect made by uncomfortable and illegal liquid gluings.

Boosters and Speed Glues are illegal

VOC packed speed glues damage the environment and the health of the people. It has also been damaging the image of table tennis. Since ITTF announced the new regulation to stop the speed glue for the benefit of table tennis, as a bounce back of some habitual gluers, some boosters were introduced to the market. But boosters are still skin-irritating hazardous compounds against the spirit of new regulation. Finally ITTF also banned the boosters along with any substances other than water glue simply to attach the rubber on the blade.

The ITTF regulation 2.04.07 "The covering material should be used as it has been authorized by ITTF without any physical, chemical or other treatment, changing or modifying playing properties, friction, outlook, colour, structure, surface etc..."


True spirit of ban can be found in new technology applied to OMEGA series. OMEGA series of Rubbers are not only clean and safe but also professionally performing at top level of table tennis play. Speed and spin the players used to get from VOC speed glues are fully built into the OMEGA series. Level of built-in-power and spin effect in OMEGA series is even higher than those from boosters and speed gluers. Instead of struggling with toxic substances, you simply put OMEGA and just focus on your game to win.

In stock

Extreme Offensive Combo
Offensive Combo - Tenergy 05 Powered
Extreme Offensive combination Tenergy powered.

Blade:

XIOM Aria Fl or Straight

Rubbers:

Butterfly Tenergy 05 Max Forehand  (black)
Butterfly Tenergy 05 Max Backand (Red)

An viscous combination of with the world's premier rubber and a supreme offensive blade.  Want to elevate your game?  Looking for a new racquet?  Consider this combination!


In stock

Grass D.TecS
Tibhar Grass D.TecS
With the integrated D.TecS effect in Tibhar's classical long pimples rubber, the player will experience new variations to cut the ball and to counter his opponent's destabilising strokes. Thanks to the integrated tension in the pimples and the sponge, the pimples get softer, which enables the player to cut the ball in a sensational way. However, because of the softness of the rubber, the D.TecS effect provides amazing control plus enough speed to destabilize the opponent with nervous aggressive shots during disturbing attacks at the table. The ox (no sponge) version comes with an attached glue sheet to ease application to your blade.
In stock
Performance Parameter Value

Table Tennis Rubbers effecting Spin and strokes

Table Tennis Spin

Backspin: The easy-to-learn backspin strokes adds subtle lift to the first part of the ball-curve, lets the ball drop more suddenly, makes the ball bounce more upright and most significantly: makes the ball dive downwards when the opponent uses a common rubber (pimples inwards) on his racket. (The opponent is forced to seriously compensate for the backspin) Due to the initial lift of the backspin-curve, there’s a limit on how much speed one can hit the ball without overflying the opponents half. Backspin also makes it harder for the opponent to hit the ball with lots of speed. In table-tennis backspin is regarded as a defensive alternative, due to: the limitation on ballspeed, the simplicity of producing the strokes and the daring of the opponent. (It is possible to smash with backspin offensively, but only on easy high balls, close to the net)

Topspin: The hard-to-learn topspin strokes has a minor influence on the first part of the ball-curve, but the Magnus effect clearly forces the ball back down as it approaches the opposing side. On the bounce the topspin will accelerate the ball a little more. Again the most significant change appears when the opponent hits the ball (with a common pimples inwards rubber on his racket). Due to the topspin the ball jumps upwards and the opponent is forced to seriously compensate for the topspin. There’s virtually no limit on how much speed a topspin-ball can be given (besides your own timing and strength) and a speedy topspin stroke gives the opponent very little time to respond. In tabletennis topspin is regarded as a offensive alternative, due to: the virtual limitless ballspeeds, the highly required skills for producing the strokes and the enhanced tactical pressure on the opponent. (It is possible to play defensive topspin-lobs from far behind the table, but only world class players use this type of gallery play successfully)

Offensive strokes

Speed drive

These strokes differ to ones from other racket sports like tennis. The racket is primarily perpendicular to the direction of the stroke, and most of the energy applied to the ball results in speed rather than spin, creating a shot that does not arc much, but is fast enough that it can be difficult to return. A speed drive is used mostly for keeping the ball in play, applying pressure on the opponent and potentially opening up an opportunity for a more powerful attack. Loop drive

Essentially the reverse of the speed drive. The racket is much more parallel to the direction of the stroke ("closed") and the racket thus grazes the ball, resulting in a large amount of topspin. A good loop drive will arc quite a bit, and once striking the opponent's side of the table will jump forward, much like a kick serve in tennis. Returning a loop drive may not be as difficult to return as a speed drive; however, because of its topspin, it is more likely to rebound off the opponent's racket at a very high angle, setting up an easy smash (described below) on the follow up. As the loop drive requires a lot of topspin, players generally use their entire body to generate the movement required. Variations in spin and speed add to the effectiveness of this shot.

Chinese players categorize loop-drives in 3 variations based on trajectories:

1. The "Loop"

The "Loop" produces a more pronounced loopy arc, with a higher trajectory and extreme topspin, but is typically slower.

2. The "Loop Kill" ("Rush" in China)

The "Loop Kill" produces a flatter arc, with higher speed that resembles a speed drive but with stronger topspin, typically used for replacing speed drive or smash in "put-away" situations.

3. The "Hook"

Similar to a regular Loop, but carries a tilted topspin (or is referred as the "top-side" spin), it bounces sideways and downward upon hitting the table. Similar to but stronger than the defensive "side-drive" described below.

Counter drive

Usually a counter attack against drives (normally high loop drives). You have to close the racket and stay close to the ball (try to predict its path). The racket is held closed and near to the ball, which is hit with a short movement "off the bounce" (before reaching the highest point) so that the ball travels faster to the other side. If performed correctly, a well-timed, accurate counter-drive can be as effective as a smash. Flip (or Flick in Europe)

When a player tries to attack a ball that has not bounced beyond the edge of the table, he/she does not have the room to wind up in a backswing. The ball may still be attacked, however, and the resulting shot is called flip because the backswing is compressed into a quick wrist action. A flip is not a single stroke and can resemble either a drive or a loop in its characteristics. What identifies the stroke is instead whether the backswing is compressed into a short wrist flick. Also known as 払い "harai" in Japanese.

Smash

The offensive trump card in table tennis. A player will typically execute a smash when his or her opponent has returned a ball that bounces too high and/or too close to the net. Smashing is essentially self-explanatory—large backswing and rapid acceleration imparting as much speed on the ball as possible. The goal of a smash is to get the ball to move so quickly that the opponent simply cannot return it. Because the ball speed is the main aim of this shot, often the spin on the ball is something other than topspin. Sidespin can be used effectively with a smash to alter the ball's trajectory significantly, although most intermediate players will smash the ball with little or no spin. An offensive table-tennis player will think of a rally as a build-up to a winning smash; only a calculated series of smashes can guarantee a point against a good opponent. However, most players will be able to return at most one or two smashes consistently. Provided that the opponent is not too close to the table or too far away from the ball, a smash can be lobbed, chopped, blocked or even counter-looped, albeit with some difficulty. A player who smashes generally works out a series of smashes (and possibly drop-shots) to rush the opponent out of position, put him off balance, or both. Smashers who fail to do this find it difficult to win a point against an excellent defense.

Defensive strokes

Push (or Slice in Asia)

The push is usually used for keeping the point alive and creating offensive opportunities. A push resembles a tennis slice: the racket cuts underneath the ball, imparting backspin and causing the ball to float slowly to the other side of the table. While not obvious, a push can be difficult to attack because the backspin on the ball causes it to drop toward the table upon striking the opponent's racket. In order to attack a push, a player must usually loop the ball back over the net. Often, the best option for beginners is to simply push the ball back again, resulting in pushing rallies. For good players it may be the worst option because the opponent will counter with a loop, putting you in a defensive position from which most likely you will lose, unless you are a good chopper. Another option to pushing is to flip the ball when it is close to the net. Pushing can have advantages in some circumstances. Players should only push when their opponent makes easy mistakes. Offensive players should only push for variation and not for general rallies. A push can easily be counter-looped into the opposite corner if it is not short enough. The goal of most player's pushes is to make the ball land too short to be attacked, rather than attempting to over-spin the opponent.

Chop

A chop or cut is the defensive, backspin counterpart to the offensive loop drive. A chop is essentially a bigger, heavier slice, taken well back from the table. The racket face points primarily horizontally, perhaps a little bit upward, and the direction of the stroke is straight down. The object of a defensive chop is to match the topspin of the opponent's shot with your own backspin. A good chop will float nearly horizontally back to the table, in some cases having so much backspin that the ball actually rises. A chop such as this can be extremely difficult to return due to the enormous amount of backspin. Sometimes a defensive player can impart no spin on the ball during a chop, or frequently add right- or left-hand spin to the ball. This may further confuse his/her opponent. Chops are difficult to execute, but are devastating when completed properly because it takes a tremendous amount of topspin on a loop drive to return the ball back over the net.

Block

The block or short is a simple shot, barely worthy of being called a "stroke," but nonetheless can be devastating against an attacking opponent. A block is executed by simply putting the racket in front of the ball—the ball rebounds back toward the opponent with nearly as much energy as it came in with. This is not as easy as it sounds, because the ball's spin, speed, and location all influence the correct angle of a block. It is very possible for an opponent to execute a perfect loop, drive, or smash, only to have the blocked shot come back at him just as fast. Due to the power involved in offensive strokes, often an opponent simply cannot recover quickly enough, and will be unable to return his own shot blocked back to him/her. Blocks almost always produce the same spin as was received, which is nearly always topspin.

Push-Block

High level players may use what is called push block or active block, adding speed to the ball (with a small topspin movement). When playing in the Penhold Grip, many players use push blocks when being pressured on the backhand. Chinese pen-hold players refer to it as a push-block as they literally "push" their backhand forward, instead of simply blocking it.

Side Drive

This spin shot is alternately used as a defensive and offensive maneuver. The premise of this move is to put a spin on the ball either to the right or the left of the racket. The execution of this move is similar to a slice, but to the right or left instead of down. This spin will result in the ball curving to the side but bouncing in the opposite direction when the opponent returns it. Do not attempt a right-side spin (moving your arm to the right when hitting the ball) when too close to the left side of the table, and vice versa. To return, simply execute the same sided spin as your opponent just gave you.

Lob

The defensive High Ball or Lob is possibly the visually most impressive shot in the sport of table tennis, and it is deceptive in its simplicity. To execute a High Ball, a defensive player first backs off the table 4-6 meters; then, the stroke itself consists of simply lifting the ball to an enormous height before it falls back to the opponent's side of the table. A High Ball is inherently a creative shot, and can have nearly any kind of spin you can imagine. Top quality players use this fact to their advantage in order to control the spin of the ball. For instance, though the opponent may smash the ball hard and fast, a good defensive Lob could be more difficult to return due to the unpredictability (and heavy amounts) of the spin on the ball. Thus, though backed off the table by tens of feet and apparently running and leaping just to reach the ball, a good defensive player can still win the point using good High Balls. However, most of the time one will lose the point so it is not recommended unless it is really necessary.

Drop Shot

The drop shot is a high level stroke, used as another variation for close-to-table strokes (like harai and slice). You have to position the racket close to the ball and just let the ball touch it (without any hand movement) in a way that the ball stays close to the net with almost no speed and spin and touches the other side of the table more than twice if the opponent doesn't reach it. This stroke should be used when opponents are far from the table and not prepared to get close to the table. This technique is most usually done by pen-holders and players who use long or short pimples. A very deceiving technique, this could result in the opponent failing to reach the ball after misjudging the distance of the ball. A perfectly executed stroke after a topspin sequence can win a point.

- Wikipedia





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