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JOOLA Snabb - Short Pips Table Tennis Rubber

JOOLA Snabb - Short Pips Table Tennis Rubber


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Performance Rating

Speed Rating
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Spin Rating
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Control Rating
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Hardness
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Product Information

New short pimples rubber for the uncompromising block and counter attack player. The hard sponge enables the hardest and fastest stroke play. The position of the pimples, however, still allows precise and safe strokes, especially when chopping.

Strategy DEF - / OFF extreme
Speed extreme
Spin low
Control extra high
Hardness 40 degree

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Price: $44.97 
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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>18</dial> </speed> <spin> <lowerLimit>0</lowerLimit> <upperLimit>14</upperLimit> <low>3</low> <medium>6</medium> <high>10</high> <extrahigh>14</extrahigh> <dial>2.5</dial> </spin> <control> <lowerLimit>0</lowerLimit> <upperLimit>10</upperLimit> <low>3</low> <medium>5</medium> <high>8</high> <extrahigh>10</extrahigh> <dial>9</dial> </control> <hardness> <lowerLimit>0</lowerLimit> <upperLimit>50</upperLimit> <low>37</low> <medium>45</medium> <high>50</high> <dial>40</dial> </hardness> </specification>


Stock Data 1.5mm 1.8mm 2.0mm MAX
Red Yes Yes Yes Yes
Black Yes Yes Yes Yes
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Joola Snabb - Table Tennis Short Pips-out Rubber


Joola Snabb - Table Tennis Short Pips-out Rubber

Joola Tango Ultra - Short Pips-out Table Tennis Rubber
JOOLA Tango Ultra - Short Pips Table Tennis Rubber

Following on the sensational success of TANGO rubbers JOOLA have produced a further new concept - a short pimpled rubber using the TENSOR effect and the result is not surprising: softer, more control and more spin but also with dramatic effects from the pimples. For passive blocking TENSOR absorbs the energy but for active blocking and attack the rubber really explodes.

Strategy DEF / OFF extreme
Speed fast
Spin low
Control high
Hardness 45 degree
In stock

JOOLA Express Two 2 II - Table Tennis Rubber
JOOLA Express Two 2 - OFF Table Tennis Rubber

Get off to a flying start with technology "Made in Germany"!

The Green Power technology developed by JOOLA takes off! With the speed glue ban coming into force very soon, JOOLA express is available now. The integral power developed for the Energy rubbers, which provides excellent speed glueing effect, has been further improved. JOOLA express is the rubber for the top player who needs 100% spin and speed. For all former speed gluers the JOOLA express is an absolute must! No glueing before the game but still the full power of the speed glueing effect is still included in the rubber, as well as in the price!

The soft version (42.5 degree) of the JOOLA express suits players, who demand precise topspin and backspin strokes, without losing the power of JOOLA express in open play.

Strategy ALL / OFF+
Speed fast
Spin extra high
Control extra high
Hardness 42.5 degree
In stock

JOOLA Express One I 1 - Table Tennis Rubber
JOOLA Express One 1 - OFF Table Tennis Rubber

Get off to a flying start with technology "Made in Germany"!

The Green Power technology developed by JOOLA takes off! With the speed glue ban coming into force very soon, JOOLA express is available now. The integral power developed for the Energy rubbers, which provides excellent speed glueing effect, has been further improved. JOOLA express is the rubber for the top player who needs 100% spin and speed. For all former speed gluers the JOOLA express is an absolute must! No glueing before the game but still the full power of the speed glueing effect is still included in the rubber, as well as in the price!

The hard version (47.5 degree) of the JOOLA express suits the ambitious player, who wants to maintain full power, extreme spin and good speed.

Strategy OFF- / OFF+
Speed extreme
Spin extra high
Control high
Hardness 47.5 degree
In stock

JOOLA Express X-Soft - Table Tennis Rubber
JOOLA Express X-soft - OFF Table Tennis Rubber

Fun "Non Stop" - the extra-soft version of the express is not only much controlled play, they also convinced with a distinct feeling for spinning.

Strategy ALL / OFF extrem
Speed fast
Spin extra high
Control extra high
Hardness 35 degree

In stock

Joola Tango Ultra - Short Pips-out Table Tennis Rubber
JOOLA Express Ultra - Short Pips Table Tennis Rubber

Speed glueing became popular with short pimple users a long time ago. The time is now right to introduce EXPRESS Ultra, the pimples out version with incorporated speed glue effect – the short pimple designed for professionals and ambitious offensive players.

Strategy DEF / OFF extreme
Speed extreme
Spin medium
Control extra high
Hardness 40 degree
In stock

XIOM Womens Socks FS1 - Table Tennis Socks
XIOM Men & Women's Socks FS1 - Table Tennis Socks

High Function specialized for table tennis play.

Functional socks specialized for table tennis. Combination of cotton and spandex promotes your comfort and fit. Soft double layered sole holds and protects your foot from the wild table tennis move.

Please look at the colors to select for men and women.

Cotton 85%, Spandex 15%
Size: 26 (260 ~ 280mm)

Do not bleach. Wash hand only.

In stock

Joola Balance - Table Tennis Shirt
JOOLA Balance - Table Tennis Shirt

TT shirt made from Cooling functional material with stepped seams at the shoulders and sleeves.

  • Material: 100% polyester Quick Dry
In stock

XIOM Table Tennis Head Band
XIOM Head Band - Table Tennis Head Band

A stylish head band to keep your hair from obstructing your move. It absorbs the sweat.

  • Colors: Magenta, Blue, White
  • One size fits all.
In stock

Xiom Mini Blade
XIOM Mini Blade - Table Tennis Mini Racket
The XIOM Mini Blade is a mini shakehand blade made out of pure Hinoki - the signature wood used for XIOM blades. The blade contains an aluminum strap used to hang on the wall or to attach to your gear bag.

You can attack a rubber to your mini blade and start playing. The mini blade helps to improve your ping pong skills.
In stock

Joola Touch 07 / Junior Table Tennis Shoe
JOOLA Touch - Table Tennis Shoe

The classic among table tennis shoes! The sole, manufactured in the same way for years, stands for excellent non-slipping features.

The upper material has now been revised and the seams and design have been improved. More than ever TOUCH 07 is still the model for all leisure table tennis players.

The classic shoe is also available in junior sizes. It has all features of its “big brother” and provides excellent playing conditions for the youngest players at an almost unbeatable price. The JOOLA Touch 07 Junior is in size between 32 and 35.

EURO 36 37 38 39 40 41 42 43 44 45 46
UK 3,5 4 5 6 6,5 7.5 8 9 9.5 10.5 11
US 4.5 5 6 7 7.5 8.5 9 10 10.5 11.5 12
CM 24 24.5 25 25.5 26 26.5 27 27.5 28 28.5 29

*Please select 0.5 larger to fit your feet. If your shoe size is 7.5 US, select 8.0 US.

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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