Shots and techniques
Updated 24 September 2026
Footpong is played with a single action control and a direction. Everything below comes out of those two, which is deliberate: the depth is in when you press, not in how many buttons you have learned.
The four contact zones
You do not choose which part of the body plays the ball — the height at the moment of contact does. Reading that height, and moving so the ball arrives at the height you want, is the skill the rest is built on.
| Zone | Height | What it gives you |
|---|---|---|
| Foot | Lowest | The hardest strike, and the least margin. |
| Thigh | Low | Control at pace; the usual first touch. |
| Chest | Chest high | Cushions a heavy ball and sets it up. |
| Head | Overhead | Downward angle, and the only way to finish steeply. |
Tap or hold
A tap plays a safe, flat ball. Holding the action control charges the shot for up to about eight tenths of a second, and a fully charged strike is markedly faster and flatter. Charge is a trade: the ball you hit hardest is the one you have the least time to place, and a charged shot into the net costs exactly as much as a missed smash.
Aiming
Hold the action control and steer — left and right on a keyboard, the stick on a pad — and the ball is placed short or deep on the opponent's half. It is the only aim you have, and it is a real one: steered from one extreme to the other, the same shot lands anywhere from just over the net to the back of the table.
What you cannot choose is where the ball goes across the table's depth. That follows from where you met it, so moving to take the ball on your left or your right is the only thing that changes it. Depth is a consequence; length is a decision.
Lifting
Holding Up as you make contact lifts the ball rather than driving it. That is how a rally is built: one lift to take the pace off, a second to raise it into overhead range, and then a third touch played down from height. Each lift climbs a little higher than the last.
The bicycle kick
Lift twice, then hold Down and shoot. With room overhead the player turns over into a bicycle kick — the hardest ball in the game to read, because it arrives steeply and late. Without the room, the same input becomes a special header or a driven kick, which is not a consolation: it is simply the version of the shot that fits the space you left yourself.
Reading the other player
Three touches take time, and time is visible. A player who takes all three is committing to an attack and telling you so while they do it; a first-time return gives you nothing to read but arrives immediately. Most points are lost by the player who chose the spectacular option from a position that did not offer one.