Pinball techniques

Learn how to control, pass, aim, and save the ball with real examples from skilled players.

26 techniques

Aiming and shooting

The ball rolls to the left flipper, then is shot diagonally toward an upper target. Source: Abe Flips: Aiming and Shooting at 0:35.

The ball’s position on the flipper and the moment you flip determine the direction of the shot.

Also called: Flipper aiming, Shot timing

How to practice Aiming and shooting

Use it when

You need to turn a controlled ball into a repeatable shot.

How it works

  1. Choose a playfield mark as a repeatable aiming reference.
  2. From a cradle, release and flip when the ball reaches the position that sends it toward the target.
  3. For a faster rolling ball, begin the flip earlier and adjust from the result.

Watch for

A miss usually means the flip was early or late, not that the target moved.

Try this

Make one shot five times, switch shots, then alternate between them.

On the fly shot

The moving ball is shot directly from its inlane feed without settling into a cradle first. Source: Abe Flips: Abe Flips: Aiming and Shooting at 1:25.

Shoot an incoming ball directly from its feed without first trapping it on the flipper.

Also called: One-time shot, One-time, One-timer, Shoot on the fly

How to practice On the fly shot

Use it when

A repeatable inlane, ramp, or orbit feed lines up a valuable follow-up shot and is moving too quickly to cradle safely.

How it works

  1. Read which flipper will receive the incoming ball and choose the target before contact.
  2. Flip as the rolling ball reaches the aiming point on the flipper.
  3. Use the feed's existing motion; do not pause for a cradle first.

Watch for

Feed speed changes the aiming point. A late flip can send the ball toward the center or miss the intended lane.

Try this

Choose one repeatable return and attempt the same follow-up shot until its timing becomes predictable.

Cradle

The ball stays still at the base of the raised left flipper. Source: JFPA: Scared Stiff, held cradle after the catch at 0:03.3.

Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move.

Also called: Trap, Flipper trap, Cradling

How to practice Cradle

Use it when

The ball is moving slowly enough to stop safely on a raised flipper.

How it works

  1. Let the ball arrive with low enough speed to stay on the raised flipper.
  2. Keep the button held and allow the ball to settle near the base.
  3. Release into a pass or timed shot when you are ready.

Watch for

Fast or steep feeds can roll over the flipper or bounce into the center.

Try this

Pause after every safe feed instead of immediately flipping the ball away.

Dead bounce

The ball strikes a lowered left flipper and rebounds safely to the right flipper. Source: Abe Flips: Dead Bounce at 0:38.

Leave a flipper down and let the ball rebound from it toward the opposite flipper, reducing the ball’s momentum without a flip.

Also called: Dead flip, Dead pass, Bounce pass

How to practice Dead bounce

Use it when

A predictable feed can rebound across the center instead of draining.

How it works

  1. Recognize a feed aimed safely at the face of a lowered flipper.
  2. Do not press the button; let the rubber absorb and redirect the ball.
  3. Receive the slower rebound on the opposite flipper.

Watch for

Feeds near the flipper base or inlane guide can deflect straight down the middle.

Try this

Resist flipping during safe feeds and observe how that particular machine rebounds.

Backhand

From a cradle on the right flipper, the ball is shot up the same side into Godzilla’s scoop. Source: Awesome1: Godzilla backhand scoop shot at 0:10.5.

Shoot a target on the same side as the active flipper, often from near the flipper base and behind the nearby slingshot.

Also called: Backhands, Back flip, Same-side shot

How to practice Backhand

Use it when

The same-side angle is safer or more repeatable than transferring for a forehand shot.

How it works

  1. Cradle or slow the ball on the flipper beneath the intended shot.
  2. Use a small setup movement if the ball needs room to roll into position.
  3. Flip from the inner portion of the bat to send the ball up the same side.

Watch for

Backhands are highly layout-dependent and may be weaker than the conventional forehand.

Try this

Choose one known backhandable shot and compare its return with the forehand route.

Post pass

A release and flip sends the cradled ball into the nearby flipper-side post and across to the right flipper. Source: Backhand Pinball: 2025 Women’s World Pinball Championship Qualifying at 48:15.5.

Transfer a cradled ball to the opposite flipper with a quick release and repress that sends it around the center post.

Also called: Post transfer, Flipper transfer

How to practice Post pass

Use it when

The opposite flipper has the safer or more valuable shot.

How it works

  1. Begin with the ball cradled near the base of a raised flipper.
  2. Release and quickly repress the button to tap the ball across.
  3. Keep the initiating flipper raised until the ball has crossed the center line.

Watch for

Timing varies greatly with flipper angle, rubber, post position, and playfield pitch.

Try this

Calibrate the smallest useful tap on each machine before relying on it.

Ski pass

A ball moving down the left inlane glides over the left flipper to the right flipper. Source: Abe Flips: Ski Pass, complete transfer at 0:11.2.

Let a rolling inlane ball travel over a held flipper and cross to the opposite side instead of shooting it away.

Also called: Ski jump, Flipper ski pass, Nudge-assisted ski pass, Nudged ski pass, Nudge pass

How to practice Ski pass

Use it when

An inlane feed is rolling quickly enough to cross the center safely.

How it works

  1. Raise the flipper under the rolling ball.
  2. Let the ball travel along and over the flipper tip.
  3. Receive it on the opposite flipper; a small upward nudge can help a marginal pass.

Watch for

A slow pass can fall between the flippers, especially if the receiving flipper is already raised.

Try this

Learn which inlane speeds cross naturally before adding a nudge.

Micro flip

A tiny flipper movement slows the rolling ball and brings it under control on the same side. Source: Abe Flips: Abe Flips: Micro Flips at 0:42.

Release and repress a flipper very quickly to make a small, precise change to a slow ball.

Also called: Micro tap, Microflip, Flick pass

Variants: Rolling stop, Back-flip setup

How to practice Micro flip

Use it when

A full flip would add too much energy but the ball still needs a small correction.

How it works

  1. Start with a slow ball on or near a raised flipper.
  2. Release the button for only a moment, then press it again.
  3. Use the base or tip of the moving flipper to stop, pass, or reposition the ball.

Watch for

The ball can hop off metal inlane transitions or rebound toward the center.

Try this

Begin from a cradle and make the release interval progressively shorter.

Shielding

The raised left flipper blocks a dangerous side feed and keeps the ball away from the center drain. Source: Abe Flips: Abe Flips: Shielding at 0:09.

Raise the flipper beneath a dangerous feed to close part of the center gap, then switch flippers as the ball crosses the middle.

Also called: Flipper shielding, Center-drain shielding, Flipper management

How to practice Shielding

Use it when

Slingshot, inlane, or post rebounds may drop unpredictably toward the center.

How it works

  1. Predict which side of the center gap the ball is approaching.
  2. Raise the nearest flipper to shield that path.
  3. After the ball crosses the center line, lower it and raise the other flipper if needed.

Watch for

Holding both flippers or switching too early can create a larger uncontrolled gap.

Try this

Practice the left-right handoff on slow feeds until it becomes automatic.

Nudging

The player moves the cabinet to redirect the ball and keep it in play. Source: Foxcitiespinball: Zach Sharpe on Rush, PAPA 21 finals at 7:00:37.

Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.

Also called: Nudge, Bumping, Shaking

Variants: Nudge pass, Outlane shake

How to practice Nudging

Use it when

A small change can keep the ball away from an outlane or improve a rebound.

How it works

  1. Predict the ball’s path before it reaches a dangerous obstacle.
  2. Use a short movement to place the obstacle where it can redirect the ball.
  3. Stop pushing and allow the machine to settle immediately.

Watch for

Long, sustained movement is less precise and more likely to trigger a tilt warning.

Try this

Start with gentle post rebounds and move the cabinet only as much as needed.

Drop catch

The left flipper drops as the ball arrives, taking off speed so the ball rolls gently toward its base. Source: Abe Flips: Drop Catch at 2:02.

Release a raised flipper at contact so the ball loses speed and gently rolls up the flipper, often giving you a chance to cradle it.

Watch: Six Minutes of Drop Catching in Pinball

Also called: Drop flip

Variants: Late drop catch, Tip shot

How to practice Drop catch

Use it when

A controlled return is approaching the middle or base of a flipper.

How it works

  1. Raise the receiving flipper before the ball arrives.
  2. Release the button as the ball contacts the flipper.
  3. Re-engage the flipper to cradle the gently rising ball, or follow with a planned shot.

Watch for

Releasing early produces a bounce; releasing late sends the ball away with extra energy.

Try this

Start with predictable orbit returns and change only the release timing.

Live catch

The left flipper reaches the top of its stroke at contact, stopping the incoming ball before it settles into a cradle. Source: Abe Flips: Live Catch at 1:28.

Time the end of a flipper stroke to meet the incoming ball and cancel its momentum into a cradle.

Also called: Live trap

How to practice Live catch

Use it when

A clean, predictable feed approaches close to perpendicular to the flipper.

How it works

  1. Read the ball’s path and choose the receiving flipper.
  2. Flip so the ball arrives just as the flipper reaches the end of its stroke.
  3. Keep holding the button while the ball settles into a cradle.

Watch for

The timing window is small, and a failed attempt can send the ball toward the center.

Try this

Use repeatable orbit returns and listen for the contact at the top of the stroke.

Flutter catch

Two flutter catches on the left flipper soften the incoming ball with a brief release and re-engagement. Source: Foxcitiespinball: Jurassic Park, IFPA21 tiebreaker at 4:14:36–4:14:44.

A Flutter catch is a short flip that combines a live catch and a drop catch. It has a flexible timing window. Contact during the flipper’s upstroke or downstroke can impart enough spin to stop the ball’s momentum.

Also called: Perfect drop catch, chop catch

How to practice Flutter catch

Use it when

An orbit feeds the ball toward the flipper tip instead of setting up a loop pass. The ball is too fast for a reliable live catch.

How it works

  1. Read the ball’s path and choose the receiving flipper.
  2. Flip so the ball arrives just as the flipper reaches the end of its stroke.
  3. Release the button immediately and react to how the ball settles.

Watch for

Some flipper rubbers and timings can make the ball stop dead on the flipper tip.

Try this

Learn live catches first. Then test the Flutter catch with repeatable feeds to the flipper.

Post catch

The left flipper sends an inlane ball into the nearby post, then receives the softened rebound. Source: Japan Flipper Pinball Association: JFPA technique demonstration at 0:00.

Time a rising flipper so an inlane ball meets it near the top of its stroke and rebounds from the post into control.

Also called: Inlane post catch, Post trap

How to practice Post catch

Use it when

An inlane feed is too fast to cradle normally but follows a clean, repeatable path.

How it works

  1. Read a ball descending quickly through the inlane.
  2. Flip so the ball meets the upper portion of the moving flipper.
  3. Use the nearby post rebound to remove speed and settle the ball.

Watch for

Early contact shoots the ball away; late contact can let it roll off the flipper tip.

Try this

Use one consistent ramp return and adjust only the flip timing.

Nudge-assisted dead bounce

A small sideways cabinet nudge improves the ball's dead bounce from the left flipper to the right. Source: PinballVideos: UK Open 2025 at 7:26:44.8.

Add a short forward nudge as the ball hits a lowered flipper so a weak dead bounce gains enough energy to cross the center gap.

Also called: Nudged dead flip, Nudge-assisted bounce pass

How to practice Nudge-assisted dead bounce

Use it when

A normal dead bounce would lose momentum and fall through the center before reaching the other side.

How it works

  1. Recognize a safe dead-bounce feed that is unlikely to cross on its own.
  2. Keep both flippers down and nudge forward at the moment of contact.
  3. Receive the assisted rebound on the opposite flipper.

Watch for

An early nudge disrupts the approach; a late nudge cannot recover a ball already below the flippers.

Try this

Compare the same feed with and without a minimal forward nudge.

Shatz pass

A controlled tap from the left flipper sends the ball diagonally toward the opposite inlane. Source: jcasetnl: Shatz’ing the in-lane demonstration at 0:13.

Shoot a moving inlane ball up the opposite inlane, carrying it behind the slingshot toward the upper playfield.

Also called: Shatz, Shatzing, Alley pass, Rolling Shatz, Rolling alley pass, Running Shatz

How to practice Shatz pass

Use it when

The machine has suitable inlane geometry and an upper lane or shot worth attacking.

How it works

  1. Read a ball rolling down an inlane toward the flipper.
  2. Flip late enough to send the ball across the gap and up the opposite inlane.
  3. Use the resulting upper-playfield feed or shot opportunity.

Watch for

The move is layout-specific and an early or weak attempt can drain through the center.

Try this

Choose one machine with a known Shatz route and repeat only the inlane timing.

Slap save

The left flipper moves first and the right follows, redirecting a center-bound ball back into play. Source: Abe Flips: Slap Save at 0:52.

Strike the flipper button and cabinet in sequence to move the playfield under a ball headed down the center and extend the flippers’ reach.

Also called: Double slap, Single slap, Cabinet slap

Variants: Elwin save

How to practice Slap save

Use it when

A center drain is otherwise unavoidable and the ball is still within extended flipper reach.

How it works

  1. Identify which flipper can make first contact with the center-draining ball.
  2. Slap that button and cabinet, then immediately use the opposite hand and flipper.
  3. Let the cabinet re-center instead of continuing to push it.

Watch for

Any cabinet movement can trigger a warning or tilt; sensitivity varies by machine and event.

Try this

Learn with the least force that moves the ball, and never practice on a machine whose owner forbids nudging.

Tip backhand

The ball rolls toward the raised flipper tip, then a release and flip launches it up the same side. Source: JFPA: Back Flip at 0:00.

Shoot a ball near the tip of a raised flipper back up the same side of the playfield.

Also called: Tip backhand shot

How to practice Tip backhand

Use it when

You want a same-side shot from a ball that has rolled toward the flipper tip.

How it works

  1. Let the ball roll toward the tip of the raised flipper.
  2. Briefly release and re-engage the flipper to launch the ball up the same side.
  3. Follow the shot toward its target and prepare for the return.

Watch for

The timing window is narrow; a late flip can let the ball fall off the tip.

Try this

Use a repeatable feed and adjust the timing until the ball travels up the intended side.

Tap pass

A very small tap moves a cradled ball from the left flipper to the right. Source: The Pinball Tap Pass at 0:47.

Give a descending ball the lightest possible flipper tap so it travels directly and gently to the opposite flipper.

Also called: Touch pass, Soft tap pass

How to practice Tap pass

Use it when

A full post pass would add too much energy, particularly on a classic machine.

How it works

  1. Release a cradled ball and let it begin rolling down the flipper.
  2. Tap the button very briefly so the flipper moves only a small amount.
  3. Receive the low transfer on the opposite flipper.

Watch for

Modern powerful flippers may offer almost no useful tap window; a long press launches the ball.

Try this

Learn on an older, slower machine and reduce the input until the ball touches only the two flippers.

Cradle separation

One of two balls is tapped to the right flipper while the other remains cradled on the left. Source: Tilt Pinball: Cradle Separation at 0:12.

Separate two or more balls held on one flipper so one remains cradled while another moves to the opposite side or back into play.

Also called: Multiball separation, Ball separation

Variants: Up-and-over separation, Newton cradle separation

How to practice Cradle separation

Use it when

Multiple balls are stacked on one flipper and independent control would improve the next shots.

How it works

  1. Settle the balls together near the base of a raised flipper.
  2. Use a tiny, controlled release or micro flip to free the outside ball.
  3. Keep the remaining ball secured while tracking the separated ball.

Watch for

An oversized input can release every ball or send the outside ball toward an outlane.

Try this

Begin with two balls and aim only to retain one securely before adding a target shot.

Loop pass

The ball travels around the outer loop and returns low enough to transfer between the flippers. Source: PinballVideos: California Extreme 2016 at 7:58:37.5.

Drop the receiving flipper as a fast orbit return reaches it, sharply reducing the ball’s speed and redirecting it toward the opposite flipper.

Also called: Orbit pass, Loop catch

How to practice Loop pass

Use it when

A fast orbit return is predictable but too energetic for a conventional catch.

How it works

  1. Identify a repeatable orbit return aimed at a raised flipper.
  2. Release the flipper as the returning ball contacts it.
  3. Catch the reduced-speed rebound on the opposite flipper or take a measured shot.

Watch for

Early release risks a center drain; late release can bounce the ball back up the playfield.

Try this

Loop one safe orbit repeatedly and calibrate the release from its return speed.

Flipper staging

The lower right flipper stays raised while the upper right flipper moves independently. Source: Planet Pinball: Stage Flipping at 0:20.

Partially press a two-stage flipper button to hold one flipper—usually the lower one—without activating another flipper on the same side.

Also called: Stage flipping, Staged flipping, Staged flipper, Staged upper flipper, Staged upper flippers, Half-press flippers

How to practice Flipper staging

Use it when

You need to cradle on a lower flipper while keeping an upper flipper available, especially during multiball.

How it works

  1. Confirm that the machine has staged button switches and which flipper activates first.
  2. Press only to the first switch and hold that flipper in position.
  3. Press through the second switch only when the other flipper is needed.

Watch for

Not every machine supports staging, and some machines are adjusted or wired in reverse order.

Try this

With no ball near the flippers, slowly find and hold the first-switch position before practicing during play.

ZMac bounce

A short left-flipper movement changes the ball's bounce and redirects it upward. Source: Abe Flips: Pinball Expo flipOUT Tournament at 0:16.5.

Use a firm sideways nudge to bounce a slow ball back from the end of a flipper into a controllable position.

Also called: Z-Mac bounce, Zach McCarthy bounce

How to practice ZMac bounce

Use it when

A low-energy ball is about to escape a cradle but still has a recoverable bounce.

How it works

  1. Recognize a failed cradle that is slowly rolling or bouncing over the flipper tip.
  2. Nudge sideways as the ball reaches the tip to change the rebound.
  3. Receive the returning ball on a flipper and regain control.

Watch for

Tight tilt settings, low-bounce rubber, nearby mechanisms, or a bad return angle can make the move unsafe.

Try this

Try it only on repeatable slow roll-offs after learning the machine’s tilt sensitivity.

Wavedashing

PPMD's Marth varies the distance of repeated wavedashes and follows the slides with forward smashes in Training Mode. Source: PPMD: Melee Movement Practice Guide at 25:45.

Jump and immediately air-dodge diagonally into the ground to turn the dodge's momentum into a short ground slide.

Also called: Wave dash, Grounded air dodge

How to practice Wavedashing

Use it when

You want to approach, retreat, or reposition while staying ready for a grounded action.

How it works

  1. Press jump and wait until your character leaves the ground.
  2. Angle the control stick diagonally down in the direction you want to travel.
  3. Press an air-dodge button before rising far from the ground; a shallower angle produces a longer slide.

Watch for

Pressing too early gives a grounded input; pressing too late leaves you air-dodging above the stage. Distance varies by character.

Try this

Practice in both directions on a flat stage with Luigi, then shorten the gap between jump and air dodge.

Rocket jumping

The Soldier fires at the ground during a crouch jump and uses the explosion to land on a higher platform. Source: Nate Fox: Basic Rocket Jumping Tutorial at 1:32.

Use the knockback from your own rocket explosion to launch the Soldier higher or farther than a normal jump.

Also called: Rocket jump, Blast jumping

How to practice Rocket jumping

Use it when

You need to reach high ground, cross a gap, enter from an unexpected angle, or escape quickly.

How it works

  1. Build a little forward speed and aim the launcher at the ground behind you.
  2. Jump, crouch, and fire at nearly the same time.
  3. After takeoff, steer with a side-movement key and matching mouse movement instead of holding forward.

Watch for

Rocket jumps cost health and may add fall damage. Firing too early or too far from the explosion produces weak lift.

Try this

Use the Rocket Jumper or a jump-training map and repeat one short jump until the takeoff timing is consistent.

En passant

The adjacent pawn advances diagonally into the crossed square, and the pawn that moved two squares is removed. Source: Wikimedia Commons: En passant animation at 0:00.

A pawn may capture an adjacent enemy pawn that has just advanced two squares as though it had moved only one square.

Also called: In passing, En passant capture

How to practice En passant

Use it when

The capture is legal and wins material or improves your position; the right disappears if you make another move.

How it works

  1. Have a pawn beside an enemy pawn immediately after that enemy pawn moves two squares from its starting square.
  2. On your very next move, move your pawn diagonally into the square the enemy pawn crossed.
  3. Remove the enemy pawn from the square where it finished.

Watch for

En passant is optional, and it is illegal if the capture would leave your king in check.

Try this

Set up the position from both sides and verify the capture square before moving.

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