Build a better approach
Keep Up is a juggle. The ball falls. A tap near it sends it up and scores a touch. Taps that miss the ball do nothing. Keyboard players can press Space when the ball is in the lower half of the arena. The floor is the only fail; the ceiling is just an awkward bounce.
Aim under the center. Side taps shove the ball into a corner where your next touch has no room. A low, repeatable strike zone is easier than punching the ball to the roof and hoping. Combos grow while the ball stays off the floor, and the bounce gets snappier as the combo rises.
Turn information into decisions
Let the ball come to you. Chasing a wild angle with mash taps is how lives disappear. After a touch, reset your hand. Three lives. A floor hit is a life, then the ball is served again so you can rebuild the rhythm.
If the ball drifts, nudge it back toward center with a slightly off-center tap on purpose, then return to centered touches. One correction, then honesty. Constant side pokes create a pinball you cannot read.
Practice for consistent results
Score is touches, not drama. Ten quiet juggles beat two huge launches. When the combo speeds up, shrink your target: wait for the drop into the strike zone. Early pokes at the peak barely move the ball and wreck the timing.
Drill: ten touches below mid-screen. If it flies high, let it fall and start the count again. A low juggle is the whole game in miniature.