Managed to throw this together in about two hours. Only thing I'm iffy on is how the ball bounces at the end. I want it to plink off like a billiard ball hitting an edge, but I don't think I quite got it right. I'm really satisfied with the motion and the coat falling down slowly.
It's SASUKE!!
Lol -- jk
In seriousness though -- for the "plink" billard-ball thing, try shifting the ball in the *opposite* direction slowly first, rather than toward the direction it will be headed to "plink" off the ground.
Also, the ball "blur" should overlap the visible ball a bit more before it "stretches" to the ground (and maybe make that "stretch"/"blur" touch the ground in a single frame before the "bounce" frame to show hit has the kind of "hard-metal-ball-hitting-hard-metal-floor" that it looks like you're going for.
The green "string" you've got going on there should probably appear after the "bounce" (if he's putting it back into his pocket) and should act like a "sling" that released the metal ball and "pops back" a moment (to show the "release" of force) and create some recoil in the "visually-important" part your animation (that is, the act of the ball being released at a supercharged rate of speed into a bounce.) A "floppy" frame or two for the green string isn't a bad idea, as the bouncing of the ball could (and should) likely be happening in 2 frames anyway (which includes the initial release of force following the initial stretch of the green string.)
Again -- after the "plink" bounce, the "plink" blur should be NO MORE than 1 (2 frames MAX) if you want to keep the speed looking consistent (and fast). That third "small" blur frame just acts as a "slowdown" frame, which I really doubt you want.