Multiplayer networking physics problem

hello, I have Problem in making a physics-based multiplayer ballgame.

The Ball reacts differently on contacts with the client as with the server. I´m pretty sure, this is because of the server-side movement correction, or the network smooth update.
Here´s a video of it:

It seams like he server corrects the position of the client and the client gets moved or teleported by the server really fast, then the client hits the ball with a speed, higher than the average walking speed and the ball gets pushed away really fast.

I´ve made a lot of trial and error, but can´t avoid the ball from being pushed away too fast by the clients.

Any suggestions how I can solve this, or even minimize the effect?