In this case, you should first create a sprite for pong if you dont have it already, there are several guides on the web.
Inside the "pong" sprite class, place a pos variable and a vel variable.
Pos = (x, y) # x and y being position pong needs to be
Vel = (0, 0) # we will change this later
In the pong sprites update function, add self.pos to self.vel and set self.rect.center to pos
When a key is pressed, we change vel to (x, y) # x is left/right, y is up/down
When a key is up, we change vel back to (0, 0)
Inside get_final_position, set centerx = pong.pos[1]
and centery = pong.pos[2]
and then return centerx and centery
I hope this is the response you are looking for.
Edit
Alright, thats easy, just create a varible called dt and set it to clock.tick(FPS_You_are_using) / 1000
define it before the game loop starts. after, when in get_final_position, set a variable called timer, and then make a loop that subtracts dt from timer, once timer = 0, exit that loop and then do the rest