Illegal Soccer is a short, eight-player soccer match on Roblox with guns, grapples, jetpacks, oil, and no referees. The scoreboard still only counts goals, though, which means most losses come down to soccer mistakes rather than gadget ones. Learn the ball inputs first, and the chaos becomes something you can steer.
Quick answer: The most reliable goal in the game is the flick shot — spam Flick [Q] to pop the ball up, jump toward it, hold Kick [F] to a full charge in the air, then aim at the top edge of the net and release.
Illegal Soccer controls and what each input does
Every action below is prompted on the HUD during a match, and the keeper gets its own set while holding the ball inside the box. Two gadget slots sit alongside them, plus a row of resource pips that gate sprinting and movement tools. Check the prompts before you commit to a play, because keeper inputs reuse the same keys as outfield ones.
| Input | What it does |
|---|---|
| Kick [F] | Shoots the ball; hold to charge the meter |
| Pass [M2] | Sends the ball to a teammate |
| Flick [Q] | Lifts the ball off the ground for an aerial shot |
| Tackle [E] | Challenges an opponent for possession |
| Dribble [SPACE] | Close control while carrying the ball |
| Sprint [SHIFT] | Burns pips for speed |
| Request [R] | Marks you as a passing target |
| Dive [F] | Keeper dive for speed and high blocks |
| Throw [Q] | Keeper releases a caught ball |
| Lob [F] | Lofted clearance |
| Punch [G] | Melee hit on a nearby player |
You can find the match on the official Illegal Soccer Roblox page if you have not joined a server yet.
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Add to Google Preferences →Flick shot in Illegal Soccer: how to lift and finish
Ground shots straight at a keeper get eaten. The flick turns the ball into an aerial attempt that comes down over the keeper’s hands, and it is at its best from the edge of the field where a normal shot has no angle at all.
If the flick simply refuses to fire, check whether you are mid-tackle. Flicking is locked out while a tackle animation is playing, and that single overlap is the most common reason the input appears to be ignored.
Goalkeeper play: 6-second immunity, Dive [F], and aim line reads
Catching the ball starts a six-second countdown. During that window you cannot be attacked, so use it to walk to a safer spot, look for a teammate wearing the requesting mark, and only then throw. Panicking the ball out early is how a save turns into a counterattack.
Dive [F] does two jobs. It moves you across the goalmouth faster than running, and it is the only way to reach shots aimed high — which is exactly where good attackers put their flicks.
Before a shot lands, the attacker’s blue aim line and its target dot show you where the ball is headed on the goal line. Watch the dot rather than the player, and shift toward it early. Reading that line consistently is what separates a keeper who guesses from one who saves.

One more keeper move worth practicing: when an attacker drifts close to the goalkeeper line, run out and steal the ball off them. The steal cancels the shot outright, and it is far more dependable than waiting on the line for a point-blank attempt.

Passing: Request [R], auto-lock, and high-speed balls
Spam Request [R] when you want the ball. It puts a “Requesting!” mark over your head, and that mark is what lets a teammate’s pass auto-aim onto you instead of drifting into space.
From the other side, look for that mark before you press Pass [M2]. A requesting teammate near the goal is an auto-lock target, which is the cleanest way to turn possession into a shot without dribbling through three defenders.
The trick worth stealing is the keeper bait. Carry the ball toward one side of the box, wait for the keeper to commit to that post, then swing the pass across to an open teammate on the opposite side. The tap-in is easy and the assist is worth more points than a shot on goal.

Tip: passes played at high speed cannot be intercepted or stolen. Slow, floated balls can be. When a defender is anywhere near the passing lane, hit it hard.
Dribble [SPACE]: bait the tackle for a speed boost
Dribbling only works while you actually have the ball, so it is not a movement key you can mash on the way to a loose ball. Its real value is defensive baiting. Press Dribble [SPACE] as an opponent closes in, they commit to a tackle, and you come out of the contact with a speed boost and the ball still at your feet.

The inverse is the rule you should apply on defense. Anyone running with the ball who is not dribbling is a free steal, so time your challenge for the moment they sprint straight rather than the moment they get close.
Tackle [E] and charged Kick [F]: stealing and ragdolls
Tackling is your main possession tool, and it works best as a repeated action near a teammate. Keep challenging the carrier and let someone else scoop up the loose ball — you do not have to win the ball yourself for the tackle to have done its job.

Kick [F] is not only for shooting. Charge the meter to maximum and land it on an opponent to ragdoll them, which takes them out of the chase entirely for a few seconds. Aim it at whoever is about to reach a loose ball, not at whoever is closest.
Gadget slots: when a power move is worth using
You carry two gadgets, and the useful mental test is whether the gadget changes a soccer action. Grapple to a ball you would otherwise lose. Jet to a header you cannot jump to. Fire on a breakaway you cannot catch. Drop oil across a passing lane in your own third.
| Gadget | Best moment to spend it |
|---|---|
| Grappling hook | Escaping pressure or reaching a contested ball |
| Jetpack | Changing the attack angle or beating a slide |
| Gun | Stopping an opponent who is about to score |
| Oil | Cutting a passing lane near your own goal |
Rarity is not the deciding factor. Emptying your pips out of boredom is how you end up with no answer during the counterattack that decides the match, so if you cannot name what a gadget will accomplish, reposition instead.
Scoring events and point values
The end-of-match screen rewards more than goals, which is worth knowing if you keep finishing games with nothing next to your name. Saves and long-range finishes pay the most, and steady defensive work adds up faster than most players expect.
| Event | Points |
|---|---|
| Epic Save! | +125 |
| Long Goal! | +125 |
| Goal! | +100 |
| Assist! | +75 |
| Clear Ball | +25 |
| Through Ball! | +25 |
| Shot On Goal | +20 |
| Pass | +15 |
| Steal | +15 |
| Tackle | +15 |
| Dodge | +15 |
The habit that pulls all of it together is spacing. Spread out instead of clumping around the carrier, request the ball when you have room, and pass before a defender closes the angle. Gadgets buy you seconds, but goals still come from a fast pass, a displaced keeper, and a flick dropped into the top of the net.






