Gaming Guide

Illegal Soccer Roblox Tips for Flick Shots and Goalkeeper Saves

Exact inputs, timings, and point values behind flicks, passes, tackles, and keeper saves in Illegal Soccer.

Exact inputs, timings, and point values behind flicks, passes, tackles, and keeper saves in Illegal Soccer.

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.

InputWhat 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.


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.

Spam Flick [Q] while holding the ball. Each press pops it up, and you want it airborne before a defender arrives.
Jump in the direction the ball travelled. You are chasing your own flick, so the jump has to follow the ball rather than your original run.
Hold Kick [F] in the air until the charge meter fills. A partial charge drops short and gives the keeper an easy catch.
Aim at the top edge of the goal and release before you land. The upper corners are the hardest area for a keeper to reach, even with a dive.

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.

Match HUD with the power shot prompt bound to G active as a player winds up a shot
The power shot prompt on the match HUD while an attacker winds up. Image: Repotted

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.

Players contesting the ball near the goal with the Tackle button highlighted on the HUD
Contesting the ball near the goal with Tackle active — the input that cancels a close-range shot. Image: Repotted

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.

A fast pass travelling across the pitch past an opposing player during a match
A pass played at full speed across the pitch, out of reach of an interception. Image: Repotted

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.

Blue-team player carrying the ball toward an opponent with kick, pass, flick, and dribble prompts on screen
Carrying the ball straight at a defender with the dribble prompt available — the setup for a tackle bait. Image: Repotted

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.

A defender sliding into an opponent running with the ball to take possession
Taking the ball off a carrier who is sprinting without dribbling. Image: Repotted

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.

GadgetBest moment to spend it
Grappling hookEscaping pressure or reaching a contested ball
JetpackChanging the attack angle or beating a slide
GunStopping an opponent who is about to score
OilCutting 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.

EventPoints
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.