Guide
Kipas eFootball Skill Moves Guide: Feints, Turns and Timing
Master skill moves in Kipas eFootball: the double touch, roulette, drag back and shoulder feint, plus the timing that makes each one beat a defender.

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Start with the double touch
Every kipas football player should own one move before chasing the fancy catalogue, and that move is the double touch. Push the ball with one foot and take it away with the other in a single flowing motion, and a defender who commits to the first touch is suddenly guarding empty grass. It works at walking pace, it works at sprint pace, and it asks for one clean input instead of a combo.
The Kipas eFootball gameplay guide treats the double touch as the foundation for a reason: most failed dribbles are not failed moves, they are good moves started too late. Trigger the double touch as the defender steps toward you, not after he arrives, and the same input that looked sloppy in training starts opening lanes in real matches.
Turns that change direction
The roulette turn spins your player a full circle around the ball, shielding it with the body while the direction flips. It is the turn to use when a defender closes from the front and the space sits behind him. Slower midfielders gain the most from it, because the spin protects the ball through the whole rotation instead of exposing it mid-turn.
The drag back is the quieter cousin. Roll the ball backward under the sole, let the defender's momentum carry him past, then accelerate into the space he vacated. Drag backs shine near the touchline and inside a crowded box, where a half metre of separation is all a shot or a cutback needs. Pair either turn with the ideas in the formation guide and your wide players will receive the ball with a planned exit instead of a hope.
Feints that freeze a defender
A shoulder feint sells a direction with the upper body while the ball barely moves. Human defenders bite on the shoulders, not the ball, which is why the simple feint outperforms elaborate stepovers against experienced players. Drop the shoulder, pause a heartbeat, then burst the other way with a sprint input.
The flip flap, pushing the ball outside then snapping it back inside with the same foot, is the luxury version. It needs a player with strong dribbling numbers and a little more space, but in a one-on-one near the corner flag it leaves defenders seated. The beginner controls guide maps where each input lives on the touch layout, which matters more than the move list itself: a feint you can reach without looking is the only feint you truly own.
Chaining two moves together
Two moves in sequence beat two defenders, but only when the second move answers the first move's outcome. Double touch into a roulette works because the first move shifts the defender sideways and the spin exits through the gap he left. Roulette into a drag back works when the spin attracts a second presser and you need to kill the pace entirely.
What does not work is chaining for decoration. Every extra touch is a tackle window, and online opponents at higher divisions tackle on the second touch almost by reflex. Build one reliable chain per flank, drill it until it is boring, and let the rest of your dribbling stay simple.
Where skill moves actually pay
Skill moves pay in three zones: the wing, where beating one man creates a crossing angle; the edge of the box, where one beaten man is a shooting lane; and your own half, where a single turn breaks a press and turns defence into a counter-attack. They pay least in the middle of a packed midfield, where the second and third defenders are already waiting.
Player choice matters as much as zone choice. Wingers and attacking midfielders with high dribbling, balance and tight possession turn average inputs into clean exits. Asking a holding midfielder to dance through a press is asking for the turnover the opponent is pressing for in the first place.
A week's practice plan
Spend the first two days on the double touch alone, in training and then in matches against the AI, until the timing feels early rather than late. Add the drag back on day three, the roulette on day five, and reserve the last two days for your chosen chain on each flank.
By the end of the week you will not own twenty moves. You will own four that survive contact with real opponents, which is the entire point. Skill in kipas football is not a catalogue. It is a short list of exits you trust when a defender is close enough to touch you.
Quick Answers
What is the easiest skill move to learn in Kipas eFootball?
The double touch. One flowing input pushes the ball past a committed defender, and it works at any pace, which makes it the right first move for every new player.
Do skill moves depend on the player?
Yes. Players with high dribbling, balance and tight possession stats execute moves faster and keep the ball closer, so give the fancy work to your wingers and attacking midfielders.
How many skill moves should I use in a match?
Fewer than you think. Two or three trusted moves, used in the right zones, beat a long list of decorations. Most chances come from one beaten defender, not five.
Why do my skill moves keep getting tackled?
Usually timing, not inputs. Moves started after the defender arrives get tackled; the same move started as he steps in beats him. Trigger earlier and chain less.