Very often you will find yourself traveling parallel to an enemy cycle at a distance where neither of you can mount a successful attack. There are two excellent tactics associated with grinding. Two more well-timed left turns will bring you against his wall and leave him in a very small box. The other players, the ones intending to grind your wall and come around to fight, will be going the same direction as you. These players will be killed by your two quick right turns when they find themself in a dead-end. Some players will turn to grind on your new wall and try to chase you. Many players, upon seeing the left turn, will also turn left, intending to pass you and grind your wall, knowing they'll come around to an attack on you at the other end. This brings you in the opposite direction that he's expecting. You turn left, then quickly turn right twice. If you go straight, he'll turn a wall into your path. If you turn right or left, he'll follow you. You are approaching more or less head on to another cycle. Many players will then pass the ball in the opposite direction to a different player. This usually brings the defender around to try to prevent the pass. In basketball, it's common for the person who has control of the ball to turn towards one teammate and start a passing move. If the speed feint didn't make sense to you, consider this one, based loosely on a basketball move. A good feint will be followed through by an unpredictable attack, but making unpredictable attacks requires a certain amount of experience. But if he does, he may open up his side to an attack. If he doesn't stop the thrust, you will kill him. This is comparable to a sword fight, where you feint towards the other fighter's heart. The best feints are feints where the defender must take the attack seriously not because he believes it to be an attack, but because he has no choice. Another turn away from the attacker is all it takes to finish the deed.
At this point, you know that the defender will attempt to defend against the box attack. So knowing that the defender will make this defensive move, you can turn slightly earlier and then make your rapid second turn in the box. If done late enough, the attacker can be tricked into crashing into this wall. The normal defense against a speed attack is to turn in the direction of the attacker, interposing a wall. At this point the other cycle is forced to make a defensive move of some sort and you know in advance that he will do that, because if he doesn't defend against your feinted attack, you will kill him. A feint that builds on the speed kill might be to turn out and then make the first of the sequence of surrounding turns.