eFootball™ v5.4.0 Information
Greetings, football lovers everywhere.
As the European league season approaches its grand finale, the passion and excitement keep rising from one match to the next.
With the grandest tournament of all also on the horizon, national team clashes are a must-see.
Let's take a look at what the eFootball™ v5.4.0 Season Update is all about.
New Event!
Master League Sprint
We have launched a new time-limited Event known as Master League Sprint!
This Event is modeled after the Master League mode featured prominently in the PES series, but offers a highly enjoyable experience in a shorter, condensed format. Take on the role of a manager with full control over a club, sign and train players, choose the best lineups based on players' Stamina, and lead your team to the top.
Master League's unique appeal—the fun of building a team throughout the course of a season—has been preserved, providing the perfect way to quickly play a thrilling league season in a limited amount of time.
Now, in addition to all of the excitement you've experienced so far through your Dream Team, you can experience the joy of managing a club and battling other clubs throughout an entire season. Sign and release players based on the number of points that you've earned, develop players and manage their Stamina, and make lineup changes according to their respective Conditions.
Beginning a Game of Master League Sprint
Start the Event by selecting a team. This will determine which league you will compete in.
Each team's initial squad will always contain original Master League players like Castolo and Minanda, who will be familiar to users who have played Master League mode in the past.
All users will start with their teams in identical states. Build up your club, keep battling, and set your sights on winning the league.
Continue playing in this manner throughout an entire season in Master League Sprint. Keep your eyes peeled for some special features that will make this Event even more enjoyable!
Special Feature ①: Synergy
Although some matches are controlled by users, this Event is mostly played through Synergy Matches that are carried out automatically.
Synergy is a value that represents how strong a team is. The higher this number is compared to an opposing team's Synergy, the easier it is to defeat that team.
To boost Synergy, add players with strong abilities to your team.
Note that your players' Stamina and Condition will also affect Synergy.
As the season progresses, the state of each team will be changing constantly due to reasons such as the outbreak of injuries and the loss of Stamina following consecutive matches against tough rivals.
Simply filling your team with capable players isn't enough. Another key factor for success is how well you manage the squad throughout the season, through ways such as the selection and rotation of players based on their current statuses.
Special Feature ②: Episodes
As matches are played one after another, various kinds of mini-Events, known as Episodes, will occur as well.
Episodes may provide wide-ranging benefits that aid team management. For example, improving a player's Condition, instantly developing their abilities, or giving the chance to sign a new player at a cheaper cost.
Conversely, they may also cause unfortunate incidents that can disadvantage your team, such as an injury that will remove a player from the matchday squad.
Colorful and dramatic situations will occur even amid the shortened season thanks to the inclusion of Episodes. Some of these developments will put the wind in your sails, while others will serve as an obstacle to your success.
Special Feature ③: Strengthening Your Team and Releasing Players
Obtain points by playing matches, then spend those points during the transfer window to bolster your squad with players from your Dream Team or the Standard Player List.
Releasing players is another important part of this Event.
Points can be earned when a player is released. Players with especially powerful abilities can be released to earn a large amount of points.
And thus, the virtuous cycle of team management is formed: Develop players and release them for points that you can use to strengthen your squad further. This is the key to success for your club.
Whether you are aiming to build a squad that's full of top players or you're just selecting talents from your favorite club, build the team of your dreams and fight to become league champions.
Many Fantastic Gameplay Updates
Adjustments/Improvements Made to Attacking and Defending
In this update, we have made various adjustments and improvements to both attacking and defending with the primary intent of making 1v1 matchups more thrilling to experience.
・ Adjustments to Dribbling Controls
Previously, it was quite challenging to control a player during a Dash Dribble because a slight change in angle would affect their dribbling movements. Furthermore, there were significant differences across the various acceleration levels.
We have therefore reviewed dribbling movements and made adjustments to achieve stable dribbling with greater responsivity.
Now more than ever, users will be able to make their players dribble as intended so that the players they control can slip past their opponents.
・ Improvements to Sharp Touch
We have reviewed the movements produced by a Sharp Touch and the resulting effect on the ball.
Players can now turn more briskly, and change directions in a sharper and swifter manner.
We have also corrected the strange way in which the ball floated during a Sharp Touch previously, allowing for better ball control when using a steady technique.
In addition, if a user attempts a diagonally backward Sharp Touch while controlling the ball, players with certain specific skills can expertly control the ball with a swift movement afterward.
This will make it easier for a player to deftly slip by an opponent who is quickly approaching them from behind, thanks to their superior ball control.
・ Adjustments to Pressing and Match-up
We have made adjustments to how defenders respond when pressing or using Match-up.
Defenders were reacting much too quickly to attackers who turned around while dribbling, putting the dribblers at a clear disadvantage compared to their real-life counterparts.
We have reviewed the speed at which defenders respond to such turns and have made adjustments to ensure that the defending side has to predict the attacking side's movements in order to respond swiftly.
In cases where a defender aggressively tries to win the ball from an attacker but the latter dribbles past them, it will now take a longer time for the defending side to make its next movement in response.
Now, more than ever, a defender may put their team at greater risk if they choose to recklessly run in.
On the other hand, it's become more crucial to read a dribbler's next move and judge the right timing to move in and seize control of the ball.
・ New Tackle Animations
We have added new tackle animations that will play when a defender is running next to an opponent.
This will reduce the occurence of unnatural situations where winning a ball seems possible but a tackle cannot be made, as well as cases where the ball cannot be won even after a successful tackle has been performed.
・ Adjustments to Sliding Tackles
The success rate of sliding tackles was higher than expected, making it too easy to win the ball. Thus, we reviewed various factors including sliding distance and movement speed. We also made balance adjustments.
Alongside these changes, we also reviewed how fouls are judged when sliding tackles are performed and made adjustments so that sliding tackles executed from behind are now more likely to draw a yellow or red card.
We also made adjustments to increase the likelihood that a red card will be shown when a sliding tackle prevents an evident scoring chance in the penalty area without actually touching the ball.
Thanks to these improvements, it is now more vital than ever that defenders read and respond to their opponents' movements.
Balance Adjustments Between Shots and Saves
・ Adjustments to the Scoring Rate of Long-range Shots
Upon analyzing users' gameplay data, we discovered that when compared to soccer in real life, shots taken from outside the penalty box had a lower scoring rate. In addition, too much of an advantage was given to defenses that pack the area in front of the goal.
To ensure that long-range shots are more frequently used as another viable option that boosts users' attacking arsenal, we have made adjustments so that these shots are still effective even from a slightly off-center position.
・ Adjustments to Chip Shots
Gameplay data showed that a low percentage of Chip Shots were on target and that this attacking option was rarely chosen during 1v1s against the goalkeeper.
For these reasons, we made adjustments to how the ball is played when a Chip Shot is taken, increasing the likelihood that it is placed on net based on the circumstances at that moment.
・ Enhanced Goalkeeper Reponses During 1v1s
We have reviewed goalkeeper positioning during 1v1s against attackers who have broken past the defensive line.
We have adjusted keepers one step forward, making it easier for them to stop shots.
We have also improved how keepers pressure an attacker by enhancing their ability to follow the dribbler's movements.
New Feint Command Types
Prior to this update, feints were automatically selected on the game's mobile version and activated based on factors such as current circumstances, players' skills, and input direction. In this update, we have added the Advanced Feint Command Type, which allows all feints to be selected and executed depending on the controls being used.
On the mobile version of the game, we have also added the Easy Feint Command Type, which allows feints to be activated through simple controls, providing new users with the perfect means to enjoy these special techniques.
Users who are already playing the mobile version will have the existing control method, Smart Feint Command Type, set by default. Users can select whichever Feint Command Type suits their playstyle to make good use of the various feints available.
*To change this setting, select the following:
[Extras] > [Game Settings] > [Play Settings] > [Feint Command Type]
Adjustments that Counter Time Wasting
Previously, it was too easy to waste time by repeatedly making Lofted Passes in the same area. We have made adjustments so that it is now more difficult to engage in time wasting by just continuously moving the ball around in the same area.
This will give the defending side more chances to win the ball, allowing users to enjoy more intense matches as both sides attack back and forth until the final whistle.
Instead of using Lofted Passes as a means to waste time, use them in combination with other types of passes and dribbles to break down your opponents. This is but one way to perform dynamic buildup plays.
Updates and Additions
- ● Added various data for the Malaysia Super League.
- ● Updated licences.
- ● Also added or updated the various data listed below.
- ・ Cinematics and animations
- ・ Strips
- ・ Emblems
- ・ Boots
- ・ Balls
- ・ Gloves
- ・ Stadium graphics
- ・ Advertising boards
- ・ Media backdrops and corner flags
- ・ Bibs
- ・ Player photos, graphics and data
- ・ Commentary
- ● Added various data for the Malaysia Super League.
- ● Updated licences.
- ● Also added or updated the various data listed below.
- ・ Cinematics and animations
- ・ Strips
- ・ Emblems
- ・ Boots
- ・ Balls
- ・ Gloves
- ・ Stadium graphics
- ・ Advertising boards
- ・ Corner flags
- ・ Player photos, graphics and data
- ・ Commentary
Gameplay Fixes and Adjustments
- To take gameplay to the next level, we have made adjustments and modifications in this update with a particular emphasis on 1v1 matchups.
- 〇 Dribbling
- ・ Made adjustments by adding new dribbling motions that allow for quicker changes of direction during Dash Dribbles and Sharp Touches, making it easier to get past opponents by making better use of speed and changes of pace.
- ・ Made adjustments so that responsiveness and ball pushes during dribbles and Sharp Touches are more consistent in relation to angle and speed differences.
- ・ Made adjustments to reduce instances where the ball would unintentionally hit a player's body or legs during dribbles or aerial duels.
- ・ Made adjustments so that dribbling players are less likely to stumble or fall unnaturally when colliding with other moving players, and instead only do so in more appropriate situations.
- ・ Reviewed the animations that play when losing the ball while dribbling, in order to prevent players from winning the ball back with unnaturally fast reactions immediately after being dispossessed.
- ・ Removed certain movements in which players would circle around the opponent when performing a Sharp Touch towards them.
- ・ Made adjustments so that contesting motions that prevent the player from making contact with the ball are less likely to trigger right before touching the ball, thereby improving dribbling control.
- ・ Reviewed the impact of body contact during dribbling, so that dribbling players are less likely to slow down excessively when jostling with opponents.
- 〇 Feints
- ・ Added a new Draw and Close feint motion.
- ・ Removed certain slow feint motions that were triggered in specific situations.
- ・ Made adjustments so that, when a player is moving quickly, a Marseille Turn cannot be performed with an excessively sharp turn relative to the direction of travel.
- ・ Adjusted the ball take-off angle and distance for Flip Flap so that it becomes easier to evade opponents.
- ・ Adjusted the ball take-off angle and distance for Chop Turn so that it becomes easier to evade opponents.
- ・ Made adjustments so that the ball is less likely to hit the executing player's body when performing a Rainbow Flick.
- ・ Reviewed feint input types and controls to address issues where certain feints were difficult to trigger consistently. From this version onward, feint input types have been changed and expanded to the following two options.
- "Smart"
- This is the same input method as when Smart Assist was enabled previously.
- "Advanced"
- This input type is based on the former Easy settings, but has been updated to allow more precise selection of specific feints.
- 〇 Trapping
- ・ Reviewed trapping motions for stationary and low-speed situations to make it easier to perform traps that more closely reflect inputs.
- ・ Reviewed the motions and ball push for Sharp Touch traps to make it easier to perform traps that more closely reflect input.
- ・ Added new trapping motions to make it easier to perform intended traps while dashing.
- ・ Added special trapping motions that can trigger when performing a Sharp Touch with players who possess the "Cut Behind & Turn" or "Marseille Turn" skill.
- ・ Made adjustments to reduce cases where unintended ball pushes or movement during traps would slow down dribbling afterwards.
- ・ Made adjustments to reduce instances where players would knock the ball out of play when trapping while jumping near the touchline.
- ・ Made adjustments to reduce cases where, with certain trapping motions such as chest traps, the ball would hit the player immediately after the trap and could not be controlled.
- ・ Made adjustments to reduce instances where players would rotate their body in the opposite direction to the input during trapping.
- 〇 Passing
- ・ Reviewed the trajectories of long-distance Lofted Passes and Stunning Lofted Passes, and adjusted them so that these passes follow slightly higher trajectories.
- ・ Made adjustments so that the accuracy of Lofted Passes and aerial crosses is reduced when performed as direct passes or with Stunning Pass inputs.
- ・ Reviewed the spin and trajectory of Low Crosses, as they were prone to being intercepted by defenders, and made adjustments so they are more likely to go through depending on the situation. Players with a higher Player Stat "Curl" will now be able to play Low Crosses with a sharper curl.
- ・ Reviewed target selection when playing Low Crosses so that they are less likely to follow a trajectory towards defenders or the goalkeeper.
- ・ Adjusted the kick speed of Low Crosses to make it more appropriate for the distance and situation. This will reduce cases where low Stunning Crosses travel too fast, including over short distances.
- 〇 Shooting
- ・ Adjusted the trajectories of Chip Shots so that, in situations such as during Dash Dribbles where the trajectory tended to become excessively low, the ball will now follow a more appropriate trajectory based on the amount of power set in the kick gauge.
- ・ Reviewed the trajectories and accuracy of free kicks and made adjustments to increase the likelihood of scoring from such situations.
- 〇 Heading
- ・ Adjusted the trajectory of headed passes to nearby teammates so that the ball is less likely to hit an opponent who is competing for the header.
- 〇 Kicking
- ・ Fixed the issue where a player's movements feel sluggish after kicking the ball with certain kicking motions.
- ・ Made corrections to reduce the occurrence of an issue where a clearance's trajectory deviates greatly and results in an own goal.
- ・ Reviewed clearance trajectories so that the distance is shortened depending on a player's position on the pitch, making it less likely for clearances from near the centre line to travel extremely far.
- ・ Made adjustments to the deviation of clearances so that they are less likely to result in unnatural trajectories, such as being too low.
- ・ Adjusted the conditions for selecting kicking motions, as even players with the skill "Outside Curler" could struggle to perform outside-of-the-foot curled kicks when Smart Assist was enabled.
- 〇 Defence
- ・ Fixed the issue where, during Call for Pressure, the pressing player may struggle to perform a Standing Tackle immediately after the opponent dribbles or traps the ball.
- ・ Fixed the issue where, after losing the ball while jostling with an opponent, the dispossessed player may be able to defend immediately depending on the situation.
- ・ Added new tackle motions, making it easier to perform a tackle when side-on to an opponent or running alongside them.
- ・ Made adjustments so that tackles are easier to perform even when the difference between body orientation and the intended tackle angle is large, despite the ball being close by.
- ・ Reviewed the variation of Standing Tackle motions to reduce instances where reactions feel unnaturally fast.
- ・ Adjusted the ball push for Standing Tackles to make it easier to win the ball cleanly from a Standing Tackle.
- ・ Made adjustments so that tackles are less likely to be performed when an opponent is positioned between the player and the ball, as this could result in unnecessary fouls.
- ・ Made corrections to reduce the occurrence of an issue where the ball cannot be won after a tackle due to colliding with the opponent.
- ・ Made adjustments so that block motions are selected depending on the situation, as in some cases players could lift their leg unnaturally high to block high-ball shots too accurately.
- ・ Made adjustments so that, while using Match-up, players are more likely to perform a block in response to a shot depending on the situation.
- ・ Fixed the issue where a block could be triggered against an off-target shot and result in an own goal, by preventing block motions from being performed in situations near the goal where the player would otherwise block towards their own goal.
- ・ Made adjustments so that, when a defender is beaten by a dribble, cumbersome turning motions are more likely to occur the faster the defender was moving. As the risk of dashing towards the ball is now higher than before, it will be important to anticipate the dribbler's next move and attempt to win the ball at the right moment.
- ・ Reviewed the distance and speed of Sliding Tackle motions to rebalance situations where it was too easy to win the ball with a Sliding Tackle.
- ・ Made adjustments to reduce instances where defensive reactions to certain feints were unnaturally fast.
- ・ Added new motions for physical contests from the front and side, and reviewed the judgement criteria so that outcomes better match the visuals.
- ・ Adjusted the judgement so that defending players are more likely to trigger a tackle even during side-on physical contests.
- ・ Reviewed situational judgement, as when using Pressure or Match-up, players could sometimes react to an opponent's dribble or feint earlier than the actual ball touching moves and overcommit. Made adjustments so that reaction timing is more appropriate.
- ・ Adjusted movement speed during Pressure, as in some cases a defender chasing from behind at close range would slow down and be left behind.
- ・ Made adjustments so that, while using Match-up, players can backpedal in response to the opponent's dribble, depending on the situation.
- ・ Made adjustments so that, in situations where an opponent is about to run into space behind, defending players are less likely to keep facing the opponent's half and start moving back too late, and instead adopt a body orientation that allows them to run back more quickly.
- ・ Made adjustments so that, when a player not controlled by the user applies Pressure while far from the player in possession, their movement speed is slightly reduced depending on the Player Stat "Defensive Engagement".
- ・ Reviewed the conditions for AI-controlled players joining Pressure, as situations where multiple players surrounded the opponent occurred too frequently. This has been adjusted to reduce how often this happens, and may make players with low Player Stat "Defensive Engagement" less likely to join Pressure.
- ・ Reviewed the conditions for ending Call for Pressure, as in some cases pressing players would continue chasing even after the ball moved a large distance, making it difficult to defend according to the situation. This change reduces unnecessary chasing and makes it easier to defend with players near the point of play.
- ・ Reviewed the impact of the Player Stat "Defensive Awareness" on marking positioning, and adjusted it so that the timing to move into the appropriate position is slightly slower overall.
- ・ Made adjustments to reduce instances where a defender attempts a trapping action and misses the ball even though the opponent is about to touch it.
- ・ Fixed the issue where the ball touching move becomes too large when winning the ball using Pressure.
- ・ Made adjustments so that defenders react at a more appropriate time depending on the situation, as their reactions to slow long-range shots could be excessively delayed.
- 〇 Offence
- ・ Made adjustments to reaction timing when playing a short pass from behind to a player making a forward run, as attackers were reacting more quickly than defenders. This makes the risk of interceptions more appropriate.
- ・ Made adjustments to the reaction timing of defenders when defending against crosses, as previously attackers had the advantage in getting to the ball first, even if the cross was inaccurate. Now it will be slightly harder to receive crosses and, depending on the situation, will be harder to control body position even when successfully receiving the ball.
- ・ Fixed the issue where, after an errant pass, the cursor could switch to a player who was not the pass target, allowing them to react to and receive the ball sooner than intended.
- ・ Made adjustments to the judgement used for deceleration when making runs near the offside line, as players tended to slow down upon reaching the line, making it harder to break past defences.
- ・ Fixed the issue where, in some situations, a player moving to receive a pass would move with their back turned towards the ball holder.
- ・ Fixed the issue where, in some situations, a player making a 1-2 Pass and run would continue running into a position beyond the goal line.
- ・ Made adjustments to the movement routes of players with the Playing Style "Dummy Runner" or "Fox in the Box" when they run towards goal in anticipation of a cross. Previously, their routes could sometimes place them behind defenders and make it difficult to get in front. Routes have been reviewed depending on the situation so that they can get in front of defenders more easily.
- ・ Made adjustments so that players are less likely to decelerate depending on the situation when running towards goal in anticipation of a cross, as they tended to slow down near the offside line or in front of goal and could struggle to receive crosses in space or in front of defenders.
- ・ Reviewed the selection of support players during Pass Support, as in some cases a player further away would be chosen instead of a player already close to the ball holder, resulting in unnatural movement. This change makes it easier for players near the ball holder to continue providing support, and improves the ability to link passes.
- 〇 Goalkeeper
- ・ Fixed the issue where the goalkeeper may not face the ball correctly when moving to make a saving attempt against high balls, preventing saving actions such as a catch from being performed.
- ・ Fixed the issue where, when adjusting position to predict the opponent's shooting lane, the goalkeeper could move too close to the nearer post, overlap with the goalpost, or move outside the line.
- ・ Fixed the issue where, during a seamless Set Piece, the goalkeeper would unnecessarily turn and move toward the ball and be unable to return to the appropriate position quickly.
- ・ Made adjustments so that, in 1-on-1 situations in which the attacker has broken past the last defenders, the goalkeeper is less likely to stay deep, and instead is more likely to close down the opponent, depending on the situation.
- ・ Made adjustments so that the goalkeeper changes position more quickly in response to dribbles or lateral passes.
- ・ Made adjustments to improve the goalkeeper's decision-making when rushing out by taking the opponent's kick and trapping situations into greater consideration.
- ・ Made adjustments to improve the Bring Out the GK controls in 1-on-1 situations, as the goalkeeper could struggle to follow the opponent and be easily beaten. Reviewed destination selection and prediction so that the goalkeeper can track the opponent more effectively.
- ・ Fixed the issue where, when using Bring Out the GK controls with no player in possession, the goalkeeper could reach the destination too early for a bouncing ball, be unable to slow down, and run past the ball.
- ・ Fixed the issue where, when the goalkeeper performed an automatic clear, the clearance would not travel far enough and could be kicked to a nearby area unintentionally.
- ・ Made adjustments so that, for balls near the penalty area line, the goalkeeper will prioritise a clear depending on the situation, as making a saving attempt could result in a dangerous situation.
- ・ Reviewed the goalkeeper's pre-jump, saving range, and motion speed, and adjusted the balance of saving against mid-range and long-range shots. As a result, the scoring rate of mid-range and long-range shots will increase slightly.
- ・ Fixed the issue where a saving attempt could parry the ball towards the goal and result in an own goal.
- ・ Fixed the issue where the catching motion could continue even after the ball's behaviour changed due to making contact with another player.
- 〇 AI
- ・ Fixed an issue that could rarely occur where attacking players on the AI team would continue to keep the ball in an unnatural manner even after being tackled.
- ・ Made corrections to reduce the occurrence of an issue where players are unable to receive a pass.
- ・ Made corrections to reduce the occurrence of an issue where players are unable to receive a thrown ball during a seamless Set Piece.
- ・ Adjusted the frequency of each feint performed by the AI and its decision-making behaviour in line with the feint adjustments.
- ・ Fixed the issue where a player chasing the ball while a kick command is input could, after stumbling, move away without moving towards the ball.
- 〇 Controls
- ・ Fixed the issue where, after inputting a Direct Clear against a lofted ball, the clear could be cancelled unintentionally by a kick feint input, putting the defending side at a disadvantage. Kick feint inputs will no longer be accepted after inputting a Direct Clear against a lofted ball.
- 〇 Fouls
- ・ Reviewed the criteria for foul calls on Sliding Tackles from behind so that cards are shown more appropriately.
- ・ Made adjustments so that, when a Sliding Tackle is made inside the penalty area to stop an obvious goal-scoring opportunity, a red card is shown appropriately if it is judged that the player did not challenge for the ball.
- ・ Reviewed the criteria used to judge obvious goal-scoring opportunities for red card decisions, and made adjustments so that such situations are assessed more appropriately.
- ・ Reviewed the criteria for foul calls on Sliding Tackles and made adjustments so that fouls are judged more appropriately.
- 〇 Other Gameplay Enhancements
- ・ Reviewed the size and position of collision detection between players and the ball, as it was slightly larger than the visual representation and could result in contact being registered even when there was no visible collision.
- ・ Fixed the issue where, in rare cases, the ball could bounce in an unnatural direction after hitting the post.
- ・ Fixed the issue where, in rare cases, the ball could clip into a player or make repeated contact with their body when coming into contact with a player.
- To take gameplay to the next level, we have made adjustments and modifications in this update with a particular emphasis on 1v1 matchups.
- 〇 Dribbling
- ・ Made adjustments by adding new dribbling motions that allow for quicker changes of direction during Dash Dribbles and Sharp Touches, making it easier to get past opponents by making better use of speed and changes of pace.
- ・ Made adjustments so that responsiveness and ball pushes during dribbles and Sharp Touches are more consistent in relation to angle and speed differences.
- ・ Made adjustments to reduce instances where the ball would unintentionally hit a player's body or legs during dribbles or aerial duels.
- ・ Made adjustments so that dribbling players are less likely to stumble or fall unnaturally when colliding with other moving players, and instead only do so in more appropriate situations.
- ・ Reviewed the animations that play when losing the ball while dribbling, in order to prevent players from winning the ball back with unnaturally fast reactions immediately after being dispossessed.
- ・ Removed certain movements in which players would circle around the opponent when performing a Sharp Touch towards them.
- ・ Made adjustments so that contesting motions that prevent the player from making contact with the ball are less likely to trigger right before touching the ball, thereby improving dribbling control.
- ・ Reviewed the impact of body contact during dribbling, so that dribbling players are less likely to slow down excessively when jostling with opponents.
- 〇 Feints
- ・ Added a new Draw and Close feint motion.
- ・ Removed certain slow feint motions that were triggered in specific situations.
- ・ Made adjustments so that, when a player is moving quickly, a Marseille Turn cannot be performed with an excessively sharp turn relative to the direction of travel.
- ・ Adjusted the ball take-off angle and distance for Flip Flap so that it becomes easier to evade opponents.
- ・ Adjusted the ball take-off angle and distance for Chop Turn so that it becomes easier to evade opponents.
- ・ Fixed an issue where the ball could be kicked out too far unintentionally when performing feints.
- ・ Changed behaviour so that players with the skill "Sombrero" will no longer perform Sombrero automatically.
- ・ Added feint input types that allow you to choose how to perform feints. The following three types are available.
- "Easy"
- Enables feints with simple input commands.
- "Smart"
- Uses the pre-existing input method.
- "Advanced"
- Allows you to trigger different feints depending on your input.
- See below for details.
- 〇 Trapping
- ・ Reviewed trapping motions for stationary and low-speed situations to make it easier to perform traps that more closely reflect inputs.
- ・ Reviewed the motions and ball push for Sharp Touch traps to make it easier to perform traps that more closely reflect input.
- ・ Added new trapping motions to make it easier to perform intended traps while dashing.
- ・ Added special trapping motions that can trigger when performing a Sharp Touch with players who possess the "Cut Behind & Turn" or "Marseille Turn" skill.
- ・ Made adjustments to reduce cases where unintended ball pushes or movement during traps would slow down dribbling afterwards.
- ・ Made adjustments to reduce instances where players would knock the ball out of play when trapping while jumping near the touchline.
- ・ Made adjustments to reduce cases where, with certain trapping motions such as chest traps, the ball would hit the player immediately after the trap and could not be controlled.
- ・ Made adjustments to reduce instances where players would rotate their body in the opposite direction to the input during trapping.
- 〇 Passing
- ・ Reviewed the trajectories of long-distance Lofted Passes and Stunning Lofted Passes, and adjusted them so that these passes follow slightly higher trajectories.
- ・ Made adjustments so that the accuracy of Lofted Passes and aerial crosses is reduced when performed as direct passes or with Stunning Pass inputs.
- ・ Reviewed the spin and trajectory of Low Crosses, as they were prone to being intercepted by defenders, and made adjustments so they are more likely to go through depending on the situation. Players with a higher Player Stat "Curl" will now be able to play Low Crosses with a sharper curl.
- ・ Reviewed target selection when playing Low Crosses so that they are less likely to follow a trajectory towards defenders or the goalkeeper.
- ・ Adjusted the kick speed of Low Crosses to make it more appropriate for the distance and situation. This will reduce cases where low Stunning Crosses travel too fast, including over short distances.
- 〇 Shooting
- ・ Adjusted the trajectories of Chip Shots so that, in situations such as during Dash Dribbles where the trajectory tended to become excessively low, the ball will now follow a more appropriate trajectory based on the amount of power set in the kick gauge.
- ・ Reviewed the trajectories and accuracy of free kicks and made adjustments to increase the likelihood of scoring from such situations.
- 〇 Heading
- ・ Adjusted the trajectory of headed passes to nearby teammates so that the ball is less likely to hit an opponent who is competing for the header.
- 〇 Kicking
- ・ Fixed the issue where a player's movements feel sluggish after kicking the ball with certain kicking motions.
- ・ Made corrections to reduce the occurrence of an issue where a clearance's trajectory deviates greatly and results in an own goal.
- ・ Reviewed clearance trajectories so that the distance is shortened depending on a player's position on the pitch, making it less likely for clearances from near the centre line to travel extremely far.
- ・ Made adjustments to the deviation of clearances so that they are less likely to result in unnatural trajectories, such as being too low.
- ・ Adjusted the conditions for selecting kicking motions, as even players with the skill "Outside Curler" could struggle to perform outside-of-the-foot curled kicks when Smart Assist was enabled.
- 〇 Defence
- ・ Fixed the issue where, during Call for Pressure, the pressing player may struggle to perform a Standing Tackle immediately after the opponent dribbles or traps the ball.
- ・ Fixed the issue where, after losing the ball while jostling with an opponent, the dispossessed player may be able to defend immediately depending on the situation.
- ・ Added new tackle motions, making it easier to perform a tackle when side-on to an opponent or running alongside them.
- ・ Made adjustments so that tackles are easier to perform even when the difference between body orientation and the intended tackle angle is large, despite the ball being close by.
- ・ Reviewed the variation of Standing Tackle motions to reduce instances where reactions feel unnaturally fast.
- ・ Adjusted the ball push for Standing Tackles to make it easier to win the ball cleanly from a Standing Tackle.
- ・ Made adjustments so that tackles are less likely to be performed when an opponent is positioned between the player and the ball, as this could result in unnecessary fouls.
- ・ Made corrections to reduce the occurrence of an issue where the ball cannot be won after a tackle due to colliding with the opponent.
- ・ Made adjustments so that block motions are selected depending on the situation, as in some cases players could lift their leg unnaturally high to block high-ball shots too accurately.
- ・ Made adjustments so that, while using Match-up, players are more likely to perform a block in response to a shot depending on the situation.
- ・ Fixed the issue where a block could be triggered against an off-target shot and result in an own goal, by preventing block motions from being performed in situations near the goal where the player would otherwise block towards their own goal.
- ・ Made adjustments so that, when a defender is beaten by a dribble, cumbersome turning motions are more likely to occur the faster the defender was moving. As the risk of dashing towards the ball is now higher than before, it will be important to anticipate the dribbler's next move and attempt to win the ball at the right moment.
- ・ Reviewed the distance and speed of Sliding Tackle motions to rebalance situations where it was too easy to win the ball with a Sliding Tackle.
- ・ Made adjustments to reduce instances where defensive reactions to certain feints were unnaturally fast.
- ・ Added new motions for physical contests from the front and side, and reviewed the judgement criteria so that outcomes better match the visuals.
- ・ Adjusted the judgement so that defending players are more likely to trigger a tackle even during side-on physical contests.
- ・ Reviewed situational judgement, as when using Pressure or Match-up, players could sometimes react to an opponent's dribble or feint earlier than the actual ball touching moves and overcommit. Made adjustments so that reaction timing is more appropriate.
- ・ Adjusted movement speed during Pressure, as in some cases a defender chasing from behind at close range would slow down and be left behind.
- ・ Made adjustments so that, while using Match-up, players can backpedal in response to the opponent's dribble, depending on the situation.
- ・ Made adjustments so that, in situations where an opponent is about to run into space behind, defending players are less likely to keep facing the opponent's half and start moving back too late, and instead adopt a body orientation that allows them to run back more quickly.
- ・ Made adjustments so that, when a player not controlled by the user applies Pressure while far from the player in possession, their movement speed is slightly reduced depending on the Player Stat "Defensive Engagement".
- ・ Reviewed the conditions for ending Call for Pressure, as in some cases pressing players would continue chasing even after the ball moved a large distance, making it difficult to defend according to the situation. This change reduces unnecessary chasing and makes it easier to defend with players near the point of play.
- ・ Made adjustments to reduce instances where a defender attempts a trapping action and misses the ball even though the opponent is about to touch it.
- ・ Fixed the issue where the ball touching move becomes too large when winning the ball using Pressure.
- ・ Reviewed the reaction timing of defenders to Lofted Passes, as they tended to react too late and were less likely to compete for the ball. This makes it easier to contest the opponent, but may also make Lofted Passes from your own half or lateral Lofted Passes less likely to go through than before.
- ・ Made adjustments so that, while using Match-up in close-range situations such as when the opponent is dribbling backwards, the controlled player is less likely to slow down and struggle to get close. Movement speed is increased when directional input is held towards the opponent at close range.
- ・ Made adjustments to reduce the tendency for opponents to keep possession too comfortably in central areas, by slightly reducing the distance between the midfield and defensive lines to make defending easier.
- ・ Reviewed the width of the defensive formation and made adjustments so that it is easier to concentrate in the centre. As a result, attacks through the middle may become less effective, while wide play may become more effective.
- ・ Made adjustments so that defenders react at a more appropriate time depending on the situation, as their reactions to slow long-range shots could be excessively delayed.
- 〇 Offence
- ・ Made adjustments to reaction timing when playing a short pass from behind to a player making a forward run, as attackers were reacting more quickly than defenders. This makes the risk of interceptions more appropriate.
- ・ Made adjustments to the reaction timing of defenders when defending against crosses, as previously attackers had the advantage in getting to the ball first, even if the cross was inaccurate. Now it will be slightly harder to receive crosses and, depending on the situation, will be harder to control body position even when successfully receiving the ball.
- ・ Fixed the issue where, after an errant pass, the cursor could switch to a player who was not the pass target, allowing them to react to and receive the ball sooner than intended.
- ・ Made adjustments to the judgement used for deceleration when making runs near the offside line, as players tended to slow down upon reaching the line, making it harder to break past defences.
- ・ Fixed the issue where, in some situations, a player moving to receive a pass would move with their back turned towards the ball holder.
- ・ Fixed the issue where, in some situations, a player making a 1-2 Pass and run would continue running into a position beyond the goal line.
- ・ Made adjustments to the movement routes of players with the Playing Style "Dummy Runner" or "Fox in the Box" when they run towards goal in anticipation of a cross. Previously, their routes could sometimes place them behind defenders and make it difficult to get in front. Routes have been reviewed depending on the situation so that they can get in front of defenders more easily.
- ・ Made adjustments so that players are less likely to decelerate depending on the situation when running towards goal in anticipation of a cross, as they tended to slow down near the offside line or in front of goal and could struggle to receive crosses in space or in front of defenders.
- ・ Reviewed the selection of support players during Pass Support, as in some cases a player further away would be chosen instead of a player already close to the ball holder, resulting in unnatural movement. This change makes it easier for players near the ball holder to continue providing support, and improves the ability to link passes.
- 〇 Goalkeeper
- ・ Fixed the issue where the goalkeeper may not face the ball correctly when moving to make a saving attempt against high balls, preventing saving actions such as a catch from being performed.
- ・ Fixed the issue where, when adjusting position to predict the opponent's shooting lane, the goalkeeper could move too close to the nearer post, overlap with the goalpost, or move outside the line.
- ・ Fixed the issue where, during a seamless Set Piece, the goalkeeper would unnecessarily turn and move toward the ball and be unable to return to the appropriate position quickly.
- ・ Made adjustments so that, in 1-on-1 situations in which the attacker has broken past the last defenders, the goalkeeper is less likely to stay deep, and instead is more likely to close down the opponent, depending on the situation.
- ・ Made adjustments so that the goalkeeper changes position more quickly in response to dribbles or lateral passes.
- ・ Made adjustments to improve the goalkeeper's decision-making when rushing out by taking the opponent's kick and trapping situations into greater consideration.
- ・ Made adjustments to improve the Bring Out the GK controls in 1-on-1 situations, as the goalkeeper could struggle to follow the opponent and be easily beaten. Reviewed destination selection and prediction so that the goalkeeper can track the opponent more effectively.
- ・ Fixed the issue where, when using Bring Out the GK controls with no player in possession, the goalkeeper could reach the destination too early for a bouncing ball, be unable to slow down, and run past the ball.
- ・ Fixed the issue where, when the goalkeeper performed an automatic clear, the clearance would not travel far enough and could be kicked to a nearby area unintentionally.
- ・ Made adjustments so that, for balls near the penalty area line, the goalkeeper will prioritise a clear depending on the situation, as making a saving attempt could result in a dangerous situation.
- ・ Reviewed the goalkeeper's pre-jump, saving range, and motion speed, and adjusted the balance of saving against mid-range and long-range shots. As a result, the scoring rate of mid-range and long-range shots will increase slightly.
- ・ Fixed the issue where a saving attempt could parry the ball towards the goal and result in an own goal.
- ・ Fixed the issue where the catching motion could continue even after the ball's behaviour changed due to making contact with another player.
- 〇 AI
- ・ Fixed an issue that could rarely occur where attacking players on the AI team would continue to keep the ball in an unnatural manner even after being tackled.
- ・ Made corrections to reduce the occurrence of an issue where players are unable to receive a pass.
- ・ Made corrections to reduce the occurrence of an issue where players are unable to receive a thrown ball during a seamless Set Piece.
- ・ Adjusted the frequency of each feint performed by the AI and its decision-making behaviour in line with the feint adjustments.
- ・ Updated the AI so that it will perform various commands in line with the addition of feint and trapping commands.
- ・ Fixed the issue where a player chasing the ball while a kick command is input could, after stumbling, move away without moving towards the ball.
- ・ Fixed the issue where a player that lost a ball was able to regain movement faster than intended. This issue allowed that player to contest the ball stealer and, in some cases, immediately regain possession. The dispossessed player will now have a slightly longer recovery time, as was initially intended.
- 〇 Controls
- ・ Fixed the issue where, after inputting a Direct Clear against a lofted ball, the clear could be cancelled unintentionally by a kick feint input, putting the defending side at a disadvantage. Kick feint inputs will no longer be accepted after inputting a Direct Clear against a lofted ball.
- ・ Fixed the issue where attacking controls could take priority and prevent defending controls from being used against a lofted ball that bounced after being touched by a teammate, even when an opponent was likely to reach it first.
- ・ Fixed the issue where, when using controller controls, the Power Gauge display could remain on screen after cancelling a kick via a specific input sequence.
- 〇 Fouls
- ・ Reviewed the criteria for foul calls on Sliding Tackles from behind so that cards are shown more appropriately.
- ・ Made adjustments so that, when a Sliding Tackle is made inside the penalty area to stop an obvious goal-scoring opportunity, a red card is shown appropriately if it is judged that the player did not challenge for the ball.
- ・ Reviewed the criteria used to judge obvious goal-scoring opportunities for red card decisions, and made adjustments so that such situations are assessed more appropriately.
- ・ Reviewed the criteria for foul calls on Sliding Tackles and made adjustments so that fouls are judged more appropriately.
- 〇 Other Gameplay Enhancements
- ・ Reviewed the size and position of collision detection between players and the ball, as it was slightly larger than the visual representation and could result in contact being registered even when there was no visible collision.
- ・ Fixed the issue where, in rare cases, the ball could bounce in an unnatural direction after hitting the post.
- ・ Fixed the issue where, in rare cases, the ball could clip into a player or make repeated contact with their body when coming into contact with a player.
General Fixes Applied to Mitigate or Eliminate the Bugs Shown Below
- ・ In the opponent's game plan, player positions may not be displayed correctly.
- ・ After the match ends, the names of scoring players may only be displayed for up to 6 players.
- ・ In the opponent's game plan, player positions may not be displayed correctly.
Archives
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2022
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