eFootball™ v6.0.0 Information

Greetings to all football lovers from around the world.
The football festival that had fans all over the world glued to the action this summer is over, and so it is time for a new season.
So, let us walk through the v6.0.0 update in detail.

New Features

Custom Tournament

In this mode, you can join knock-out tournaments for up to 8 players created by other users, or create and host your own.
Of course, you can play with your usual Dream Team, or face off using regulations based on themes that users decide themselves.
For example, you can use the same regulations as a Friend Match, and then restrict eligible players to those from specific leagues, clubs, countries, regions and more.
Join up with like-minded friends or users who support the same club, then dive into exciting matches in a completely original tournament.

You can continue to play other modes while you are taking part in a tournament.
You will receive frequent notices about the tournament's progress, so look out for those and be ready for your next match.
The Owner who hosts the tournament can also spectate other participants' matches in real time.
They can change cameras and enjoy the match from various angles.

So go ahead, try creating a tournament yourself and compete with your friends on a unique stage. It's a great way to enjoy eFootball™ even more.

Game Plan Updates

Game Plans have evolved into a more fluid system that changes based on whether you are attacking or defending.

Example:
When Attacking: Focus on build-up play to create numerical superiority.
When Defending: Use a compact block to stop opponents' attacks.

With the addition of the Fluid Formation option, The Game Plan option "Auto-pick players" has also been expanded.
When Fluid Formation is enabled, both attacking and defensive formations can be set up automatically.

New Playing Styles

In this update, we have added many new Playing Styles.
We have also made it possible for some players to have different Playing Styles for attack and defence.
This, in turn, can lead to different roles for members of your team such as attack-minded midfielders or forwards who, up to now, couldn't demonstrate their unique talents while you're defending.

Example:
When Attacking: A Goal Poacher that makes runs in behind the defence.
When Defending: A Front Line Pressure man who presses from the front.
Through the combination of such traits on both attack and defence, this will broaden your options when building your squad.
Introduce some new players and enjoy a more strategic team lineup.

New Team Playstyles

The "Overload" Team Playstyle has been added.

Using Overload, you can concentrate your players on the same side as the ball to achieve numerical superiority.
When attacking, it makes it easier to complete passes at short distances, and you can steadily maintain possession even in crowded areas.
When defending, your team can maintain a compact shape, while quickly closing in on ball carriers and stopping opponents from attacking freely.
You can also raise your back line when in possession of the ball in the opposing half, and then apply a high press that looks to win the ball back far up the pitch.
Recreate this powerful tactic that's popular in modern football by setting a high line and a high press.
Try this new Team Playstyle and enjoy playing matches with a more attack-minded approach.

Link-up Play Updates

In this update, we have added managers armed with two Link-up Plays.
This will express a manager's uniqueness even more, while expanding your tactical options.
Now, if you appoint a manager with two Link-up Plays and select "By Stats/Link-up Play", the "Auto-pick players" function will adjust your lineup so that all activation conditions are satisfied.

We have also introduced a "Prioritize Base Team" setting to the "Auto-pick players" function.
If you turn this filter ON and use this function, your Base Team's players will be given priority when setting up the lineup. This feature is recommended if you wish to play with a specific team's players at the heart of your squad.

Position Training Specifications

In response to many users' requests, we have changed how Position Training works.

From this update forward, when you use Position Training, the registered position written on the player's card will not be among the positions they can learn.
This will make it easier to carry out Position Training.

New Mini-Games Added to the Daily Game

We have added new mini-games to the Daily Game.

In the Daily Game, users control a player randomly selected from the Special Player List, and getting the timing just right, they can experience the exhilaration of scoring a wondergoal.
We will include a wide variety of players and plays, so jump into the fun every day.

Gameplay Updates

We have made adjustments so that it is easier for users to intuitively recreate the types of plays they envision in their heads.

Dynamic Volley Added

We have added a Dynamic Volley, which gives your players another scoring option when striking a ball in the air or receiving a lofted pass.

Regardless of its height, you can attack a ball in the air by entering the Stunning Shot command to kick a dramatic shot towards goal.
This will let you perform a shooting volley that magnificently hammers a mid-air ball.
Make use of the new Dynamic Volley command to score spectacular goals.
Up to now, there have been cases where a user entered a normal shot command in response to a low lofted pass, but contrary to expectations, the player attempted a weak headed shot. Thanks to the latest adjustments, the player may naturally perform a shooting volley instead in that situation, depending on the height of the ball.

New Motions Added

We have introduced new motions suited to various in-match moments, covering actions including player movement, kicks, goalkeeper saves, dribbling and ball control techniques.

Among the new movement motions, we have introduced a cross-step that sends the player in a diagonal direction and a precise step that defenders can use when confronting a ball carrier.
Depending on the situation, this will allow players to take steps naturally and adjust the way they are facing as they move along.
As a result, attackers will start running and defenders will maintain spacing in a more realistic fashion, allowing users to play exactly like they imagined.

Kick Motions Added

For actions including curled passes and crosses, powerful shots with a full follow-through and first-time kicks with controlled aim, you can enjoy a variety of new kicks.
On top of that, players will kick the ball more naturally based on their posture and the location of the ball. Each type of pass, cross and shot has evolved in dynamic ways.
Now, well-aimed shots and inspirational moments in front of goal will be rendered with increased realism.

Expanded Goalkeeper Motions

The actions added include catches made while falling horizontally, blocks that snuff out shooting angles as the keeper spreads out to defend 1v1s, and saves that match various heights or distances. This will increase the intensity of close-range reactions and battles near the goal line, while boosting the goalkeeper's presence to a new level.

New Cinematics Added

We have also added to the cinematics played in matches by introducing new scenes that occur based on how the action is proceeding.
For example, if two players are locked in a rough, physical battle the whole match, a scene of high tension may occur.
Or, during a free kick at a pivotal point, the cinematics may add to the suspense and increase the match's excitement.
We've also added a cinematic live broadcast moments inspired by real-world football coverage, making matches feel even more authentic and immersive.

Stadium Announcement Updates

The English-language stadium announcements have been overhauled. They are now more effective and expressive, and further enhance the match-day immersion.
Additionally, in v6.0.0, we will introduce Japanese stadium announcements for the first time. This will bring an extra degree of realism to the atmosphere of J.League matches and other domestic fixtures.
Note that these Japanese stadium announcements will only be included in the console and PC versions. We are looking into adding them on mobile in the future.

Feature Addition and Changes

・ Added the Custom Tournament feature allowing users to create tournaments and play them together.
・ New mini-games have been added to the Daily Game.
・ Added new effects to the cinematics played when signing someone from a Special Player List.
・ Added "Dynamic Volley" as a new command.
・ Added the new Team Playstyle "Overload".
・ Playing Styles have been divided into "Attacking Playing Style" and "Defensive Playing Style". Each player is now assigned either an Attacking Playing Style, a Defensive Playing Style, or both.
・ A variety of new Playing Styles have been added, with a focus on Defensive Playing Styles.
・ Added "Fluid Formation" as an option in Game Plan.
・ Added "Prioritize Base Team" to the "Auto-Pick Players" function in Game Plan.
・ "Attacking" and "Deep Line" have been removed from [Individual Instructions] in the [Game Plan].
・ When using a Position Token, players will no longer be able to learn the position that is already listed as the Registered Position on their player cards.
・ When filtering players by position, players with high Position Proficiencies are now included in addition to those who have that Registered Position shown on their cards.
・ Stats from the currently set Game Plan will now appear during Player Progression and on players in the Reserves.
・ Increased the maximum number of Backup Player Slots to 900.
・ Increased the maximum number of manager slots to 100.
・ Added a function through which the Login Bonus can be checked while inside Missions.
・ As a measure introduced to strengthen protections provided to minors, a parent or legal guardian may now be required to use k-ID and provide consent to allow a user to play eFootball™, if that user has selected a certain country/region.
・ Made changes to the skill names and Playing Style names in some languages.
・ Substitutes will now appear in an opponent's Game Plan.
・ Added the Custom Tournament feature allowing users to create tournaments and play them together.
・ New mini-games have been added to the Daily Game.
・ Added new effects to the cinematics played when signing someone from a Special Player List.
・ Added "Dynamic Volley" as a new command.
・ Added the new Team Playstyle "Overload".
・ Playing Styles have been divided into "Attacking Playing Style" and "Defensive Playing Style". Each player is now assigned either an Attacking Playing Style, a Defensive Playing Style, or both.
・ A variety of new Playing Styles have been added, with a focus on Defensive Playing Styles.
・ Added "Fluid Formation" as an option in Game Plan.
・ Added "Prioritize Base Team" to the "Auto-Pick Players" function in Game Plan.
・ "Attacking" and "Deep Line" have been removed from [Individual Instructions] in the [Game Plan].
・ When using a Position Token, players will no longer be able to learn the position that is already listed as the Registered Position on their player cards.
・ When filtering players by position, players with high Position Proficiencies are now included in addition to those who have that Registered Position shown on their cards.
・ Stats from the currently set Game Plan will now appear during Player Progression and on players in the Reserves.
・ Increased the maximum number of Backup Player Slots to 900.
・ Increased the maximum number of manager slots to 100.
・ Added a function through which the Login Bonus can be checked while inside Missions.
・ As a measure introduced to strengthen protections provided to minors, a parent or legal guardian may now be required to use k-ID and provide consent to allow a user to play eFootball™, if that user has selected a certain country/region.
・ Made changes to the skill names and Playing Style names in some languages.
・ Substitutes will now appear in an opponent's Game Plan.
・ Added support for Steam Cloud.
・ Added the Custom Tournament feature allowing users to create tournaments and play them together.
・ New mini-games have been added to the Daily Game.
・ Added new effects to the cinematics played when signing someone from a Special Player List.
・ Added "Dynamic Volley" as a new command.
・ Added the new Team Playstyle "Overload".
・ Playing Styles have been divided into "Attacking Playing Style" and "Defensive Playing Style". Each player is now assigned either an Attacking Playing Style, a Defensive Playing Style, or both.
・ A variety of new Playing Styles have been added, with a focus on Defensive Playing Styles.
・ Added "Fluid Formation" as an option in Game Plan.
・ Added "Prioritize Base Team" to the "Auto-Pick Players" function in Game Plan.
・ "Attacking" and "Deep Line" have been removed from [Individual Instructions] in the [Game Plan].
・ When using a Position Token, players will no longer be able to learn the position that is already listed as the Registered Position on their player cards.
・ When filtering players by position, players with high Position Proficiencies are now included in addition to those who have that Registered Position shown on their cards.
・ Stats from the currently set Game Plan will now appear during Player Progression and on players in the Reserves.
・ Increased the maximum number of Backup Player Slots to 900.
・ Increased the maximum number of manager slots to 100.
・ Added a function through which the Login Bonus can be checked while inside Missions.
・ As a measure introduced to strengthen protections provided to minors, a parent or legal guardian may now be required to use k-ID and provide consent to allow a user to play eFootball™, if that user has selected a certain country/region.
・ Made changes to the skill names and Playing Style names in some languages.
・ Made adjustments so that the exiting of any ongoing match in eFootball™ League VS AI Category will be treated as a loss.

New Season Data Updates

The team structures of the following leagues have been updated with data from the new season.
・ English League
・ English 2nd Division
・ Spanish League
・ Spanish 2nd Division
・ Ligue 1 McDonald's (France)
・ Ligue 2 BKT (France)
・ Italian League
・ Italian 2nd Division
・ VriendenLoterij Eredivisie (Netherlands)
・ Liga Portugal Betclic (Portugal)
・ Belgian League
・ Scottish Premiership (Scotland)
・ Swiss League
・ Trendyol Süper Lig (Türkiye)
・ Danish League
・ BYD SEALION 6 LEAGUE 1 (Thailand)
・ 2026/27 MEIJI YASUDA J1 LEAGUE (Japan)
・ 2026/27 MEIJI YASUDA J2 LEAGUE (Japan)
The team structures of the following leagues have been updated with data from the new season.
・ English League
・ English 2nd Division
・ Spanish League
・ Spanish 2nd Division
・ Ligue 1 McDonald's (France)
・ Ligue 2 BKT (France)
・ Italian League
・ Italian 2nd Division
・ VriendenLoterij Eredivisie (Netherlands)
・ Liga Portugal Betclic (Portugal)
・ Belgian League
・ Scottish Premiership (Scotland)
・ Swiss League
・ Trendyol Süper Lig (Türkiye)
・ Danish League
・ BYD SEALION 6 LEAGUE 1 (Thailand)
・ 2026/27 MEIJI YASUDA J1 LEAGUE (Japan)
・ 2026/27 MEIJI YASUDA J2 LEAGUE (Japan)
The team structures of the following leagues have been updated with data from the new season.
・ English League
・ English 2nd Division
・ Spanish League
・ Spanish 2nd Division
・ Ligue 1 McDonald's (France)
・ Ligue 2 BKT (France)
・ Italian League
・ Italian 2nd Division
・ VriendenLoterij Eredivisie (Netherlands)
・ Liga Portugal Betclic (Portugal)
・ Belgian League
・ Scottish Premiership (Scotland)
・ Swiss League
・ Trendyol Süper Lig (Türkiye)
・ Danish League
・ BYD SEALION 6 LEAGUE 1 (Thailand)
・ 2026/27 MEIJI YASUDA J1 LEAGUE (Japan)
・ 2026/27 MEIJI YASUDA J2 LEAGUE (Japan)

Updates and Additions

● In-game assets and other data will be carried over when playing for the first time after the version update.
● Added the Moroccan League.
● Updated licences.
● The following data have also been updated:
・ Strips
・ Emblems
・ Boots
・ Gloves
・ Balls
・ Cinematics and animations
・ Stadium graphics
・ Media backdrops and corner flags
・ Bibs
・ Advertising boards
・ Player photos, graphics and data
・ Music
・ Commentary
・ Stadium announcements
● In-game assets and other data will be carried over when playing for the first time after the version update.
● Added the Moroccan League.
● Updated licences.
● The following data have also been updated:
・ Strips
・ Emblems
・ Boots
・ Gloves
・ Balls
・ Cinematics and animations
・ Stadium graphics
・ Media backdrops and corner flags
・ Bibs
・ Advertising boards
・ Player photos, graphics and data
・ Music
・ Commentary
・ Stadium announcements
● In-game assets and other data will be carried over when playing for the first time after the version update.
● Added the Moroccan League.
● Updated licences.
● The following data have also been updated:
・ Strips
・ Emblems
・ Boots
・ Gloves
・ Balls
・ Cinematics and animations
・ Stadium graphics
・ Corner flags
・ Advertising boards
・ Player photos, graphics and data
・ Music
・ Commentary
・ Stadium announcements

Gameplay Fixes and Adjustments

〇 Movement
・ Added motions and changed how motions are selected so that players' footwork, sudden running movements and posture look more natural.
・ Due to the unlikelihood that a player will make a cross-stepping motion when their body is facing in a different direction than the one they are moving in, made changes to how motions are selected.
・ Due to instances in which the player is unlikely to switch to a dashing motion even when trying to dash, made changes to the conditions for switching motions.
・ Made changes so that, depending on the situation, players can compete for high balls with a sideways motion even when stationary or moving backwards. Also, due to instances in which the player's body is facing in an unnatural direction based on their positioning in relation to the opponent, made changes so that they will look more natural when competing for the ball.
〇 Dribbling
・ Added dribbling motions and revised how existing motions are selected so that players' movements will look more natural during dribbling.
・ Made changes so that, when a dribbling player comes in contact with an opponent, more suitable motions will be carried out as they face off. In this way, made changes to reduce the number of times when players appear to push opponents in unnatural ways, and to increase visual consistency so that how such contests look and who wins makes more sense.
・ Due to instances in which the dribbling player is about to overrun the ball but continues to move like they are facing off with an opponent, made changes so that those unnecessary motions are either prevented or cancelled depending on the situation.
・ Made corrections to reduce instances of players moving their legs in strange looking ways during some dribbling motions.
・ Made changes to how the ball is kicked and the speed of motions so that players move a little faster during slow dribbling.
・ Made changes so that, depending on the situation, it is easier to use a player's stronger foot during dribbling, which provides a clearer sense of that player's unique characteristics.
・ Due to instances in which players turn during dribbling and start moving at different speeds depending on the motion, made changes so that players can be controlled more stably when turning during dribbling.
・ Made changes so that players respond in a more stable manner when dribbling a ball that is in the air.
・ Due to instances in which a player dribbling slowly turns their body too much in the direction they are moving, making it difficult to control that dribbling further, made changes to the direction the player's body faces while moving.
・ Due to instances in which the player responds improperly during dribbling when turning in a very different direction, such as backwards, made changes to how dribbling motions are selected.
・ Due to instances in which a Dash Dribble's movement speed is too fast and it is difficult for defenders to respond, slightly decreased the top speed and made changes to ensure a more appropriate balance.
〇 Feints
・ Fixed the issue where, during a feint involving multiple touches of the ball, the ball is positioned in the wrong place unintentionally and the player misses it completely when trying to touch it again.
〇 Trapping
・ Made changes so that players move at more stable speeds when kicking the ball diagonally after trapping it.
・ Added motions for receiving balls from the left or right and then trapping them at a tight angle, and made changes so that it is easier to control the player when trying to trap the ball.
・ Made changes to reduce instances in which the player's movements switch from competing with another player to other actions, such as controlling the ball, but they move the ball in a strange direction not in line with the direction their body is facing.
・ Added motions for turning in a very different direction in response to a ball in the air, and made changes to reduce instances in which it is difficult to switch to the next action after controlling the ball under some conditions.
・ Due to instances in which a player touches a mid-air ball they are trying to trap at a high point, and it is difficult to play the ball thereafter, revised how motions are selected when trapping the ball and made changes so that it is easier to control the player thereafter.
・ Due to instances in which, depending on the situation, players receive a bouncing ball too close to their body and have difficulty trapping the ball or playing it first touch, revised how the ball's landing point is judged and made changes so that, depending on the situation, players are more likely to receive the ball where it is easier to control.
・ Due to instances in which players move faster when receiving a pass and it is difficult to perform trapping or other actions, made changes to the speed of movement when receiving a pass.
・ Made changes so that players are more likely to receive a pass at a position that keeps opposing players in mind, such as by moving towards the ball when an opponent is near.
・ Due to instances in which players trying to trap the ball make a motion that does not touch the ball and completely miss it unintentionally, made changes to how motions are selected when trapping the ball.
・ Made changes so that entering the Dash and Finesse Dribble commands at the same time while trying to control the ball will allow the player to perform a trap and a dash that works in combination with their dribbling.
〇 Passing
・ Made changes so that the motions of shoulder passes performed by certain players are conducted more frequently when passing a short distance without any opposing player nearby.
〇 Shooting
・ Due to a frequent drop in shot accuracy when players take a one-time shot by kicking a fast-moving ball, made changes to improve the accuracy of kicked shots.
・ Made changes so that a player shooting the ball with a kick may drive it into ground depending on the situation.
〇 Heading
・ Due to instances in which two players compete to head a high ball, they both mistime or misdirect their heading attempts, and it is hard to understand how one side won based on how the contest looks, added motions and revised how motions are selected and how players turn towards the ball. As a result, aerial battles now look more natural.
・ Due to instances in which a player, while heading the ball backwards, makes motions where they appear to touch the ball at an unnatural point, added motions where the ball is touched at a more natural point and made changes to how motions are selected.
・ Due to instances in which players heading the ball touch it at an unnaturally high point based on the situation or their Stats, made changes to the height of headers.
・ Due to instances in which players heading either a high ball or one sent from the left or right perform heading motions that do not suit the situation, revised how heading motions are selected and made changes so that players head the ball more naturally.
・ Revised the trajectory of headed passes sent to nearby teammates, and made changes so that the trajectory makes the ball less likely to strike nearby opponents.
・ Revised the trajectory of lofted passes sent from a header, and made changes so that the trajectory is now higher and the difference is now clearer when compared to low passes.
・ Due to instances in which a headed pass or clearance takes a trajectory that is much too low, revised the trajectory of such headers and made changes to ensure a more natural trajectory depending on the situation.
・ Due to instances in which a diving header is performed at a strange time depending on the situation, made changes so that it is not likely to occur when the player has enough time or when it would be more appropriate if they play the ball with their foot.
・ Due to instances in which players heading the ball touch it with a strange motion based on its location, made changes to how motions are selected.
・ Due to instances in which a headed ball unintentionally strikes the player's body and takes a strange trajectory, made changes to ensure a more natural trajectory.
・ Due to instances in which a headed ball flies in the air much too strongly compared to how that motion looks, revised the trajectory and how heading motions are selected.
・ Revised how a heading attempt is affected by a nearby opponent trying to head the ball, and made changes to improve the accuracy depending on the situation. Also, fixed the issue where heading accuracy decreases even if an opponent has not attempted a header or they tried a diving header from far away.
〇 Kicking
・ Added kicking motions for actions including curled passes and crosses, powerful shots with a full follow-through and first-time kicks with controlled aim, and made changes so that players' in-match movements look more natural.
・ Made changes so that, after entering a kicking command in response to a ball in the air, players make a kicking or heading motion that suits the situation, based on factors such as ball height and the location of the goalkeeper or other opponents.
・ Due to instances in which a player attempts a backheel, but the receiver is far away or kick the ball in a strange way based on the direction of the incoming ball, made changes to the activation conditions.
・ Due to instances in which an opponent gets in the way even though it appears that a player is able to clear the ball, revised how clearing motions are selected. Also, due to instances in which a player clears the ball with a risky slide even though an opponent is positioned in front of them, made changes so that such an action is less likely to happen depending on the situation.
・ Made changes to slightly improve kicking accuracy when players use their weaker foot to kick the ball a short distance.
・ Due to instances in which players make a kicking motion even though the ball is far away, made changes to how kicking motions are selected.
・ Fixed the issue where players attempt to kick or head the ball straight ahead, but it veers to the left or right.
〇 Set Piece
・ Made changes so that, when changing the kicker for certain set pieces in the Game Plan during a match, that player will now become the default kicker for the same set pieces in that match.
・ Due to instances in which a short throw-in takes too long before it is released, making it too easy for an opponent to cut off the ball, made changes to slightly speed up motions and to improve how motions are selected based on the throwing distance.
・ Made changes to slightly speed up balls sent a short distance from a throw-in.
・ Made changes to the movement used to create passing lanes during a throw-in. Reduced how long the receiver stops in the final third, and revised how a player supporting the play from further back positions themselves and starts to move.
・ Due to instances in which a player makes a long throw-in but no direction has been entered and the ball is sent in an unintended direction based on where the player is facing, revised how the throwing direction is determined.
・ During seamless set piece situations, when a player attempts a throw-in but takes too long to release the ball, the motions performed before the throw have been revised and the throw has been slightly speed up the throw.
・ In situations involving seamless set pieces, when the ball strikes a fallen or nearby player and leads to an unintended result, adjustments have been made to how contact between the ball and players is judged immediately after the kick. Also, players who have fallen near the restart point will now get up faster.
・ Made changes to the speed and spin applied to shots and the trajectory produced according to the kick gauge so that shots made from free kicks take a more effective trajectory depending on the situation.
・ Made changes so that alternate motions are produced during penalty kicks depending on the player.
〇 Defence
・ Due to instances in which, because of their movement speed, a player trying to block a passing lane moves in a strange looking way while inside that lane, revised that speed and made changes so that they move in a more natural looking way with reduced speed.
・ Due to instances in which a player is too good at blocking lanes when moving to cut out the pass, made changes to how often a player corrects their position, depending on their Defensive Engagement stat and whether or not they possess the Interception skill.
・ Due to instances in which a defender moves to cut out a forward's passing lane too often, revised the timing at which they make such a move and made changes so that such actions are a little less likely to occur.
・ Due to instances in which a nearby player not controlled by the user presses the opponent but, due to their positioning in comparison to the player being controlled, does not trap the opponent as intended, revised how such situations are judged and made corrections so that players trap opponents more appropriately.
・ Due to instances in which a player not controlled by the user presses the opponent too quickly when a pass is made, revised the timing at which they apply pressure.
・ Due to instances in which an opponent has the ball near a good crossing area, but defenders marking someone in the penalty area are unlikely to move the offside line forward and take up a strange position instead, revised the positioning applied while marking and made changes so that players move the offside line up more appropriately.
・ Due to instances in which, because of how the controlled player is positioned compared to another defender, they fail to properly mark an opponent who runs in behind, revised how marking is determined. In this way, it will now be possible to mark an opponent more appropriately when they run in behind.
・ Due to instances in which the opponent has possession near the goal line, but the defenders frequently remain in front of goal and leave too much distance between the opponents they are marking, revised positioning during marking and made changes so that defenders position themselves closer to opponents.
・ Due to instances in which defenders who are marking opponents move strangely or take up unusual positions because of the state of the back line or their positioning in relation to the player they are marking, revised how movement speed and positioning are determined. In this way, made changes so that it is easier to keep a defensive line that works together and so that teams produce a steadier level of defending when marking.
・ Due to instances in which, based on how players determine whether or not to mark attackers, defenders are slow to stick to a forward when another opponent has the ball in an area good for early crosses, revised how marking is decided and made changes so that defenders respond more appropriately to opponents running in behind.
・ Due to instances in which defenders who are marking someone move back too far when responding to an opponent who is running in behind, revised how movement speed is determined and made changes so that marking is carried out more appropriately. In this way, made changes so that it is easier to send successful through balls and crosses from deep positions based on the timing and accuracy, while limiting the impact when trying to defend from a high position.
・ Due to instances in which defenders adjust their position too frequently when marking an opponent and are much too good at following attackers' movements in front of goal or near the point the ball is played, revised how quickly they adjust their positioning depending on the situation. In this way, attackers' sudden running movements and tactical manoeuvres may be reflected more clearly, while defenders may not be able to stick to the attacker they're marking depending on the situation.
・ Due to instances in which, during man marking, the lines made by the defenders and midfielders are too close together, leaving almost no space in between, revised how positioning is set when marking and made changes so that it is easier to leave space between those lines depending on the situation. In this way, it may be easier to break through or make a tactical manoeuvre in front of goal, while defenders may be able to switch marking assignments and change positioning in a steadier manner.
・ Due to instances in which a defender stops marking their intended opponent near the back line, allowing them to run free, revised how players decide to stop marking and made changes so that they keep marking as appropriate. In this way, made changes so that an opponent is less likely to run free from the back line.
・ Due to instances in which the handover of marking assignments between defenders in the penalty area could become unnatural, revised how marking targets are determined. As a result, unnatural switches in marking assignments will occur less often, and midfield players will also be more likely to join in with marking.
・ Due to instances in which a player at the front line runs a long distance to provide defensive cover, leading to a strange type of defensive response, revised the criteria for selecting such players and made changes so that cover is provided at a more appropriate distance.
・ Due to instances in which an AI-controlled player presses close to the opposition while in the penalty area but then strangely moves away from an opponent, or reduces their movement speed and has difficulty sticking to an opponent, made changes to movement speed and players' distance from opponents.
・ Revised how players move when using the Match-up command instead of automatically stopping temporarily in front of the ball carrier when no further directional input is entered, and made changes so that it is easier to stop player movement according to user input.
・ Fixed the issue where a player unable to reach the ball is selected as the recipient of a lofted pass and then fails to receive the pass, or the cursor switches within a short amount of time.
・ Fixed the issue where the controlled player switches strangely within a short period of time during a pass.
・ Due to instances in which the same player continues to chase a cross even after the ball passes one of their teammates, made changes to how the chasing player is determined, and made corrections so that players respond more naturally.
・ Due to instances in which a defender not controlled by the user reacts too quickly to an opponent's dribble when positioned in front of them using the Match-up command, revised the timing at which players react. In this way, made changes so that AI-controlled players are not excessively strong at defending, and so that differences emerge in how defenders respond based on their "Defensive Awareness" Player Stat.
・ Made changes to the timing of players' reactions when defending a pass, slightly reducing reaction speed while deep in their own half.
・ Made changes so that a forward is more likely to track back near their own goal when the opponent has launched a deep attack.
・ Due to instances in which the controlled defender is pulled towards a long pass that an opponent will likely get to first, made changes so that, depending on the situation, the player can be moved freely instead of being drawn towards the ball.
・ Due to instances in which players block a low pass or low through ball and the ball stops at that spot even though it should move further, made changes to the trajectory of blocked balls.
・ Due to instances in which a player is wrong-footed by the opponent but still blocks the ball with an outstretched leg, or in which a player blocks the ball, but it is too easy for the opponent to retrieve it, made changes to how some blocking motions are selected.
・ Due to instances in which, under the Match-up command, it is difficult to block a ball kicked by an opponent and it feels like commands are not being reflected, made changes so that it is easier to block a ball depending on the situation immediately after the opponent kicks it.
・ Due to instances in which certain tackling motions are made too often and it is too easy to win the ball in some situations, made changes to how tackling motions are selected.
・ Due to instances in which, during a tackle, the player kicks the ball too far and it is not possible to win possession, made changes so that they kick the ball according to the situation.
・ Due to instances in which a tackling motion is performed in a strange direction based on the situation, or it is difficult to attempt a tackle even though it shouldn't be in that situation, made changes to how tackling motions are selected.
〇 Offence
・ Due to the high frequency at which attackers run forward at full speed immediately after switching from defence to attack, revised movement speed and the timing at which they start moving, and made changes so that they run in more appropriate ways depending on the situation.
・ Due to instances in which it is too hard to shake off a marker before running in behind, and it is too difficult to perform a tactical manoeuvre to beat the offside line, revised how sudden running movements are determined and made changes so that, depending on the situation, players make a run after shaking off their marker.
・ Adjusted the decision-making for runs by wide players in advanced areas, as there were cases where diagonal runs in behind the opposition were less likely to occur, resulting in more frequent off-the-ball movement in diagonal directions.
・ Revised the decision-making for movement paths, movement speed and body orientation when making runs from near the offside line in advanced areas, so that players are better able to avoid moving into offside positions.
・ Made changes to movement speed so that players can follow and receive crosses more easily near the goal.
・ Due to instances in which players try to create passing lanes, but they move behind the opposing defence, or no passing lanes stay open, revised how those teammates are positioned and how directional changes are determined, and made changes so they move between defenders or to positions that likely ensure a good passing lane.
・ Due to instances in which, making movements to create passing lanes, an AMF moves back to a deep midfield position despite a DMF or CMF being there already, leading to some strange positioning, revised how such passing areas are set, and made changes so that an AMF is unlikely to come back that far.
・ Due to instances in which a full back runs forward on an overlap but, depending on the situation, then loops around the ball carrier despite being in an attacking position further ahead of that player, revised that type of decision-making and made changes so that more appropriate movement paths are set.
・ Due to instances in which a player is inside the goal while the keeper has the ball and no movement path is available that will allow them to return to the field, made changes so that such a player is unlikely to remain inside the goal.
〇 Goalkeeper
・ Added new animations for blocking, deflecting, catching, pre-jump actions, and movement. Adjusted goalkeepers' movements when facing shots and in front of the goal to make them appear more natural.
・ Added new ball throwing motions and made changes so ball throwing movements look more natural in some situations, such as when throwing the ball a moderate distance.
・ Added new motions when waiting for a set piece, and made changes so that such motions look more natural.
・ Revised movements during 1v1 situations against an attacker, and made changes so that it is easier for keepers to respond to an opponent's dribbling.
・ Revised how a keeper's movements are determined when responding to a pass made in a horizontal direction, and made changes so that they take up more natural positioning when expecting such a pass.
・ Due to instances in which a keeper responds to a teammate's headed back pass by repelling it even though it looks like they can catch it, made changes to how catches are determined.
・ Due to instances in which the keeper strangely moves left or right when an opponent shoots, made changes so that they move more naturally to defend a shot.
・ Due to instances in which the keeper rushes out towards the ball but then runs past it, revised how movement speed is determined, and made changes so that it is easier to make a play on the ball at an appropriate location when rushing out.
・ Fixed the issue where the keeper stops moving when blocking a shot depending on the situation.
・ Due to instances in which the user enters the "Bring Out the GK" command, the goalkeeper would react unnaturally to an opposing player's actions by running backwards or failing to move forward in certain situations, made changes to how movement and positioning are determined.
・ Made changes to reduce instances in which a goalkeeper catches the ball near the goal line and then enters the goal while still holding the ball.
〇 AI
・ For players with the "Classic No. 10" Playing Style, removed the effect that reduces their participation on defence.
・ Fixed the issue where, on rare occasions, AI-controlled players in possession of the ball at a forward position won't start moving again after stopping for a moment.
・ Due to the difference in difficulty between Top Player and Superstar levels being too large, made changes so that Top Player is a little more challenging.
〇 Controls
・ Due to instances in which the user enters the Dummy Kick command during a kicking motion and then enters a Through Ball command, but the player does not switch to the intended type of kick in most situations, made corrections so that it is easier to perform a Dummy Kick.
・ Fixed the issue where the Pass-and-Run (Cross Over) command is not recognised after the user enters the Super Cancel command and either a short pass or Through Ball command at the same time.
・ Made changes so that, when the user enters a 1-2 Pass command in response to a punt from their keeper, an unintended cursor change is much less likely to occur.
・ Revised the timing at which the cursor switches to a defender when the Cursor Change setting is on "Semi-Assist" and the opponent sends in a low cross or other similar type of cross, and made changes so the defence will respond faster than before.
〇 Fouls
・ Due to instances in which a sliding tackle strikes an opponent and they stumble or fall, but no foul is called, made changes to how fouls are judged.
〇 Stamina
・ Due to instances in which the "Long Ball Counter" Team Playstyle uses up less Stamina than other Team Playstyles during counter attacks, revised the level at which Stamina is consumed.
・ By slightly increasing how much Stamina is recovered by centre backs at half-time, made changes so that it is easier to maintain a team's defensive capabilities in the final stage of the match.
〇 Smart Assist
・ Made changes so that, when Smart Assist is active and a high ball is sent in front of goal, a Dynamic Volley command is entered automatically depending on the situation.
〇 Other Gameplay Enhancements
・ Made changes so that each player's special characteristics are more visually apparent during running and dribbling movements.
〇 Movement
・ Added motions and changed how motions are selected so that players' footwork, sudden running movements and posture look more natural.
・ Due to the unlikelihood that a player will make a cross-stepping motion when their body is facing in a different direction than the one they are moving in, made changes to how motions are selected.
・ Due to instances in which the player is unlikely to switch to a dashing motion even when trying to dash, made changes to the conditions for switching motions.
・ Made changes so that, depending on the situation, players can compete for high balls with a sideways motion even when stationary or moving backwards. Also, due to instances in which the player's body is facing in an unnatural direction based on their positioning in relation to the opponent, made changes so that they will look more natural when competing for the ball.
〇 Dribbling
・ Added dribbling motions and revised how existing motions are selected so that players' movements will look more natural during dribbling.
・ Made changes so that, when a dribbling player comes in contact with an opponent, more suitable motions will be carried out as they face off. In this way, made changes to reduce the number of times when players appear to push opponents in unnatural ways, and to increase visual consistency so that how such contests look and who wins makes more sense.
・ Due to instances in which the dribbling player is about to overrun the ball but continues to move like they are facing off with an opponent, made changes so that those unnecessary motions are either prevented or cancelled depending on the situation.
・ Made corrections to reduce instances of players moving their legs in strange looking ways during some dribbling motions.
・ Made changes to how the ball is kicked and the speed of motions so that players move a little faster during slow dribbling.
・ Made changes so that, depending on the situation, it is easier to use a player's stronger foot during dribbling, which provides a clearer sense of that player's unique characteristics.
・ Due to instances in which players turn during dribbling and start moving at different speeds depending on the motion, made changes so that players can be controlled more stably when turning during dribbling.
・ Made changes so that players respond in a more stable manner when dribbling a ball that is in the air.
・ Due to instances in which a player dribbling slowly turns their body too much in the direction they are moving, making it difficult to control that dribbling further, made changes to the direction the player's body faces while moving.
・ Due to instances in which the player responds improperly during dribbling when turning in a very different direction, such as backwards, made changes to how dribbling motions are selected.
・ Due to instances in which a Dash Dribble's movement speed is too fast and it is difficult for defenders to respond, slightly decreased the top speed and made changes to ensure a more appropriate balance.
〇 Feints
・ Fixed the issue where, during a feint involving multiple touches of the ball, the ball is positioned in the wrong place unintentionally and the player misses it completely when trying to touch it again.
〇 Trapping
・ Made changes so that players move at more stable speeds when kicking the ball diagonally after trapping it.
・ Added motions for receiving balls from the left or right and then trapping them at a tight angle, and made changes so that it is easier to control the player when trying to trap the ball.
・ Made changes to reduce instances in which the player's movements switch from competing with another player to other actions, such as controlling the ball, but they move the ball in a strange direction not in line with the direction their body is facing.
・ Added motions for turning in a very different direction in response to a ball in the air, and made changes to reduce instances in which it is difficult to switch to the next action after controlling the ball under some conditions.
・ Due to instances in which a player touches a mid-air ball they are trying to trap at a high point, and it is difficult to play the ball thereafter, revised how motions are selected when trapping the ball and made changes so that it is easier to control the player thereafter.
・ Due to instances in which, depending on the situation, players receive a bouncing ball too close to their body and have difficulty trapping the ball or playing it first touch, revised how the ball's landing point is judged and made changes so that, depending on the situation, players are more likely to receive the ball where it is easier to control.
・ Due to instances in which players move faster when receiving a pass and it is difficult to perform trapping or other actions, made changes to the speed of movement when receiving a pass.
・ Made changes so that players are more likely to receive a pass at a position that keeps opposing players in mind, such as by moving towards the ball when an opponent is near.
・ Due to instances in which players trying to trap the ball make a motion that does not touch the ball and completely miss it unintentionally, made changes to how motions are selected when trapping the ball.
・ Made changes so that entering the Dash and Finesse Dribble commands at the same time while trying to control the ball will allow the player to perform a trap and a dash that works in combination with their dribbling.
〇 Passing
・ Made changes so that the motions of shoulder passes performed by certain players are conducted more frequently when passing a short distance without any opposing player nearby.
〇 Shooting
・ Due to a frequent drop in shot accuracy when players take a one-time shot by kicking a fast-moving ball, made changes to improve the accuracy of kicked shots.
・ Made changes so that a player shooting the ball with a kick may drive it into ground depending on the situation.
〇 Heading
・ Due to instances in which two players compete to head a high ball, they both mistime or misdirect their heading attempts, and it is hard to understand how one side won based on how the contest looks, added motions and revised how motions are selected and how players turn towards the ball. As a result, aerial battles now look more natural.
・ Due to instances in which a player, while heading the ball backwards, makes motions where they appear to touch the ball at an unnatural point, added motions where the ball is touched at a more natural point and made changes to how motions are selected.
・ Due to instances in which players heading the ball touch it at an unnaturally high point based on the situation or their Stats, made changes to the height of headers.
・ Due to instances in which players heading either a high ball or one sent from the left or right perform heading motions that do not suit the situation, revised how heading motions are selected and made changes so that players head the ball more naturally.
・ Revised the trajectory of headed passes sent to nearby teammates, and made changes so that the trajectory makes the ball less likely to strike nearby opponents.
・ Revised the trajectory of lofted passes sent from a header, and made changes so that the trajectory is now higher and the difference is now clearer when compared to low passes.
・ Due to instances in which a headed pass or clearance takes a trajectory that is much too low, revised the trajectory of such headers and made changes to ensure a more natural trajectory depending on the situation.
・ Due to instances in which a diving header is performed at a strange time depending on the situation, made changes so that it is not likely to occur when the player has enough time or when it would be more appropriate if they play the ball with their foot.
・ Due to instances in which players heading the ball touch it with a strange motion based on its location, made changes to how motions are selected.
・ Due to instances in which a headed ball unintentionally strikes the player's body and takes a strange trajectory, made changes to ensure a more natural trajectory.
・ Due to instances in which a headed ball flies in the air much too strongly compared to how that motion looks, revised the trajectory and how heading motions are selected.
・ Revised how a heading attempt is affected by a nearby opponent trying to head the ball, and made changes to improve the accuracy depending on the situation. Also, fixed the issue where heading accuracy decreases even if an opponent has not attempted a header or they tried a diving header from far away.
〇 Kicking
・ Added kicking motions for actions including curled passes and crosses, powerful shots with a full follow-through and first-time kicks with controlled aim, and made changes so that players' in-match movements look more natural.
・ Made changes so that, after entering a kicking command in response to a ball in the air, players make a kicking or heading motion that suits the situation, based on factors such as ball height and the location of the goalkeeper or other opponents.
・ Due to instances in which a player attempts a backheel, but the receiver is far away or kick the ball in a strange way based on the direction of the incoming ball, made changes to the activation conditions.
・ Due to instances in which an opponent gets in the way even though it appears that a player is able to clear the ball, revised how clearing motions are selected. Also, due to instances in which a player clears the ball with a risky slide even though an opponent is positioned in front of them, made changes so that such an action is less likely to happen depending on the situation.
・ Made changes to slightly improve kicking accuracy when players use their weaker foot to kick the ball a short distance.
・ Due to instances in which players make a kicking motion even though the ball is far away, made changes to how kicking motions are selected.
・ Fixed the issue where players attempt to kick or head the ball straight ahead, but it veers to the left or right.
〇 Set Piece
・ Made changes so that, when changing the kicker for certain set pieces in the Game Plan during a match, that player will now become the default kicker for the same set pieces in that match.
・ Due to instances in which a short throw-in takes too long before it is released, making it too easy for an opponent to cut off the ball, made changes to slightly speed up motions and to improve how motions are selected based on the throwing distance.
・ Made changes to slightly speed up balls sent a short distance from a throw-in.
・ Made changes to the movement used to create passing lanes during a throw-in. Reduced how long the receiver stops in the final third, and revised how a player supporting the play from further back positions themselves and starts to move.
・ Due to instances in which a player makes a long throw-in but no direction has been entered and the ball is sent in an unintended direction based on where the player is facing, revised how the throwing direction is determined.
・ During seamless set piece situations, when a player attempts a throw-in but takes too long to release the ball, the motions performed before the throw have been revised and the throw has been slightly speed up the throw.
・ In situations involving seamless set pieces, when the ball strikes a fallen or nearby player and leads to an unintended result, adjustments have been made to how contact between the ball and players is judged immediately after the kick. Also, players who have fallen near the restart point will now get up faster.
・ Made changes to the speed and spin applied to shots and the trajectory produced according to the kick gauge so that shots made from free kicks take a more effective trajectory depending on the situation.
・ Made changes so that alternate motions are produced during penalty kicks depending on the player.
〇 Defence
・ Due to instances in which, because of their movement speed, a player trying to block a passing lane moves in a strange looking way while inside that lane, revised that speed and made changes so that they move in a more natural looking way with reduced speed.
・ Due to instances in which a player is too good at blocking lanes when moving to cut out the pass, made changes to how often a player corrects their position, depending on their Defensive Engagement stat and whether or not they possess the Interception skill.
・ Due to instances in which a defender moves to cut out a forward's passing lane too often, revised the timing at which they make such a move and made changes so that such actions are a little less likely to occur.
・ Due to instances in which a nearby player not controlled by the user presses the opponent but, due to their positioning in comparison to the player being controlled, does not trap the opponent as intended, revised how such situations are judged and made corrections so that players trap opponents more appropriately.
・ Due to instances in which a player not controlled by the user presses the opponent too quickly when a pass is made, revised the timing at which they apply pressure.
・ Due to instances in which an opponent has the ball near a good crossing area, but defenders marking someone in the penalty area are unlikely to move the offside line forward and take up a strange position instead, revised the positioning applied while marking and made changes so that players move the offside line up more appropriately.
・ Due to instances in which, because of how the controlled player is positioned compared to another defender, they fail to properly mark an opponent who runs in behind, revised how marking is determined. In this way, it will now be possible to mark an opponent more appropriately when they run in behind.
・ Due to instances in which the opponent has possession near the goal line, but the defenders frequently remain in front of goal and leave too much distance between the opponents they are marking, revised positioning during marking and made changes so that defenders position themselves closer to opponents.
・ Due to instances in which defenders who are marking opponents move strangely or take up unusual positions because of the state of the back line or their positioning in relation to the player they are marking, revised how movement speed and positioning are determined. In this way, made changes so that it is easier to keep a defensive line that works together and so that teams produce a steadier level of defending when marking.
・ Due to instances in which, based on how players determine whether or not to mark attackers, defenders are slow to stick to a forward when another opponent has the ball in an area good for early crosses, revised how marking is decided and made changes so that defenders respond more appropriately to opponents running in behind.
・ Due to instances in which defenders who are marking someone move back too far when responding to an opponent who is running in behind, revised how movement speed is determined and made changes so that marking is carried out more appropriately. In this way, made changes so that it is easier to send successful through balls and crosses from deep positions based on the timing and accuracy, while limiting the impact when trying to defend from a high position.
・ Due to instances in which defenders adjust their position too frequently when marking an opponent and are much too good at following attackers' movements in front of goal or near the point the ball is played, revised how quickly they adjust their positioning depending on the situation. In this way, attackers' sudden running movements and tactical manoeuvres may be reflected more clearly, while defenders may not be able to stick to the attacker they're marking depending on the situation.
・ Due to instances in which, during man marking, the lines made by the defenders and midfielders are too close together, leaving almost no space in between, revised how positioning is set when marking and made changes so that it is easier to leave space between those lines depending on the situation. In this way, it may be easier to break through or make a tactical manoeuvre in front of goal, while defenders may be able to switch marking assignments and change positioning in a steadier manner.
・ Due to instances in which a defender stops marking their intended opponent near the back line, allowing them to run free, revised how players decide to stop marking and made changes so that they keep marking as appropriate. In this way, made changes so that an opponent is less likely to run free from the back line.
・ Due to instances in which the handover of marking assignments between defenders in the penalty area could become unnatural, revised how marking targets are determined. As a result, unnatural switches in marking assignments will occur less often, and midfield players will also be more likely to join in with marking.
・ Due to instances in which a player at the front line runs a long distance to provide defensive cover, leading to a strange type of defensive response, revised the criteria for selecting such players and made changes so that cover is provided at a more appropriate distance.
・ Due to instances in which an AI-controlled player presses close to the opposition while in the penalty area but then strangely moves away from an opponent, or reduces their movement speed and has difficulty sticking to an opponent, made changes to movement speed and players' distance from opponents.
・ Revised how players move when using the Match-up command instead of automatically stopping temporarily in front of the ball carrier when no further directional input is entered, and made changes so that it is easier to stop player movement according to user input.
・ Fixed the issue where a player unable to reach the ball is selected as the recipient of a lofted pass and then fails to receive the pass, or the cursor switches within a short amount of time.
・ Fixed the issue where the controlled player switches strangely within a short period of time during a pass.
・ Due to instances in which the same player continues to chase a cross even after the ball passes one of their teammates, made changes to how the chasing player is determined, and made corrections so that players respond more naturally.
・ Due to instances in which a defender not controlled by the user reacts too quickly to an opponent's dribble when positioned in front of them using the Match-up command, revised the timing at which players react. In this way, made changes so that AI-controlled players are not excessively strong at defending, and so that differences emerge in how defenders respond based on their "Defensive Awareness" Player Stat.
・ Made changes to the timing of players' reactions when defending a pass, slightly reducing reaction speed while deep in their own half.
・ Made changes so that a forward is more likely to track back near their own goal when the opponent has launched a deep attack.
・ Due to instances in which the controlled defender is pulled towards a long pass that an opponent will likely get to first, made changes so that, depending on the situation, the player can be moved freely instead of being drawn towards the ball.
・ Due to instances in which players block a low pass or low through ball and the ball stops at that spot even though it should move further, made changes to the trajectory of blocked balls.
・ Due to instances in which a player is wrong-footed by the opponent but still blocks the ball with an outstretched leg, or in which a player blocks the ball, but it is too easy for the opponent to retrieve it, made changes to how some blocking motions are selected.
・ Due to instances in which, under the Match-up command, it is difficult to block a ball kicked by an opponent and it feels like commands are not being reflected, made changes so that it is easier to block a ball depending on the situation immediately after the opponent kicks it.
・ Due to instances in which certain tackling motions are made too often and it is too easy to win the ball in some situations, made changes to how tackling motions are selected.
・ Due to instances in which, during a tackle, the player kicks the ball too far and it is not possible to win possession, made changes so that they kick the ball according to the situation.
・ Due to instances in which a tackling motion is performed in a strange direction based on the situation, or it is difficult to attempt a tackle even though it shouldn't be in that situation, made changes to how tackling motions are selected.
〇 Offence
・ Due to the high frequency at which attackers run forward at full speed immediately after switching from defence to attack, revised movement speed and the timing at which they start moving, and made changes so that they run in more appropriate ways depending on the situation.
・ Due to instances in which it is too hard to shake off a marker before running in behind, and it is too difficult to perform a tactical manoeuvre to beat the offside line, revised how sudden running movements are determined and made changes so that, depending on the situation, players make a run after shaking off their marker.
・ Adjusted the decision-making for runs by wide players in advanced areas, as there were cases where diagonal runs in behind the opposition were less likely to occur, resulting in more frequent off-the-ball movement in diagonal directions.
・ Revised the decision-making for movement paths, movement speed and body orientation when making runs from near the offside line in advanced areas, so that players are better able to avoid moving into offside positions.
・ Made changes to movement speed so that players can follow and receive crosses more easily near the goal.
・ Due to instances in which players try to create passing lanes, but they move behind the opposing defence, or no passing lanes stay open, revised how those teammates are positioned and how directional changes are determined, and made changes so they move between defenders or to positions that likely ensure a good passing lane.
・ Due to instances in which, making movements to create passing lanes, an AMF moves back to a deep midfield position despite a DMF or CMF being there already, leading to some strange positioning, revised how such passing areas are set, and made changes so that an AMF is unlikely to come back that far.
・ Due to instances in which a full back runs forward on an overlap but, depending on the situation, then loops around the ball carrier despite being in an attacking position further ahead of that player, revised that type of decision-making and made changes so that more appropriate movement paths are set.
・ Due to instances in which a player is inside the goal while the keeper has the ball and no movement path is available that will allow them to return to the field, made changes so that such a player is unlikely to remain inside the goal.
〇 Goalkeeper
・ Added new animations for blocking, deflecting, catching, pre-jump actions, and movement. Adjusted goalkeepers' movements when facing shots and in front of the goal to make them appear more natural.
・ Added new ball throwing motions and made changes so ball throwing movements look more natural in some situations, such as when throwing the ball a moderate distance.
・ Added new motions when waiting for a set piece, and made changes so that such motions look more natural.
・ Revised movements during 1v1 situations against an attacker, and made changes so that it is easier for keepers to respond to an opponent's dribbling.
・ Revised how a keeper's movements are determined when responding to a pass made in a horizontal direction, and made changes so that they take up more natural positioning when expecting such a pass.
・ Due to instances in which a keeper responds to a teammate's headed back pass by repelling it even though it looks like they can catch it, made changes to how catches are determined.
・ Due to instances in which the keeper strangely moves left or right when an opponent shoots, made changes so that they move more naturally to defend a shot.
・ Due to instances in which the keeper rushes out towards the ball but then runs past it, revised how movement speed is determined, and made changes so that it is easier to make a play on the ball at an appropriate location when rushing out.
・ Fixed the issue where the keeper stops moving when blocking a shot depending on the situation.
・ Due to instances in which the user enters the "Bring Out the GK" command, the goalkeeper would react unnaturally to an opposing player's actions by running backwards or failing to move forward in certain situations, made changes to how movement and positioning are determined.
・ Made changes to reduce instances in which a goalkeeper catches the ball near the goal line and then enters the goal while still holding the ball.
〇 AI
・ For players with the "Classic No. 10" Playing Style, removed the effect that reduces their participation on defence.
・ Fixed the issue where, on rare occasions, AI-controlled players in possession of the ball at a forward position won't start moving again after stopping for a moment.
・ Due to the difference in difficulty between Top Player and Superstar levels being too large, made changes so that Top Player is a little more challenging.
〇 Controls
・ Due to instances in which the user enters the Dummy Kick command during a kicking motion and then enters a Through Ball command, but the player does not switch to the intended type of kick in most situations, made corrections so that it is easier to perform a Dummy Kick.
・ Fixed the issue where the Pass-and-Run (Cross Over) command is not recognised after the user enters the Super Cancel command and either a short pass or Through Ball command at the same time.
・ Made changes so that, when the user enters a 1-2 Pass command in response to a punt from their keeper, an unintended cursor change is much less likely to occur.
・ Revised the timing at which the cursor switches to a defender when the Cursor Change setting is on "Semi-Assist" and the opponent sends in a low cross or other similar type of cross, and made changes so the defence will respond faster than before.
〇 Fouls
・ Due to instances in which a sliding tackle strikes an opponent and they stumble or fall, but no foul is called, made changes to how fouls are judged.
〇 Stamina
・ Due to instances in which the "Long Ball Counter" Team Playstyle uses up less Stamina than other Team Playstyles during counter attacks, revised the level at which Stamina is consumed.
・ By slightly increasing how much Stamina is recovered by centre backs at half-time, made changes so that it is easier to maintain a team's defensive capabilities in the final stage of the match.
〇 Smart Assist
・ Made changes so that, when Smart Assist is active and a high ball is sent in front of goal, a Dynamic Volley command is entered automatically depending on the situation.
〇 Other Gameplay Enhancements
・ Made changes so that each player's special characteristics are more visually apparent during running and dribbling movements.
〇 Movement
・ Added motions and changed how motions are selected so that players' footwork, sudden running movements and posture look more natural.
・ Due to the unlikelihood that a player will make a cross-stepping motion when their body is facing in a different direction than the one they are moving in, made changes to how motions are selected.
・ Due to instances in which the player is unlikely to switch to a dashing motion even when trying to dash, made changes to the conditions for switching motions.
・ Made changes so that, depending on the situation, players can compete for high balls with a sideways motion even when stationary or moving backwards. Also, due to instances in which the player's body is facing in an unnatural direction based on their positioning in relation to the opponent, made changes so that they will look more natural when competing for the ball.
〇 Dribbling
・ Added dribbling motions and revised how existing motions are selected so that players' movements will look more natural during dribbling.
・ Made changes so that, when a dribbling player comes in contact with an opponent, more suitable motions will be carried out as they face off. In this way, made changes to reduce the number of times when players appear to push opponents in unnatural ways, and to increase visual consistency so that how such contests look and who wins makes more sense.
・ Due to instances in which the dribbling player is about to overrun the ball but continues to move like they are facing off with an opponent, made changes so that those unnecessary motions are either prevented or cancelled depending on the situation.
・ Made corrections to reduce instances of players moving their legs in strange looking ways during some dribbling motions.
・ Made changes to how the ball is kicked and the speed of motions so that players move a little faster during slow dribbling.
・ Made changes so that, depending on the situation, it is easier to use a player's stronger foot during dribbling, which provides a clearer sense of that player's unique characteristics.
・ Due to instances in which players turn during dribbling and start moving at different speeds depending on the motion, made changes so that players can be controlled more stably when turning during dribbling.
・ Made changes so that players respond in a more stable manner when dribbling a ball that is in the air.
・ Due to instances in which a player dribbling slowly turns their body too much in the direction they are moving, making it difficult to control that dribbling further, made changes to the direction the player's body faces while moving.
・ Due to instances in which the player responds improperly during dribbling when turning in a very different direction, such as backwards, made changes to how dribbling motions are selected.
・ Due to instances in which a Dash Dribble's movement speed is too fast and it is difficult for defenders to respond, slightly decreased the top speed and made changes to ensure a more appropriate balance.
〇 Feints
・ Fixed the issue where, during a feint involving multiple touches of the ball, the ball is positioned in the wrong place unintentionally and the player misses it completely when trying to touch it again.
〇 Trapping
・ Made changes so that players move at more stable speeds when kicking the ball diagonally after trapping it.
・ Added motions for receiving balls from the left or right and then trapping them at a tight angle, and made changes so that it is easier to control the player when trying to trap the ball.
・ Made changes to reduce instances in which the player's movements switch from competing with another player to other actions, such as controlling the ball, but they move the ball in a strange direction not in line with the direction their body is facing.
・ Added motions for turning in a very different direction in response to a ball in the air, and made changes to reduce instances in which it is difficult to switch to the next action after controlling the ball under some conditions.
・ Due to instances in which a player touches a mid-air ball they are trying to trap at a high point, and it is difficult to play the ball thereafter, revised how motions are selected when trapping the ball and made changes so that it is easier to control the player thereafter.
・ Due to instances in which, depending on the situation, players receive a bouncing ball too close to their body and have difficulty trapping the ball or playing it first touch, revised how the ball's landing point is judged and made changes so that, depending on the situation, players are more likely to receive the ball where it is easier to control.
・ Due to instances in which players move faster when receiving a pass and it is difficult to perform trapping or other actions, made changes to the speed of movement when receiving a pass.
・ Made changes so that players are more likely to receive a pass at a position that keeps opposing players in mind, such as by moving towards the ball when an opponent is near.
・ Due to instances in which players trying to trap the ball make a motion that does not touch the ball and completely miss it unintentionally, made changes to how motions are selected when trapping the ball.
・ Made changes so that entering the Dash and Finesse Dribble commands at the same time while trying to control the ball will allow the player to perform a trap and a dash that works in combination with their dribbling.
〇 Passing
・ Made changes so that the motions of shoulder passes performed by certain players are conducted more frequently when passing a short distance without any opposing player nearby.
〇 Shooting
・ Due to a frequent drop in shot accuracy when players take a one-time shot by kicking a fast-moving ball, made changes to improve the accuracy of kicked shots.
・ Made changes so that a player shooting the ball with a kick may drive it into ground depending on the situation.
〇 Heading
・ Due to instances in which two players compete to head a high ball, they both mistime or misdirect their heading attempts, and it is hard to understand how one side won based on how the contest looks, added motions and revised how motions are selected and how players turn towards the ball. As a result, aerial battles now look more natural.
・ Due to instances in which a player, while heading the ball backwards, makes motions where they appear to touch the ball at an unnatural point, added motions where the ball is touched at a more natural point and made changes to how motions are selected.
・ Due to instances in which players heading the ball touch it at an unnaturally high point based on the situation or their Stats, made changes to the height of headers.
・ Due to instances in which players heading either a high ball or one sent from the left or right perform heading motions that do not suit the situation, revised how heading motions are selected and made changes so that players head the ball more naturally.
・ Revised the trajectory of headed passes sent to nearby teammates, and made changes so that the trajectory makes the ball less likely to strike nearby opponents.
・ Revised the trajectory of lofted passes sent from a header, and made changes so that the trajectory is now higher and the difference is now clearer when compared to low passes.
・ Due to instances in which a headed pass or clearance takes a trajectory that is much too low, revised the trajectory of such headers and made changes to ensure a more natural trajectory depending on the situation.
・ Due to instances in which a diving header is performed at a strange time depending on the situation, made changes so that it is not likely to occur when the player has enough time or when it would be more appropriate if they play the ball with their foot.
・ Due to instances in which players heading the ball touch it with a strange motion based on its location, made changes to how motions are selected.
・ Due to instances in which a headed ball unintentionally strikes the player's body and takes a strange trajectory, made changes to ensure a more natural trajectory.
・ Due to instances in which a headed ball flies in the air much too strongly compared to how that motion looks, revised the trajectory and how heading motions are selected.
・ Revised how a heading attempt is affected by a nearby opponent trying to head the ball, and made changes to improve the accuracy depending on the situation. Also, fixed the issue where heading accuracy decreases even if an opponent has not attempted a header or they tried a diving header from far away.
〇 Kicking
・ Added kicking motions for actions including curled passes and crosses, powerful shots with a full follow-through and first-time kicks with controlled aim, and made changes so that players' in-match movements look more natural.
・ Made changes so that, after entering a kicking command in response to a ball in the air, players make a kicking or heading motion that suits the situation, based on factors such as ball height and the location of the goalkeeper or other opponents.
・ Due to instances in which a player attempts a backheel, but the receiver is far away or kick the ball in a strange way based on the direction of the incoming ball, made changes to the activation conditions.
・ Due to instances in which an opponent gets in the way even though it appears that a player is able to clear the ball, revised how clearing motions are selected. Also, due to instances in which a player clears the ball with a risky slide even though an opponent is positioned in front of them, made changes so that such an action is less likely to happen depending on the situation.
・ Made changes to slightly improve kicking accuracy when players use their weaker foot to kick the ball a short distance.
・ Due to instances in which players make a kicking motion even though the ball is far away, made changes to how kicking motions are selected.
・ Fixed the issue where players attempt to kick or head the ball straight ahead, but it veers to the left or right.
〇 Set Piece
・ Made changes so that, when changing the kicker for certain set pieces in the Game Plan during a match, that player will now become the default kicker for the same set pieces in that match.
・ Due to instances in which a short throw-in takes too long before it is released, making it too easy for an opponent to cut off the ball, made changes to slightly speed up motions and to improve how motions are selected based on the throwing distance.
・ Made changes to slightly speed up balls sent a short distance from a throw-in.
・ Made changes to the movement used to create passing lanes during a throw-in. Reduced how long the receiver stops in the final third, and revised how a player supporting the play from further back positions themselves and starts to move.
・ During seamless set piece situations, when a player attempts a throw-in but takes too long to release the ball, the motions performed before the throw have been revised and the throw has been slightly speed up the throw.
・ In situations involving seamless set pieces, when the ball strikes a fallen or nearby player and leads to an unintended result, adjustments have been made to how contact between the ball and players is judged immediately after the kick. Also, players who have fallen near the restart point will now get up faster.
・ Revised how the kick gauge and height input affect accuracy when kicking the ball from a set piece, and made changes to improve accuracy. Also, lengthened the time when the trajectory can be adjusted before the kick begins, and made changes so it is easier to aim.
・ Made changes so that alternate motions are produced during penalty kicks depending on the player.
〇 Defence
・ Due to instances in which, because of their movement speed, a player trying to block a passing lane moves in a strange looking way while inside that lane, revised that speed and made changes so that they move in a more natural looking way with reduced speed.
・ Due to instances in which a player is too good at blocking lanes when moving to cut out the pass, made changes to how often a player corrects their position, depending on their Defensive Engagement stat and whether or not they possess the Interception skill.
・ Due to instances in which a defender moves to cut out a forward's passing lane too often, revised the timing at which they make such a move and made changes so that such actions are a little less likely to occur.
・ Due to instances in which a nearby player not controlled by the user presses the opponent but, due to their positioning in comparison to the player being controlled, does not trap the opponent as intended, revised how such situations are judged and made corrections so that players trap opponents more appropriately.
・ Due to instances in which a player not controlled by the user presses the opponent too quickly when a pass is made, revised the timing at which they apply pressure.
・ Due to instances in which an opponent has the ball near a good crossing area, but defenders marking someone in the penalty area are unlikely to move the offside line forward and take up a strange position instead, revised the positioning applied while marking and made changes so that players move the offside line up more appropriately.
・ Due to instances in which, because of how the controlled player is positioned compared to another defender, they fail to properly mark an opponent who runs in behind, revised how marking is determined. In this way, it will now be possible to mark an opponent more appropriately when they run in behind.
・ Due to instances in which the opponent has possession near the goal line, but the defenders frequently remain in front of goal and leave too much distance between the opponents they are marking, revised positioning during marking and made changes so that defenders position themselves closer to opponents.
・ Due to instances in which defenders who are marking opponents move strangely or take up unusual positions because of the state of the back line or their positioning in relation to the player they are marking, revised how movement speed and positioning are determined. In this way, made changes so that it is easier to keep a defensive line that works together and so that teams produce a steadier level of defending when marking.
・ Due to instances in which, based on how players determine whether or not to mark attackers, defenders are slow to stick to a forward when another opponent has the ball in an area good for early crosses, revised how marking is decided and made changes so that defenders respond more appropriately to opponents running in behind.
・ Due to instances in which defenders who are marking someone move back too far when responding to an opponent who is running in behind, revised how movement speed is determined and made changes so that marking is carried out more appropriately. In this way, made changes so that it is easier to send successful through balls and crosses from deep positions based on the timing and accuracy, while limiting the impact when trying to defend from a high position.
・ Due to instances in which defenders adjust their position too frequently when marking an opponent and are much too good at following attackers' movements in front of goal or near the point the ball is played, revised how quickly they adjust their positioning depending on the situation. In this way, attackers' sudden running movements and tactical manoeuvres may be reflected more clearly, while defenders may not be able to stick to the attacker they're marking depending on the situation.
・ Due to instances in which, during man marking, the lines made by the defenders and midfielders are too close together, leaving almost no space in between, revised how positioning is set when marking and made changes so that it is easier to leave space between those lines depending on the situation. In this way, it may be easier to break through or make a tactical manoeuvre in front of goal, while defenders may be able to switch marking assignments and change positioning in a steadier manner.
・ Due to instances in which a defender stops marking their intended opponent near the back line, allowing them to run free, revised how players decide to stop marking and made changes so that they keep marking as appropriate. In this way, made changes so that an opponent is less likely to run free from the back line.
・ Due to instances in which the handover of marking assignments between defenders in the penalty area could become unnatural, revised how marking targets are determined. As a result, unnatural switches in marking assignments will occur less often, and midfield players will also be more likely to join in with marking.
・ Due to instances in which a player at the front line runs a long distance to provide defensive cover, leading to a strange type of defensive response, revised the criteria for selecting such players and made changes so that cover is provided at a more appropriate distance.
・ Due to instances in which an AI-controlled player presses close to the opposition while in the penalty area but then strangely moves away from an opponent, or reduces their movement speed and has difficulty sticking to an opponent, made changes to movement speed and players' distance from opponents.
・ Revised how players move when using the Match-up command instead of automatically stopping temporarily in front of the ball carrier when no further directional input is entered, and made changes so that it is easier to stop player movement according to user input.
・ Fixed the issue where a player unable to reach the ball is selected as the recipient of a lofted pass and then fails to receive the pass, or the cursor switches within a short amount of time.
・ Fixed the issue where the controlled player switches strangely within a short period of time during a pass.
・ Due to instances in which the same player continues to chase a cross even after the ball passes one of their teammates, made changes to how the chasing player is determined, and made corrections so that players respond more naturally.
・ Due to instances in which, while defending, the controlled player is pulled towards a long pass that an opponent will likely get to first, made changes so that the player can be moved freely instead of being drawn towards the ball depending on the situation.
・ Due to instances in which a defender not controlled by the user reacts too quickly to an opponent's dribble when positioned in front of them using the Match-up command, revised the timing at which players react. In this way, made changes so that AI-controlled players are not excessively strong at defending, and so that differences emerge in how defenders respond based on their "Defensive Awareness" Player Stat.
・ Made changes to adjust the timing of players' reactions when defending a pass, and to ensure that they do not react slowly in a strange way while in the opponent's half.
・ Made changes to the timing of players' reactions when defending a pass, slightly reducing reaction speed while deep in their own half.
・ Made changes so that a forward is more likely to track back near their own goal when the opponent has launched a deep attack.
・ Due to instances in which the controlled defender is pulled towards a long pass that an opponent will likely get to first, made changes so that, depending on the situation, the player can be moved freely instead of being drawn towards the ball.
・ Due to instances in which players block a low pass or low through ball and the ball stops at that spot even though it should move further, made changes to the trajectory of blocked balls.
・ Due to instances in which a player is wrong-footed by the opponent but still blocks the ball with an outstretched leg, or in which a player blocks the ball, but it is too easy for the opponent to retrieve it, made changes to how some blocking motions are selected.
・ Due to instances in which, under the Match-up command, it is difficult to block a ball kicked by an opponent and it feels like commands are not being reflected, made changes so that it is easier to block a ball depending on the situation immediately after the opponent kicks it.
・ Due to instances in which certain tackling motions are made too often and it is too easy to win the ball in some situations, made changes to how tackling motions are selected.
・ Due to instances in which, during a tackle, the player kicks the ball too far and it is not possible to win possession, made changes so that they kick the ball according to the situation.
・ Due to instances in which a tackling motion is performed in a strange direction based on the situation, or it is difficult to attempt a tackle even though it shouldn't be in that situation, made changes to how tackling motions are selected.
〇 Offence
・ Due to the high frequency at which attackers run forward at full speed immediately after switching from defence to attack, revised movement speed and the timing at which they start moving, and made changes so that they run in more appropriate ways depending on the situation.
・ Due to instances in which it is too hard to shake off a marker before running in behind, and it is too difficult to perform a tactical manoeuvre to beat the offside line, revised how sudden running movements are determined and made changes so that, depending on the situation, players make a run after shaking off their marker.
・ Adjusted the decision-making for runs by wide players in advanced areas, as there were cases where diagonal runs in behind the opposition were less likely to occur, resulting in more frequent off-the-ball movement in diagonal directions.
・ Revised the decision-making for movement paths, movement speed and body orientation when making runs from near the offside line in advanced areas, so that players are better able to avoid moving into offside positions.
・ Made changes to movement speed so that players can follow and receive crosses more easily near the goal.
・ Due to instances in which players try to create passing lanes, but they move behind the opposing defence, or no passing lanes stay open, revised how those teammates are positioned and how directional changes are determined, and made changes so they move between defenders or to positions that likely ensure a good passing lane.
・ Due to instances in which, making movements to create passing lanes, an AMF moves back to a deep midfield position despite a DMF or CMF being there already, leading to some strange positioning, revised how such passing areas are set, and made changes so that an AMF is unlikely to come back that far.
・ Due to instances in which a full back runs forward on an overlap but, depending on the situation, then loops around the ball carrier despite being in an attacking position further ahead of that player, revised that type of decision-making and made changes so that more appropriate movement paths are set.
・ Due to instances in which a player is inside the goal while the keeper has the ball and no movement path is available that will allow them to return to the field, made changes so that such a player is unlikely to remain inside the goal.
〇 Goalkeeper
・ Added new animations for blocking, deflecting, catching, pre-jump actions, and movement. Adjusted goalkeepers' movements when facing shots and in front of the goal to make them appear more natural.
・ Added new ball throwing motions and made changes so ball throwing movements look more natural in some situations, such as when throwing the ball a moderate distance.
・ Added new motions when waiting for a set piece, and made changes so that such motions look more natural.
・ Revised movements during 1v1 situations against an attacker, and made changes so that it is easier for keepers to respond to an opponent's dribbling.
・ Revised how a keeper's movements are determined when responding to a pass made in a horizontal direction, and made changes so that they take up more natural positioning when expecting such a pass.
・ Due to instances in which a keeper responds to a teammate's headed back pass by repelling it even though it looks like they can catch it, made changes to how catches are determined.
・ Due to instances in which the keeper strangely moves left or right when an opponent shoots, made changes so that they move more naturally to defend a shot.
・ Due to instances in which the keeper rushes out towards the ball but then runs past it, revised how movement speed is determined, and made changes so that it is easier to make a play on the ball at an appropriate location when rushing out.
・ Fixed the issue where the keeper stops moving when blocking a shot depending on the situation.
・ Due to instances in which the user enters the "Bring Out the GK" command, the goalkeeper would react unnaturally to an opposing player's actions by running backwards or failing to move forward in certain situations, made changes to how movement and positioning are determined.
・ Made changes to reduce instances in which a goalkeeper catches the ball near the goal line and then enters the goal while still holding the ball.
〇 AI
・ For players with the "Classic No. 10" Playing Style, removed the effect that reduces their participation on defence.
・ Fixed the issue where, on rare occasions, AI-controlled players in possession of the ball at a forward position won't start moving again after stopping for a moment.
・ Due to the difference in difficulty between Top Player and Superstar levels being too large, made changes so that Top Player is a little more challenging.
〇 Controls
・ Fixed the issue where, on rare occasions, players unintentionally move at a reduced speed after the left stick and Pressure button are used at the same time under either Virtual Pad Commands or Controller Commands.
・ Revised the timing at which the cursor switches to a defender when the Cursor Change setting is on "Manual" and the opponent sends in a low cross or other similar type of cross, and made changes so the defence will respond faster than before.
〇 Fouls
・ Due to instances in which a sliding tackle strikes an opponent and they stumble or fall, but no foul is called, made changes to how fouls are judged.
〇 Stamina
・ Due to instances in which the "Long Ball Counter" Team Playstyle uses up less Stamina than other Team Playstyles during counter attacks, revised the level at which Stamina is consumed.
・ By slightly increasing how much Stamina is recovered by centre backs at half-time, made changes so that it is easier to maintain a team's defensive capabilities in the final stage of the match.
〇 Smart Assist
・ Made changes so that, when Smart Assist is active and a high ball is sent in front of goal, a Dynamic Volley command is entered automatically depending on the situation.
〇 Other Gameplay Enhancements
・ Made changes so that each player's special characteristics are more visually apparent during running and dribbling movements.

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