EA SPORTS FC™ 26
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EA SPORTS FC 26 | Pitch Notes - Gameplay Deep Dive

2025年7月22日

Players from Bayern Munich and Manchester City compete for the ball during a match, surrounded by vibrant stadium lights and cheering fans.

Gameplay in FC 26

Welcome to the EA SPORTS FC 26 Gameplay Deep Dive Pitch Notes.

Our names are Keegan Sabatino, Gigo Navarro, and Thomas Caleffi, designers and producers from the FC Gameplay Team, and together with the whole team we’re excited to share the new Gameplay features coming to FC 26.

Our focus this year can be summed up in 3 words: make gameplay better.

FC 26 is powered by your feedback, and we aim to make it feel more responsive, rewarding, and enjoyable. We concentrated on three main areas:

  1. Competitive and Authentic Gameplay separation
  2. Gameplay Fundamentals
  3. Feedback-Inspired Features And Updates

Let's jump right in.

Table of Contents

Note: the [NG] tag denotes a feature exclusive for the New Generation of consoles (PlayStation 5, Xbox Series X|S, Nintendo Switch 2) and PC.

Competitive and Authentic Gameplay

In FC 26, we’ve separated gameplay into two presets: Competitive and Authentic. This split is based on where and how you play FC, and with this change, we’re able to customize the match experience of each mode to suit what you want out of the game.

  • Competitive Gameplay is tuned for added responsiveness and higher player control, mainly focused on online modes like Ultimate Team and Clubs.
  • Authentic Gameplay is tuned for higher realism and true-to-life match tempo/speed in offline modes, like Career Mode.

We’ll cover both in more detail later in this article.

Image of two football pitches with the description of authentic and competitive gameplay feel highlighted in a black text box

Gameplay Fundamentals

Along with separating Competitive and Authentic gameplay, we had the goal of addressing the most requested changes by the community, and the problems that prevent you from having the best football experience. 

We’ve refined the foundational gameplay mechanics, including Dribbling, Pace, Passing, Tackling, Shooting, Goalkeepers, and Physicality.

These refinements apply to both Competitive and Authentic Gameplay.

Feedback-Inspired Features/Updates

We also wanted to bring some new and updated features that you’ve been requesting, and that are important for us. These range from our new High-Contrast mode, to more Corner Kick Assignments, tweaked Player Roles, and new PlayStyles.

Let’s start with the fundamentals.

Gameplay Fundamentals

Refining Fundamentals Driven By Community Feedback

While the split of Competitive and Authentic gameplay will allow us to tweak each individually, there was a great deal of common feedback from the community around the general gameplay of FC.

With FC 26 we wanted to address this by focusing on what matters most: the fundamentals. All of the improvements to fundamentals mentioned below apply across both Competitive and Authentic gameplay.

  • Dribbling and Movement - make players more agile and responsive on and off the ball.
  • Goalkeepers - make them more consistent and intelligent.
  • Defending - reduce the quantity of balls that bounce back to the opponent.
  • Passing and Shooting - make it more responsive and improve available options.
  • Attacking and Defensive Positioning - make better runs and provide more support.
  • Physicality - make it more reliable to protect and shield the ball.
  • First Touches and Controlling the Ball - improve the control of trapping the ball.
  • Online and General Gameplay Responsiveness - make the game more consistently responsive for both Online and Offline.

Dribbling and Movement

One core fundamental is how players move both with and without the ball. Our goal has always been to make players on the pitch feel agile and responsive, so for FC 26 we narrowed in on the community's feedback to provide a more fluid dribbling experience, overall better control with and without the ball, and responsive movement. 

Dribbling

In FC 26, Dynamic Dribbling is a new way to give you better control with increased responsiveness and more consistent outcomes. In order to achieve this, we made the changes below to our dribbling system.

Dynamic Dribbling [NG]

In FC 26, dribbling has received a significant amount of changes to improve responsiveness and fluidity.

  • Dribble Touch Intervals - re-tuned how close the player keeps the ball to themselves when dribbling.
    • The interval between dribble touches varies between Competitive and Authentic.
  • Player Height - adjusted animation consistency and speed for players based on height to balance the performance between tall and short players.
  • Foot Preference - adjusted dribbling foot preference logic and animation branching logic to allow for more responsive ball control.
  • Dribbling Animation - re-evaluated and re-tuned our dribbling animation library to ensure the consistency, speed, and responsiveness for dribbling were standard across the board.
    • Animation transitions and branching have been improved for increased responsiveness and to diminish the feeling of being ‘locked in’ to animations.
  • Jog Dribble - increased speed of jog dribbling alongside improved logic for ball direction when dribbling to achieve more consistency in their desired speed.
  • Effort Dribble Touches - Effort Touch animations now trigger during drastic dribble turns to ensure faster and authentic turns.

Image of a top-down view of a soccer video game, featuring players in red and blue on a field. The yellow text reads “FC 26 Dynamic Dribbling.” A control interface shown.

We have removed the Agile Dribbling mechanic due to its low usage and to make the Shielding controls more consistent.

  • Removed Agile Dribbling - L2 + R2 || LT + RT
  • Removed contextual Agile Dribbling and its setting from the menu.

Movement

We heard feedback that players felt sluggish and heavy, especially when changing directions or when chasing down the ball.

Our goal with FC 26 is to make all players more agile and able to accelerate more explosively in any direction, so we tuned the relative pace of players to ensure that the fastest players feel like the quickest ones on the pitch.

Here’s what we have changed to achieve this:

More Agility [NG]

  • Explosive Sprint - increased player agility and explosiveness in every direction.
  • Run Styles - adjusted runs to be more natural and explosive to reflect the pace of an authentic football match.
  • Attacker Vs Defender Speed - improved the speed differentiation between Attackers versus Defenders to achieve an improved balance between the two.

Image of a soccer player with pink braids, wearing a gray jersey and shorts, mid-action on a grassy field. 'FC26' is displayed in the top left corner.

Acceleration Types [NG]

For FC 26, we’re going back to 3 Acceleration Types to allow for a more predictable pace of play. We felt that three types were easier to understand and created a better acceleration balance. We also separated the formula that determines the Acceleration Types between male and female players in order to provide a better distribution among players.

Acceleration Type Changes

  • Explosive 
    • Agility minimum 65
    • (Agility - Strength) >= 10
    • Acceleration minimum 80
    • Height has been separated between male and female players
      • Male height maximum 182cm (~6’0”)
      • Female height maximum 162cm (~5’4”)
  • Lengthy 
    • Strength minimum 65
    • (Strength - Agility) >= 4
    • Acceleration minimum 40
    • Height has been separated between male and female players
      • Male height minimum 183 cm (~6’1”)
      • Female height minimum 164cm (~5’5”)
  • Controlled - any player that does not meet the other two requirements above.
  • Adjusted the early stages of all three types to be more responsive.
  • Adjusted deceleration of all players to be faster and snappier.

Other Changes

  • Jockey - improved Jockey movement to be more agile and responsive.
    • New Jockey animations to improve maneuverability and feel more grounded.
  • Turns - improved animations for all types of turns (drastic turns, swivel turns, etc.) to be faster and more responsive.
  • Low Urgency - improved low urgency and relaxed animations for players not directly involved in the play to be less frantic and have them ready to accelerate when needed.

A player in a red uniform runs on a grassy field, with 'FC 26 Jockey' in yellow text above. A green line follows their movement.

Goalkeeper

We received a lot of feedback on goalkeepers, especially regarding their positioning, the place where they deflect the ball, and how they look when doing so. 

Our goal with Goalkeepers is to make them more consistent and reliable, reducing the frustration they can cause, and improving the balance of skill vs authenticity.

Goalkeeper Fundamentals

In FC 26, goalkeepers received several improvements, such as how they handle deflections, how they position themselves, and even their decision making, all with the goal of reducing frustration while staying authentic to football.

  • Deflection Control - added a new level of control for save deflections to significantly reduce the amount of deflections going back to opponents.
    • Most deflections will now go out of bounds, toward teammates, or to open space away from opponents.
  • Goalkeeper Senses - refined goalkeeper's ability to read shot trajectories to better reflect real-world save efforts and shot detection.
  • Technical Improvements - improved base systems for goalkeeper handling, more consistent shot-stopping, and more reasonable decision making in one-on-one situations.

Image of soccer players in red and blue jerseys on a field, with red team attacking near the goal. Green stands with spectators are in the background.

Image of a soccer match scene showing red and blue players near the goalpost. A spectator stands on the sidelines; atmosphere is tense and strategic.

RL GK Positioning [NG]

One of the most significant updates in FC 26 is the introduction of Reinforcement-Learning (RL) Goalkeeper Positioning.

  • This new system uses machine learning to help AI-controlled goalkeepers make more realistic decisions about where to position themselves in the box. 
  • By analyzing countless scenarios, the AI can now better cut down angles and react to different types of attacks while adjusting their position more intelligently.
  • It’s important to note that RL Positioning is only active in certain situations, and is only used to position the Goalkeeper. The system is not active when making a save or performing a catch.

Image of a soccer player in red prepares to kick a ball towards the goal, guarded by a blue goalkeeper. The scene is set on a green field.

New Volumetric Animations

Animations play a crucial role in how goalkeepers look and feel on the pitch. In FC 26, we’re introducing new volumetric animations for goalkeepers.

  • These animations are based on real-world volumetric motion capture data, resulting in more fluid and realistic movements. 
  • This not only enhances the visual authenticity of the game but also ensures that goalkeepers respond more accurately to different types of shots and situations.

Image of a soccer match. A player in blue is sliding near the goal as an orange-clad goalkeeper approaches the ball. Red defenders and blue attackers are nearby. FC 26 is visible in the corner.

Image of a soccer game. Red and blue players are near the penalty box, with a goalie in orange ready to defend the goal. 'FC 26' on the field.

Be-A-Goalkeeper

We could not improve the fundamentals of GKs without touching the Be-A-Goalkeeper (BAG) experience. BAG has received many updates, including new controls and assistance levels, PlayStyles, revamped UI components, and an updated presentation, along with unique camera and audio treatments.

Revamped Be-A-Goalkeeper Experience

For players who enjoy controlling the goalkeeper directly, the Be-A-Goalkeeper (BAG) mode has received a comprehensive update. Players can also play as keepers in Clubs RUSH.

You can also use Goalkeeper PlayStyles when in BAG Mode.

Image of a soccer game showing players in a tense match. The scoreboard displays 'CLB 1-0 RFC' at 02:26. Vibrant stadium crowd adds excitement.

New Control Scheme - new controls to give you as much control over your actions from dive direction, claiming crosses with a punch or catch, smothering the ball, or reaction saves.

  • Dive Direction - flicking the Right Stick will prepare your goalkeeper to dive in that direction for a short period.
    • Right Stick Flick
  • Cross Claiming - when there is a cross coming in, you have the ability to request either a catch or punch attempt, timing will matter.
    • Punch (When ball is crossed): ⚪ || B
    • Catch (When ball is crossed): ⬜ || X
  • One-on-One Situations - rushing the attacking dribbler, you have the ability to attempt to smother the ball or attempt to make yourself big to block the incoming shot. The direction of this action is based on your movement direction.
    • Rush: △ || Y
    • Ball pickup / smother: ⬜ || X
    • Reaction Save / Make Yourself Big: ⚪ || B
  • Reaction Saves - when the shooter is close or you wish to take the dive timing into your own hands, you can modify your dive direction to play an instant save attempt.
    • Reaction Dive On Demand: R1 + Right Stick Flick || RB + Right Stick Flick

Visuals

  • New Dive Direction UI - a new Dive Direction UI that appears when there is potential for a shot.
  • Updated Positioning UI - updated the auto-positioning AR visual.
  • Camera - new 11v11 camera that brings you closer to the action with the ability to manually pan the camera.
    • Camera Pan: L1 + Left Stick direction || LB + Left Stick direction

Defending

We know how it can feel to time a tackle perfectly only for the ball to go right back to the opponent. 

So, when working on fundamentals, we spent a lot of time focusing on improving these issues during tackles, interceptions, and blocks. Our goal is to reward you for well-timed challenges or anticipating a pass, and now you’ll be more likely to win the ball cleanly and retain possession in those moments.

Tacklebacks, Bouncebacks, and Reboundbacks

  • Tackle Outcomes - improved logic when Stand or Slide tackling the ball to a teammate.
  • Shot Blocks - added a new deflection control system to make blocked shots put the ball away from danger.
  • Interceptions - added a new deflection control system to try to keep possession or move the ball to a teammate when making an interception.
  • Tackled Opponents - opponents will feel the effect of a tackle more severely when dispossessed of the ball by playing a realistic reaction after the tackle, thereby reducing the likelihood of them recovering the ball back right after getting successfully tackled.

A soccer simulation displays red and blue player models on a green field with strategic indicators and lines.

Defending

  • Tackle Spam - improved logic for spamming tackle, to make the delay after a missed tackle more consistent.
  • Tackle vs Block - when pressing Stand Tackle near the dribbler about to take a shot, the defender will be more likely to try to tackle rather than block.
  • Tackles From Behind - reduced the effectiveness of tackling from behind the dribbler.
  • Tackle Personality - added more player personality for stand tackles
    • Players with a low stand tackle attribute (below 71) can only perform basic stand tackle animations.
    • Players with a medium stand tackle attribute (71-84)  can perform most stand tackle animations.
    • Players with a high stand tackle attribute (85+) can perform all stand tackle animations.

Split image showing a soccer match. Left: blue and red players near a ball. Right: blue player controlling the ball, marked 'FC26'.

Passing and Shooting

Some of the strongest feedback we got on Passing and Shooting is that they can often feel sluggish, as well as that some shots or pass types are unbalanced. Our goal in FC 26 is to improve the options available to players and ensure that the shot or pass is as responsive as possible.

Passing

Pass Responsiveness

With our focus on core mechanics, we dedicated significant effort to ensuring passes, particularly first-time passes, are as responsive as possible.

  • Passing Angles - rebalanced animation restrictions to allow passing to cover a broader range of angles.
  • Faster Animations - enabled first-touch animations for passes when contextually appropriate, such as short distance passes.
  • Passes Behind - Increased animation coverage for 135° and 180° passes, also allowing backheel passes to play contextually in these scenarios.
    • First-time 135° and 180° through passes are now significantly less accurate to avoid Directed Run-related exploits.
  • Quick Passes - Optimized short-distance, low-power passes to prefer faster, more responsive animations with minimal wind-up.
  • Note that in Competitive Gameplay, first-time pass accuracy is reduced, despite being more responsive.

A top-down view of a digital soccer field with five red-uniformed players standing near the center circle. The interface displays player controls and status bars.

Improved Through Pass Targets

We’ve introduced the concept of Passing Lanes for semi-assisted through passes. Aiming at a specific passing lane (the gap between two opponents) ensures the best target selection for the intended receiver within that lane, respecting your aim and intention. 

Through passes will also now lead receivers more effectively.

Other Changes

  • Pass Receiver - improved pass receiver selection, especially for Ground and Through passes.
  • Crosses - adjusted Crosses to lead more in front of the target, along with increased accuracy when in easy contexts.
  • Ground Passes - regular Ground passes will now have a straighter trajectory with less contextual curve.
    • Teammates will now maintain their position to receive ground passes.
  • Lob Passes - Lob passes will have more driven trajectories when the path is unobstructed.
  • Goalkeeper Throws - improved throw targets from the goalkeeper.
  • Clearances - adjusted Clearance logic to make them more responsive.

Shooting

Shooting Responsiveness

To make shooting more fair and rewarding, we’ve enhanced responsiveness. Our goal for this is that when you ask your player to shoot, it happens quickly and as expected.

  • Close-range Shots - shots near the net will use more reactive animations with minimal wind-up.
  • Shooting Angles - rebalanced animation restrictions to enable shooting to cover a broader range of angles.

Low Driven Additions and Timed Finishing Removal

In FC 26, Low Driven shots will be performed by double-tapping the shot button. Low Driven is now a global* shot modifier instead of being contextual based on your shot power.

With the new button mapping, we had the opportunity to extend the Low-Driven mechanic across all shot types* by pressing the Shot button again after powering up your shot.

  • Low Driven Lace Shot
    • ⚪ (Hold to power up) + ⚪ || B (Hold to power up) + B
  • Low Driven Finesse
    • R1 + ⚪ (Hold to power up) + ⚪ || RB + B (Hold to power up) + B
  • Low Driven Trivela
    • L2 + ⚪ (Hold to power up) + ⚪ || LT + B (Hold to power up) + B
  • Low Driven Flair Shot
    • L2 + ⚪ (Hold to power up) + ⚪ || LT + B (Hold to power up) + B
  • Low Driven Power Shot
    • L1 + R1 + ⚪ (Hold to power up) + ⚪ || LB + RB + B (Hold to power up) + B
  • Low Driven Volley
    • In Air Shot - ⚪ (Hold to power up) + ⚪ || B (Hold to power up) + B
  • Low Driven Header
    • In Air Jump - ⚪ (Hold to power up) + ⚪ || B (Hold to power up) + B

* Except for Chip Shots.

Due to the changes to Low Driven, Timed Finishing has been removed.

  • In general, we felt Timed Finishing didn't add meaningful skill depth and proved difficult to balance. It disproportionately rewarded long-range shots and felt inconsistent in high-pressure moments.
  • Removing it allows us to balance shooting to produce more consistent outcomes. 
  • This change allows for more skill differentiation through Precision Shooting, where timing, aim, power control, and shot selection help build a more noticeable skill gap.

Image of a soccer game showing players in red and blue uniforms. A red player prepares a low driven volley near the goal. Text reads 'Low Driven Volley.'

Trivela Shots and Gamechanger PlayStyle

Trivela shots will now be connected to the new Gamechanger PlayStyle. A player without this PlayStyle will not be able to perform trivelas.

  • While visually impressive and powerful, Trivela Shots became overused by players across all positions, often leading to unrealistic and exploitable scoring patterns.
  • Our goal with this change is to balance the shooting mechanics of the game, especially in Competitive Gameplay.
  • GameChanger PlayStyle - Trivela Shots can only be performed by players with this PlayStyle or PlayStyle+
    • If a player doesn’t have the Gamechanger Playstyle or PlayStyle+, attempting a Trivela Shot will default to a lace shot instead.
    • See the PlayStyle Section for more details on the new Gamechanger PlayStyle.

Attacking and Defensive Positioning

You’ve been asking us to increase fluid attacking movement, while also having a logical defensive structure, for a more fun and dynamic match. 

Our goal in FC 26 is to make your teammates’s positioning more flexible, regardless of Role, allowing them to make more runs and provide you with more supporting options as you progress up the pitch.

Attacking Positioning

  • Player Support - reevaluated the positioning logic to provide better supporting options for the ball carrier, trying to always have someone available as a passing option.
  • Attacking Runs - made several changes to the attacking runs logic:
    • Increased the number of attacking runs by players, to lower reliance on triggered runs.
    • Attacking runs more consistently run into open space.
    • All players will be more likely to make the best attacking run options instead of strictly following what their player Role dictates.
      • Ex. a Winger can cut into the box if the opportunity arises, where before they would wait out wide.
      • Ex: a Wingback can move forward if there is open space in front of them.
  • Balanced Build Up - teams will have a more balanced approach, giving you run options as well as close-support options.
  • Offside Runs - improved attacker’s ability to stay onside, and the speed in which they come back when offside.

Defending Positioning [NG]

  • Player marking - adjusted positioning of defenders to now man mark opponents when close and inside the box.
  • Defensive Line Height - the defensive line will not automatically push up as far when trying to keep players offside.

Image of a soccer match showing a match between OM and PSG. Players in white and blue compete on a green field with a stadium crowd.

Physicality

Protecting the ball and keeping it is an essential part of football, and we agree that this is an area with lots of room for improvement. 

Our goal is to give you added consistency with the shield button, allowing you to protect the ball, be it when receiving a pass, when the opponent presses against you when controlling the ball, or when bumping a marker with your shoulder as you dribble to make a bit of space.

Shielding Improvements

In FC 26, Shielding has been fully reworked to provide you with more consistent options and extra authentic physicality across the pitch.

  • Shield Trapping - our objective was to give players a new tool when trapping the ball and wanting to stand their ground instead of immediately moving.
    • Improved positioning when receiving the ball and Shielding Hold L2 || Hold LT.
    • Increased Strength-based differentiation when Shield trapping.
    • Prioritized getting in the way of incoming opponents instead of getting the perfect touch on the ball.
    • Rebalanced and improved outcomes of several scenarios and timings when starting to Shield before and after receiving the ball.
    • New Shielding trap animations, to increase shielding coverage and effectiveness
  • Shield Dribbling - Dribble shielding has been fully reworked to make it more consistent and better at respecting your input.
    • Improved consistency of player positioning relative to the ball when Shielding.
    • Improved transition from Shielding to Sprint.
    • Re-tuned how long you can Shield depending on how much short-term fatigue you have.
    • New Shielding movement animations.

Two figures in red and blue on a soccer field demonstrate a shield trap technique. The red figure controls the ball with 'Shield Trap FC 26' text above.

Shield Entries

We added multiple new ways to perform one-off Shield actions while moving. These actions can be used to quickly and physically get in front of the opponent before going into a rapid burst of speed, or they can be a way to start shielding when out of position.

  • Dribbling Shoulder Challenges - new type of Shielding action that allows you to better protect the ball while dribbling.
  • Physics - improved physics effects for both the shielder and the shieldee, to accentuate the physicality of the action.
  • New Animations - multiple new animations added for Step-ins, Seal Outs, and Shield Turns.
  • Enforcer PlayStyle - new animations added for players with the new Enforcer PlayStyle and PlayStyle+.

Contested Box Outs

On top of all the improvements to physicality in FC 26, we are adding a new mechanic called Contested Box Outs

Stronger players are able to keep opponents away when fighting for an incoming air ball. This allows players to use Shield when in front of their opponent, triggering a strong physical action that provides more space to either trap the ball or set up for a header.

  • The effectiveness of the Box Out is based on the Strength difference between the two players.
  • It can only be triggered if your player is in a good position when waiting for the ball.
  • Following a Box Out, you can transition into any action to allow a fluid continuation of play.

A soccer player in red, receiving a ball, is closely pursued by a player in blue on a green soccer field.

Other Physics Changes

We’ve spent a lot of time ensuring that we’ve reduced physics-based frustrating scenarios that could sometimes occur.

  • Jumping over fallen players will now be much more reliable and effective.. 
  • Players getting stuck together when stumbling will be moved to the side to allow them to detach and continue play.
  • When trying to avoid other players, we have made them more slippery. This is so that player avoidance doesn’t cause players to get stuck on each other.

Controlling the Ball and First Touches

Similar to physicality and defending, first touches could have been frustrating in the past when they felt sluggish, non-urgent, or when they fell back to the opponent. 

Our goal with these improvements is to make players feel more agile and in control of the ball, especially when trapping it.

Controlling the Ball - Responsiveness

  • First Touch Responsiveness - significantly improved responsiveness of first touch ball control to seamlessly transition into dribbling right after contact with the ball.
  • Ball Control - refined players’ ability to control the ball after a pass or interception to maintain possession.
    • Factors influencing the difficulty of a first touch include ball speed relative to the player's speed, ball height, requested exit angle, opponent pressure, the part of the body used for the touch, the extent of stretching, and player attributes such as Ball Control, Interceptions, and Composure.
  • First Touch Precision - when receiving or intercepting a pass, holding L2 || LT will greatly improve the players ability to control the ball at the trade-off of player’s move speed.
    • Earlier timing of this input will result in increased control.
  • Flick Ups - improved flicking actions when receiving an aerial ball in all directions to be more consistent and predictable.
    • Consecutive Flick Ups will progressively become less effective to prevent exploits.
  • Loose and Contested Balls Player Urgency - new ability to increase players' urgency when attempting to reach a loose ball or contested ball by pressing Sprint R2 || RT.
    • Holding Sprint prompts immediate acceleration toward the contact point. Without the Sprint input, the response might be less immediate, highlighting the importance of your reaction time in critical moments.

Image of two soccer players in blue and red jerseys tackling for the ball on a green field. The word 'After' is displayed in white text.

Online and General Gameplay Responsiveness

Our goal is to make the game more consistent and to continue investigating community feedback related to online/offline responsiveness via the Gameplay Responsiveness initiative. 

For more information on our Responsiveness initiative, check out the  Pitch Notes below: https://www.ea.com/games/ea-sports-fc/fc-26/news/pitch-notes-fc26-gameplay-responsiveness-update 

The Deep Dive contains a lot of information, such as our investigation to better understand the player experience, our learnings, and some steps we are taking to improve. 

Here’s some more information on responsiveness changes in FC 26 that are related to the Fundamentals refresh:

Gameplay Animation Improvements

  • Animation transitions and branching have been re-evaluated and retuned across most areas of Gameplay to improve consistency and responsiveness.
  • Adjusted the following areas across all animations to make them more internally consistent: time to contact ball, ball trajectories better aligned with animation, pose fidelity, and animation exit speed.
  • Improved selection of animations to better match the player’s current speed and animation speed.
  • Relaxed the coverage required for animations, allowing them to start faster in many situations.

Fatigue Redesigned

When investigating responsiveness, one common piece of feedback was that players would sometimes not feel the same across the course of a match. For Competitive Gameplay purposes, we decided to redesign some elements of the Fatigue system. 

Our goal with this change is responsiveness; a player should always feel and play well when you are controlling them.

Note: the changes below only apply to Competitive tuning, though Clubs has a slightly different design.

  • Short-term and long-term fatigue only affects AI-controlled players
    • User-controlled players are NOT AFFECTED while being controlled.
    • CPU-controlled players in Competitive tuning are also not affected by fatigue. An example is when playing Squad Battles.
  • When controlling a player, the effect of fatigue on the Sprint Speed and Acceleration attributes is not in effect.
    • Meaning a user-controlled player acts as if they have full stamina when controlled.
  • For AI players, they will have a reduction in Sprint Speed and Acceleration when fatigued (proportional to the fatigue level).
  • Relentless and Relentless+ PlayStyles have been changed to increase how quickly your short-term fatigue recovers (more details in the PlayStyles section).
  • For Authentic Gameplay, fatigue works as before.
  • For Clubs, short-term fatigue works as before, however, long-term fatigue doesn’t accumulate for any player.
    • For example, when short-term stamina depletes, the player is slower when running until the fatigue bar recovers.
  • Note: this design is subject to change.

Inputs, Indicators, and Overlays

Soccer scene showing a kickoff between two teams, one in white and one in dark jerseys. Players are positioned around the center circle.

Competitive and Authentic Gameplay

Let’s dive into one of the most significant changes we’ve ever done to gameplay - splitting it into two separate experiences based on how and where you play the game.

Online modes like Football Ultimate Team and Clubs will have their own gameplay type called Competitive Gameplay, while offline modes like Manager Career and Player Career will use Authentic Gameplay as default.

This change is a direct result of your feedback, from the comments, posts, and threads, to the hours of conversations we’ve had with the community about how our game could improve.

And yes, this means that we can tweak, tune, and change the gameplay for each type without affecting the other. If we add a more realistic feature like slower skill moves, we can make sure they only happen in Authentic, while something like removing the fatigue from user-controlled players can be tailored to Football Ultimate Team.

We know that Online and Offline players have different priorities, and we want to showcase that by creating two enjoyable, separate ways to play FC 26.

Competitive Gameplay

Made for FUT and Clubs

Competitive Gameplay is mandatory/locked in FUT, Clubs, Online Seasons, and Online Friendlies. It is optional in Kick-Off and Career Mode.

Our goal with Competitive Gameplay is to create a more skill-driven competitive experience by reducing the impact of randomness and assistance. This is an experience tailored for those who enjoy fast-paced, responsive gameplay.

The changes to Competitive Gameplay aim to deliver on the three “competitive community” priorities: Responsiveness, Consistency, and Control. 

Here are the main differences in Competitive Gameplay:

  • All GK deflections try to get away from danger, reducing rebound goals
  • Reduced tackles/blocks/interceptions bouncing back to your opponent
  • Less AI defending, resulting in looser defensive lines
  • Fewer auto tackles and auto blocks
  • Redesigned Fatigue feature
  • More responsive and smoother transitions in and out of specific animations
  • Increased passing speed and responsiveness
  • Tighter control and more speed while dribbling, and skill moves are faster
  • Increased variability on crosses, to favour player skill over repetitive wide play
  • Increased heading error relative to Authentic
  • Increase variability in Corner Kicks outcomes, with fewer attacking players involved by default
  • Less authentic visuals when avoiding a ball, to resolve these situations more effectively
  • Players get up quickly after being tackled to the ground
  • Players show no reaction animations when hit by a fast incoming ball

Note that while some of the effects above were mentioned in the Fundamentals section, they were increased/tuned up for Competitive gameplay.

UT Competitive Camera [NG]

We also created a new UT Competitive Camera that is exclusive to the Ultimate Team Stadiums.

  • This camera provides a way to see more of the pitch, while still showing off the stadium and its atmosphere.
  • This camera is on a rail, ensuring more predictable pad angle behavior to aid Competitive Gameplay.

A soccer match with players in red and blue kits near the goal. The goalkeeper is in yellow, and fans wave red flags in a packed stadium.

Authentic Gameplay

Bringing Realism and Choice to EA SPORTS FC

Authentic Gameplay is the default for Manager and Player Career Mode and optional in Kick Off. You’ll still be able to toggle between both presets in Kick Off and Career to tailor your gameplay experience. Authentic gameplay is not playable in Ultimate Team or Clubs.

Our goal with Authentic Gameplay is to create a true-to-football experience with a heavy emphasis on realism, strategy, and immersion. This is an experience tailored for those who enjoy methodical and less predictable gameplay.

What allows us to achieve the above is not just the Competitive mechanic toggle, but also the Authentic Gameplay Sliders. We have carefully tuned them to accomplish that true-to-football experience with a heavy focus on realism and immersion. Weather Effects are also turned on by default.

The changes to Authentic Gameplay aim to deliver on three authentic community priorities: Immersion, Realism, and Less Predictability. 

The main differences in Authentic Gameplay are:

  • Authentic Sliders
  • Weather Effects, including Wind, Rain, and Snow
  • Lower speeds for dribbling and skill moves
  • More physics-based GK rebounds, blocks, and bounces 
  • More realistic tackle accuracy
  • Greater AI defending enabled, with tighter defensive lines and defenders reacting realistically when a ball is nearby
  • More realistic and tighter positioning in midfield
  • More realistic header passing and shooting accuracy 
  • Corner kicks and Crossing tuned to match real-world success rates
  • Players avoiding a ball might occasionally be hit by it instead
  • More realistic animation transitions
  • Human-like reactions and get up animations

Authenticity Features Toggle

This setting activates a set of features that are specifically designed to support the Authentic gameplay type, such as the increased influence of physics in ball movement, or the increased assistance with AI defending.

This toggle is locked when in Authentic Gameplay, but can be turned on/off when customizing your gameplay type. It cannot be turned on in Competitive.

Game settings menu displaying 'Authenticity Features' with options for gameplay style, weather effects, and player speed.

New Sliders

Additionally, we heard our Career Mode Community and have introduced 5 new sliders to further enhance the authenticity of gameplay. Here’s the breakdown:

  • Header Shot Error - Increases/reduces the amount of error applied to a user/CPU team’s headed shots.
  • Header Pass Error - Increases/reduces the amount of error applied to a user/CPU team’s headed passes.
  • Intercept Error -  Increases/reduces the amount of error applied to a user/CPU team’s ability to control the ball when intercepting passes.
  • Ball Deflection Error -  Increases/reduces the impact of physics on a user/CPU team’s ball deflection. The higher the number, the more the outcome will be driven by physics interactions.
  • Tackle Assistance - Increases/reduces the user/CPU team’s tackling assistance. The higher the number, the more forgiving the tackles will be. 
  • Note: Error refers to an action not being performed as perfectly as possible.

Game settings screen showing shot and pass error sliders for user and CPU, each set at 50. Header shot error for user is highlighted.

Game settings menu showing "Ball Control" options with sliders. Highlighted is "Intercept Error - CPU" set at 50; description explains its impact.

Team’s Playing Styles improvements

We’ve made improvements to the playing styles of CPU Teams to make them more unique, and to stand out in both attack and defence.

  • Attack
    • CPU opponents will now make smarter and more varied decisions when it comes to passing, crossing, dribbling, and other gameplay areas.
    • For example, some teams prefer to cross into the box more often, while others utilize slow buildup or fast tiki-taka attacking plays.
  • Defence
    • The CPU will know better when and how to defend, press the player, stay back, or use double contain.
    • For example, specific teams will try to overwhelm you by pressing with multiple players at once, while others will just sit back and then press you aggressively when you get close.

Feedback-Inspired Features

Accessibility

Making EA SPORTS FC 26 More Accessible for Everyone

We know accessibility matters to our community and we’ve worked closely with our Accessibility Design Council to introduce a range of new accessibility features in EA SPORTS FC 26, and are one of the first-ever sports titles to include a High-Contrast Mode.

Game accessibility settings screen showing a menu for color blindness and high contrast mode. Options include sliders for intensity, brightness, and contrast.

Why Accessibility Matters in Sports Games

We’ve listened to feedback from our community and with FC 26, we’re taking meaningful steps to set a new standard for accessibility in sports gaming.

Introducing High-Contrast Mode

High-Contrast Mode increases the visual separation between footballers, the pitch, and other key gameplay elements, making action clearer and more visible to those who need it.

This can be especially helpful for low-vision and blind players or those who find it challenging to track fast-paced gameplay.

We recognize that not everyone’s needs are the same, so we’ve added the ability to customize colours separately for home and away players, home and away goalkeepers, referees, and the ball. You can also choose whether you want High Contrast Mode to apply to a player’s whole body or just their kit.

  • Pitch Saturation Slider
    • As part of high-contrast mode, this tool allows you to adjust the intensity of the pitch colors, helping you focus on the most important parts of the game. 
    • By increasing or decreasing the saturation, you can find a visual setting that works best for you. This feature is designed to reduce visual clutter and make gameplay more comfortable for everyone.

This feature is designed to help players who need assistance in distinguishing between different elements on the screen. HCM will also be available during head-to-head play, making FC 26 one of the first competitive games to support HCM in PvP.

A soccer match between Liverpool and Chelsea. Players in pink and turquoise kits, midfield action, controller icon in top right.

Player and Stadium Shadows Toggle

  • We’ve heard from many players that shadows on the pitch can make it difficult to see the characters and follow the ball. 
  • To address this, FC 26 includes toggles for both player and stadium shadows. 
  • This small change can make a big difference in visibility and overall enjoyment, especially in matches where lighting conditions vary.

More Accessibility Options

  • Accessibility Boot Flow Screen - When you launch the game for the first time, you’ll be guided through the available accessibility options, making it easy to set up the game in a way that suits your needs right from the start. 
  • Improved Subtitles - New ability to customize the subtitles in different ways.
    • Text Size: 5 different size options (Extra Large, Large, Default, Small, Extra Small)
    • Text Colour: 5 different colour options (Cyan, Yellow, White, Lavender, Orange)
    • Drop Shadows Toggle
    • Background Toggle

Simplified Skill Moves

Executing a successful Skill Move is one of the most enjoyable aspects of playing FC. Still, we recognize that requiring a complex series of inputs makes Skill Moves inaccessible to some fans. With Simplified Skill Moves, you can now access a contextually appropriate Skill Move with a simple flick of the right stick in any cardinal direction. More info can be found in the Skill Moves section.

We are committed to making sure that everyone can enjoy the excitement of FC regardless of their individual needs or preferences. These updates are just the beginning, and we’ll continue to listen to your feedback as we work together to improve accessibility.

PlayStyles

We’ve heard from our players that the PlayStyles available in FC 25 were not balanced, so this year we’ve acted on that feedback, rebalancing some existing PlayStyles in order to make them more equal with the rest.

Player Attributes Vs PlayStyles

PlayStyles bring player personality and unique abilities to life, but we heard the feedback loud and clear: the gap between top-tier attributes and PlayStyle effects was too wide. In many cases, high-rated players without PlayStyles were underperforming on core mechanics.

Our goal is to make high-rated players play akin to their real-life ability, making attributes more impactful and PlayStyles feel like an addition, not a requirement.

  • Attributes - rebalanced attribute system to make players with higher base attributes execute standard gameplay mechanics more reliably, even without the relevant PlayStyle.
  • PlayStyles - rebalanced PlayStyles to still offer unique and situational boosts, while keeping base mechanics like first-time passes, jockey, or ball control more consistent for high-attributes players, PlayStyle or not.

New PlayStyles

Alongside the rebalancing of PlayStyles, we’ve added, consolidated, and reworked several of them to better reflect your needs. We reduced overlaps and streamlined how PlayStyles work, making each one feel more focused, impactful, and unique.

  • New PS/PS+: Enforcer, Aerial Fortress, Precision Header, Gamechanger, and Inventive.
  • Removed PlayStyles - we have removed the following PlayStyles and reworked their mechanics to the new ones above.
  • Power Header
  • Aerial
  • Trivela
  • Flair

Aerial Fortress

A golden shield logo displays a black soccer ball with wings, symbolizing speed and agility, on a black background.

Who has it?

A defensive player who dominates aerial battles only in defensive scenarios. This reconfigures the former Aerial PlayStyle to give it a more defensive focus.

Gameplay effects:

  • PlayStyle
    • Performs higher jumps and has physical defensive presence before and during aerial duels
  • PlayStyle+
    • Performs even higher jumps and has greatly improved physical defensive presence before and during aerial duels.

Precision Header

A stylized black figure runs from a speeding soccer ball on a yellow diamond background.

Who has it?

An offensive player who specializes in controlled, accurate headers, rather than just raw power towards the goal. Refined from the former Power Header PlayStyle, with more focus on aerial battles and heading accuracy.

Gameplay effects:

  • PlayStyle
    • Performs headers with increased accuracy and power.
  • PlayStyle+
    • Performs headers with greatly increased accuracy and power.

Inventive

A gold shield icon displays a black shoe print, arrow, and sparkles on a dark background.

Who has it?

A player specializing in creative passing, combining and refining the former Flair and Trivela PlayStyles.

Gameplay effects:

  • PlayStyle
    • Fancy and Trivela passes are performed with improved accuracy.
  • PlayStyle+
    • Fancy and Trivela passes are performed with greatly improved accuracy.

Game Changer

A golden shield icon features a black soccer ball and arrow, surrounded by sparkles on a dark background.

Who has it?

A player who is known for extraordinary and unconventional finishes, combining and refining from the former Flair and Trivela PlayStyles.

Gameplay effects:

  • PlayStyle
    • Fancy and Trivela shots are performed with improved accuracy.
  • PlayStyle+
    • Fancy and Trivela shots are performed with greatly improved accuracy.

Enforcer

Golden shield with a soccer ball inside, set against a black background.

Who has it?

A physical attacker who takes control through shielding and when initiating contact while dribbling. 

Gameplay effects

  • PlayStyle
    • Performs dribble Shoulder Challenges and Shielding with increased effectiveness.
  • PlayStyle+
    • Performs dribble Shoulder Challenges and Shielding with increased effectiveness.

A player in red dribbles the ball, closely challenged by a player in blue. The text 'Enforcer PS+' is in the corner.

Relentless Playstyle with new Fatigue changes

With the changes made to the Fatigue System, the Relentless PlayStyle and PlayStyle+ were adjusted as follows: 

  • Relentless and Relentless+ will now also contribute to increasing the speed of short-term stamina regeneration.

FC IQ 

Our changes to FC IQ in FC 26 are focused on improving areas of the system based on community feedback, covering gaps in positions/Roles, and adding a couple of new elements that better match real football.

The new Player Roles in FC 26 - Ball-Playing Keeper, Wide Back, Inverted Wingback, and Box Crasher - serve as an opportunity to further customize your tactical approach and push beyond a regular formation. 

You also requested more control over set pieces, and we’re delivering eight more set piece assignments that can further customize your routines (more details below)

Another big piece of feedback we received is that players want more flexibility from the FC IQ system, including in the Roles and general Positioning. We’ve made multiple changes to address this concern.

More Flexible Roles

  • Attacking Positioning - Players are less constrained by their Roles. If the opportunity presents itself, they can go beyond it or contribute to the play in more ways.
  • New Versatile Focus to make specific Roles less rigid.
  • Added more Focuses to existing Roles based on feedback.
  • Significantly improved usage of regular Roles and Roles+, to bring them closer to Roles++.
  • Drastically reduced the negative impact of being Out of Position.
  • At launch, players will have more positions and Roles+/++ available.
  • Players can go beyond the 4th position in FC 26.
  • There will be more players with Role++ throughout FC 26’s cycle.

Video game screen showing tactical setup. Highlighted is "Foden" as a versatile right winger. Includes stats, role description, and option to save changes.

New Player Roles and Focuses

  • 4 new Roles
    • Wide Back - A central defender who opens wide to cover for the fullbacks. Ideally part of a back-three, the Wide-Back can occupy the Fullback position if they are not present in the formation or they go up for the attack.
      • Focuses: Defend, Aggressive, Support
    • Inverted Wingback - A modern attacking fullback that gets forward and adopts a central position high up the pitch when their team has the ball. Depending on the Focus, can play as a Playmaker or a Shadow Striker.
      • Focuses: Build-Up, Attack
    • Box Crasher - A defensive midfielder who can get forward to join the attack, making trailing runs into the box if the opportunity arises. Is slow to return to their defensive duties.
      • Focus: Balanced
      • The Box Crasher is not focused on Defence like other CDM Roles, so they don’t consider defensive actions a priority.
    • Ball-Playing Keeper - A modern ball-playing goalkeeper who supports build-up play as a passing option and stays on their line when their team is in defense. 
      • Focus: Build-Up
  • New Focus - Versatile
    • Replaces “Complete”
    • Used to allow the player to be more flexible and less restrictive in the specific Role. Can essentially perform whichever focus is more appropriate at the moment.
    • Added to Fullback, Classic 10, Winger, Poacher, Advanced Forward
  • 10 new Focuses for existing Roles
    • Fullback - Versatile; Classic 10 - Versatile; Winger - Versatile (RW/LW-only); Poacher - Versatile.
      • This focus allows these Roles to be less rigid.
    • Wide Mid - Build-Up and Support - Reworked below.
    • Box-to-Box - Ball Winning - Focus on recovering the ball between the two boxes and providing central support to attack and defence.
    • Half-Winger - Support (CM-only) - Focus on supporting the play. Position themselves between the wing and center of pitch.
    • Half-Winger - Roaming (CAM-only) - Will freely alternate the side on which they are attacking, even during a play.
    • False 9 - Attack - Makes runs into the box from deep, following the ball closely. Less worried about supporting the defence.
  • Reworked Wide Mid and Sweeper Keeper
    • Wide Mid are now more defensively oriented and ideal for 3-back formations.
      • The Defend Focus tracks back like a Wingback protecting the DM line.
      • The Support Focus supports possession and defense when needed.
      • The Build-Up Focus can move a little forward to support play, but also comes back on defence.
    • Sweeper Keeper Role is focused on rushing and coming out to recover balls during defence. This Role will not come out to support play as much.
  • Replaced a few existing Roles
    • Advanced Forward - Complete is now Advanced Forward - Versatile.
    • Wide Mid - Balanced is now Wide Mid - Support.
    • Attacking Wingback - Balanced is now Attacking Wingback - Support.
  • Tweaked Wide Mids and Fullbacks attacking Roles’ positions to avoid congestion in the wings.
  • Tuned multiple existing Roles based on feedback. 
    • Example 1: Tweaked all Roles’ positions to allow for more space in play.
    • Example 2: Stoppers and Centre-Backs who step up will attempt to do so more safely and effectively.

Tactics screen from a football video game. Andrew Robertson is set as an "Inverted Wingback" with a focus on build-up play. Options to save changes.

Soccer tactics screen displaying "Box Crasher" role for Alexis Mac Allister. Visual includes player positions, stats, and attributes like attacking proficiency.

New Set Piece Assignments

  • 2 new Attacking Corner Kick assignments
    • Top of Box
    • Defensive Cover
    • 5 total (Near Post, Back Post, Target Player, Top of Box, Defensive Cover)
  • 4 separate Defensive Corner Kick assignments
    • Threat Marker
    • Post Watcher
    • Near Post
    • Back Post
  • Left Throw-in Taker
  • Right Throw-in Taker

Team management screen. Left panel lists set-piece assignments, right panel shows player positions on a field.

Screen showing team management. Assignments are listed on the left, with player positions and names on a field diagram on the right.

Quality of Life Improvements

  • We focused on improvements to the existing UI and systems. Some of the main highlights include:
    • Out-of-Position Indicator and With/Without Ball View in Squad
    • Shortcut in Squad to take you directly to your Active Tactic
    • Spider-chart Tactical Breakdown to help understand your tactic’s strong/weak points at a glance
      • 6 stats: Attack, Defence, Build-Up, Width, Length, and Endurance
  • Changes to the Tactics Code:
    • Line Height gets saved to the Tactics Code
    • FC 25 tactics codes are compatible with FC 26 and will be converted to the FC26 format when applied
  • Ability to save and load Tactics Codes to your “profile”
    • Works in/between Ultimate Team, Career Mode, Kick-Off, Seasons, Friendlies.
    • Can have up to 10 different Codes saved - can delete Codes to make space for new ones.
    • To Save: On My Tactics screen, press ⬜ || X to manage your tactic and select “Save Code”. If the list is full, choose a code to overwrite.
    • To Load: On My Tactics screen, navigate to “Use Code” panel and press Right-Stick to select “Load Saved Code”. Then select your code from the list.
  • Tactical Suggestions will work with your existing formation and give you a version of that Tactic that maintains your current formation and suits your players. 
    • Your formation will never change when accepting a Tactical Suggestion.

An interface displaying Liverpool's 4-2-3-1 formation. Player tactics are detailed with emphasis on short passing and strong defense.

Interface for importing tactics using a code within a game. Central text reads "Use Code." Buttons at the bottom include "Enter Code" and "Load Saved Code."

A game menu screen titled "Saved Codes" lists four tactics. Highlighted is "LIV 3back" with a formation of "3-5-2" and code "$RA3PV4t3vjn."

Rush

For Rush, we wanted to allow players to play as the Goalkeeper, add a few quality of life improvements based on your feedback, and enhance certain areas like Visuals and UI.

Rush Improvements

Soccer match at night in a packed stadium. A goalkeeper in green is ready as opponents approach. Scoreboard shows CLB leading 1-0.

  • Be a Goalkeeper - players can now control the Goalkeeper in Clubs Rush, adding a new dimension to Rush gameplay. 
  • Quick Chat - four diverse Quick Chat categories, each featuring four messages for a deeper social experience.
  • Paused Users - when a player pauses the game, teammates can see a Pause icon above them. If that player has the ball, teammates can request a pass, prompting the AI to deliver it.
  • Career Mode Rush - players can now make substitutions during Youth Tournament matches, allowing them to develop and evolve more youth players per game.

Enhanced Visuals, UI, and Audio

  • Dynamic Camera Focus - the camera will dynamically keep both the player and the ball in view.
  • New Commentator - Derek Rae is now an option for players to select in Rush.
  • Post-match Accolades - refreshed post-match screen highlighting each player and achievements.
  • Presentation Elements - reworked wipe transitions to be smaller and less obtrusive, and cameras will now zoom in on the goal scorer during celebrations.

Skill Moves 

We’ve added new skill moves to give you more ways to express yourself on the pitch. 

Explosive Stepover - from Stand and Jog (3-5 Star)

  • Hold L1 + Rotate RS Forward to Left / Right (+ LS direction to exit)
    • Hold LB + Rotate RS Fwd to Left / Right (+ LS direction to exit)

Advanced Heel Flick - from Jog (4-5 Star)

  • Flick RS Forward, Back + LS diagonal left or right or forward 45/315/0

Drag To Chop - from Stand (4-5 Star)

  • Hold L2 + Roll RS Left, Back, Right / Right, Back, Left
    • Hold LT + Roll RS Left, Back, Right / Right, Back, Left

Elastico Variation - from Jog(5 Star)

  • Hold L2 + Rotate RS Right, Back, Left / Rotate RS Left, Back, Right
    • Hold LT + Rotate RS Right, Back, Left / Rotate RS Left, Back, Right

New Trickster Rainbow - from Stand and Jog (1-5 Star)

  • Flick RS Back, Forward

A red figure performs a stepover move with a soccer ball on a green field, pursued by a blue figure, conveying action and intensity. Text reads 'Explosive Stepover.'

Other Skill Move Changes

  • Adjusted Lane Change (la croqueta) to be faster and not push the ball forward at the end of the animation.
  • Adjusted jog variation of Drag Back to be 10% more effective.
  • Closer ball control when doing a Skill Move while sprinting.
  • Reduced skill move error across all skill moves.
  • Adjusted Fake Shot to Stops to transition to dribble faster.
  • Enabled goalkeepers to do more skill moves such as Ball Rolls, Body Feints, and Roulette.
  • Fixed unresponsive skill moves and increased responsiveness in some instances to be more consistent.
  • Reduced the speed boost effect during Step-Overs.

Simplified Skill Moves

We briefly mention the Simplified Skill Moves in the Accessibility section, and here are more details on which Skill Move will trigger depending on your input and Skill Move Star Rating.

  • The setting is inside the Accessibility menu.
  • To activate it in-game, press RS in any of the 4 main directions.
    • The Skill Move performed changes depending on Star Rating.
    • A higher star rating equals more accuracy and faster animation speed.
    • 1 - 2 stars
      • Right Stick Forward - Low Skill Roulette
      • Right Stick Left / Right - Ball Roll
      • Right Stick Back - Feint Forward and Turn
    • 3 - 4 stars
      • Right Stick Forward - Roulette
      • Right Stick Left / Right - Stop and Turn
      • Right Stick Back - Feint Forward and Exit
    • 5 stars
      • Right Stick Forward - 3 Touch Roulette
      • Right Stick Left / Right - Drag Turn
      • Right Stick Back - Flair Nutmeg 180
  • For balancing, Simplified Skill Moves take longer to perform than their conventional counterparts, are harder to chain (max 3 in a row), and are slightly more error prone.

Player Name Bar

The new customizable player UI lets you tailor your on-screen experience. You can adjust the information displayed, choose your preferred layout, and highlight the info that matters most to you. 

This flexibility is intended to ensure that you have the tools you need to stay focused and informed during every match.

Player stats display for James and Griezmann, featuring Chelsea and Atlético Madrid logos. Includes ratings with green stars and soccer shoe icons.

Player Name Bar (or Name Information Bar/NIB):

In addition to the existing information in the Player Name Bar, we added a few new elements to the bar and a new setting called Player Name Bar, enabling you to customize it.

  • You can individually toggle on/off PlayStyles+ Icons, Footedness Icons, or Skill Moves Rating.
    • All are set as on by default, but they can be disabled via settings.
  • Here is what each setting does:
    • PlayStyles+: shows which PlayStyles+ the currently controlled player has available.
      • When these are activated in the moment, they will flash/glow to indicate their use.
    • Skill Moves Rating: shows the currently controlled player’s Skill Move Rating.
    • Footedness: shows whether the player is left or right footed, and how good they are with their weak foot. 
      • The strong foot is highlighted with a double border (black and white).
      • The weak foot is on a five point scale, with the boot filling up from the heel. The more filled in, the stronger the weak foot.

Within UT, the team badge is replaced by the UT Player Item, and in modes such as Clubs, you'll see the Player Archetype. In play-as-a-player modes (Clubs and Player Career), the player's match rating will also show next to the Player Name Bar.

A soccer match between RMA and LIV. Player in white dribbles the ball on a green field, surrounded by opponents in red. Score is 0-0.

Across the Pitch

Match Performance Ratings

Ratings during a match have been changed to be related to the player’s active Role and the actions that matter the most to that Role. Now, even if two players are in the same position, they might be evaluated differently depending on whether they’re a Playmaker or a Box-to-Box.

The ratings are also split into groups, which are:

  • Goalkeeping, Defending, Dribbling, Shooting, Passing, and a unique group that includes stats such as Goals scored or conceded by the team, red cards, and even individual Goals or Assists. These all impact players equally.
  • The importance of Positioning stats in Match Ratings have been dramatically lowered across the board and it has been nullified for Clubs and locked to player matches.
  • In the Performance screens during a match, you can find a breakdown of these ratings and how much they contribute to the total rating.

For more information on the changes to Match Ratings, check out the FC 26 Clubs Pitch Notes coming soon.

Image of Manchester City's player performance. Ederson is highlighted with a 7.2 rating. Stats show three saves, no goals conceded, and a 100% save success rate.

Player performance screen showing scores for Manchester City players. Phil Foden leads with a rating of 9.7, scoring one goal and one assist. Shot details include 3 attempts with 1 on target.

Player performance screen for Manchester City in a football game. It shows player stats with Rodri highlighted, rating 6.9. Defending stats on right.

Note: ratings and weights depicted above are subject to tuning.

CPU AI

Here’s some more info about CPU-related changes to Authentic Gameplay:

  • Call for Pass Improvements - will be more intelligent when considering pass requests and will prefer a better option when multiple requests come in at the same time.
    • This change is important for Rush and Clubs, since it means a CPU Goalkeeper will choose better pass options when players spam the pass request.
  • Powering Up - the CPU now powers up shots and passes the same way human players do, allowing for a more authentic experience in certain plays and contexts.

Set Pieces

Alongside the new Role Assignments, Set Pieces have received some quality of life improvements, such as:

  • Corner Kicks - adjusted the positioning and run locations of attacking players to be less congested and reduced counter attacks.
  • Free Kicks - adjusted Free Kick trajectories after the removal of Timed Finishing.
  • Throw-Ins - you are able to manually request your selected throw-in taker with R1 || RB.
  • Practice Arena - added the ability to change kick-taker for set pieces on the fly.
    • Added the ability to take corners in Practice Arena.

Rules Changes

Lastly, our Rules system has received some further improvements to ensure fairness across the pitch, with the following changes:

  • Breakaway Fouls - improved our breakaway logic to better detect fouls involving the last player back.
  • Offside Calls - remade the offside logic to improve the accuracy of calls.

Thanks to Abdoulaye, Bogdan, Breno, Chadi, Danillo, Goran, Kantcho, Laszlo, Luke, Paul, Rory, Santiago, Shelden, and the FC Gameplay Team for helping with this Pitch Notes.

Thank you for taking the time to read these pitch notes. We appreciate your passion for EA SPORTS FC and look forward to seeing how you make the most of these new features and improvements.

If you have any feedback, be sure to share in our official EA SPORTS FC Feedback Hub: ea.com/fcfeedback.

-The EA SPORTS FC Gameplay Team

Pre-order EA SPORTS FC™ 26 now for PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, and Nintendo Switch 2.

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