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eFootball Explained

Home › Playing styles › Box-to-Box

Box-to-Box

MidfieldStill being reviewed
In one sentence
Gives him a longer area to roam up and down the pitch, and a few other changes to where the computer places him. No stat, stamina or tiredness effect.

Who does this affect?

Only while the computer moves him (a computer-run team-mate or an opponent). These are rules for where the computer places him; while you control him, your own inputs decide where he goes. Found on: Compatible positions in the code: DMF, CMF, LMF, RMF. On cards: mostly CMF (1,452 of 1,827 in the mobile card data), then DMF (250), RMF (74), LMF (51).

How it works

Box-to-Box is one of two styles (with Anchor Man) that the game files as both an attacking and a defensive style. Its clearest effect: while the ball is in play, the area the computer lets him move in is stretched 5 m further towards each goal (10 m longer in total). At DMF and in central midfield a few other area limits are set differently for him. Nothing in the stamina, tiredness or stat code reads this style. The style is also one of the conditions in three of the computer's choices of which midfielder takes on an attacking job (together with Hole Player); what those jobs look like on the pitch was not traced, so no claim is made about them.

When it applies

Without it

A midfielder without the style gets the normal area for his position (4 m either side of his spot along the pitch in the usual case), and a wide midfielder is not treated like a central one by the rules below.

Common questions

Does Box-to-Box give extra stamina or slower tiredness?
Short answerNo
Neither the stamina drain nor the tiredness code reads this style; the only style read in the tiredness code is The Destroyer's.
Does he cover more ground up and down the pitch?
Short answerPartly
His area is 10 m longer while the ball is in play, so the computer allows him further up and further back; at DMF a cap of 13 m limits that again. How much more he actually runs was not measured.
Does the style raise any stat?
Short answerNo
None of the style's checks changes a stat value.
Is he both an attacking and a defensive player in the code?
Short answerYes
The style sets one attacking and one defensive marker; the defensive one is read in one defensive check whose effect on the pitch was not traced.

The maths

ConditionEvery effect needs him in a DMF, CMF, LMF or RMF position. Elsewhere the style does nothing.
StepArea length: the computer first sets how far his area reaches up and down the pitch from his spot. Normally 4 m each way (6 m or more in some position roles). Box-to-Box adds 5 m each way while the ball is in play.
DetailThe extra 5 m is not added in one team-shape case that the code tracks for his position (not identified), and a separate job assignment can override the length to 2.5 m for any player.
LimitWhile the ball is out of play every player's half-length is capped at 6 m, so the extra mostly disappears at set pieces and restarts.
LimitAt DMF only: when his area would reach beyond a forward limit, it is cut back to that limit and its length capped at 13 m for Box-to-Box, 15 m for other DMFs and 12 m for Anchor Man (in the team's normal state; in another state the cap is 15–20 m for everyone).
StepAt DMF or CMF: a rule pushes the back of a central midfielder's area ahead of a reference line. For most players by 5–8 m (and 10 m more in one case); for Box-to-Box, Anchor Man and Orchestrator only by 5 m.
DetailSideways: in one rule his area is kept within 15 m either side of a reference point of the team shape.
DetailAt LMF or RMF he is treated like a DMF/CMF by one rule that limits how long his area can be (25–30 m).
DetailThe style also appears in a list of two-player style pairings (Box-to-Box at CMF with a Goal Poacher at CF) checked by a routine that keeps counts; it was not shown to move any player.
DetailThe style is also one of the conditions in three of the computer's choices of which midfielder takes on an attacking job (together with Hole Player); what those jobs look like on the pitch was not traced, so no claim is made about them.
DetailNot used by this style: Stamina: the style is not read by the stamina or tiredness code.; No stat is raised or lowered by the style.; Offensive Awareness, Defensive Awareness and Speed are not read by any of the style's checks (they still matter for every player as usual).

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