AttackStill being reviewed
In one sentence
The CPU marks one forward per team by an aerial score and he gets +30 in it; while his team has the ball he stands 5 m higher, up to the offside line.
Who does this affect?
Only players the CPU is moving: your AI teammates and the opponent's players. The style changes where the CPU puts him and what the CPU decides for him; while you steer him yourself, your input decides. Found on: Compatible: CF only. In the mobile card data: 448 cards, all CF.
How it works
At every update each CPU team marks one forward with an aerial score: height in cm + Jump + Heading, +30 for a Target Man. A CF is always preferred: second strikers lose 1,000 points, wingers 2,000, attacking midfielders 3,000, and other positions are not considered. While his team has the ball (open play) his spot is 5 m further forward but never past the offside line, and he follows the team's sideways shift fully instead of at most 60 % like other strikers. One CPU on-the-ball option score also gets +20. Limit: these CPU decisions give players numbered roles that have no names in the code. Turning each role into a named move (for example a run in behind) needs the whole CPU role system mapped, which this audit could not complete, and live measurement was not possible (no device connection). They are therefore described only by what the code checks.
When it applies
- Aerial mark: score = Height (cm) + Jump + Heading (+30 Target Man). Considered positions: CF (no penalty), SS (-1,000), LWF/RWF (-2,000), AMF (-3,000); others are left out. The highest score is marked. The whole pick is skipped under one team setting the code checks (not identified).
- In possession, open play: spot 5 m further forward, capped at the offside line.
- In possession: he follows 100 % of the team block's sideways shift (other CF/SS at most 60 %, Fox in the Box 30 %).
- One CPU on-the-ball option score: +20 (ignores his slot).
- Only in a CF slot for the positioning and the +30.
Without it
A CF without the style can still be marked, but only on Height + Jump + Heading, so he needs a 30-point better total to beat a Target Man. He stands 5 m deeper and follows at most 60 % of the sideways shift.
Which stats it reads
Height, Jump, Heading compared with opponentAdded together (cm + points) and compared with the other forwards in his own team; the style adds 30. Example: 185 cm, Jump 75, Heading 80 = 340, or 370 as a Target Man.
Physical Contact sets how strongAdds 0 to 60 points to one CPU on-the-ball option score: nothing at 60 or below, the full 60 at 80 and above. The style adds 20 on top; the score is kept between 20 and 100.
Offensive Awareness sets how strongAdds 0 to 20 points to the same score: nothing at 60 or below, the full 20 at 90 and above.
Common questions
Does Target Man make him win more headers?
Short answerNo
No heading, jump or duel code reads the style. It adds 30 to the team's aerial mark and moves his spot.
Does a Target Man need to be tall?
Short answerPartly
Height counts one point per cm in the aerial mark, but the +30 already equals 30 cm of height, so a Target Man is usually marked over a taller CF without the style.
Does the style help when I control the player myself?
Short answerNo
Every place in the code that reads this style is CPU positioning or a CPU decision. Your own dribbles, passes, shots and runs never look at it.
Does the style still work if I play him out of position?
Short answerPartly
No for the positioning parts: they check his formation slot every time and do nothing outside a CF slot. The +20 option score ignores the slot.
The maths
ConditionWorks only while he is deployed in a CF slot. The game checks the slot every time against a fixed list; in any other slot these parts do nothing.
Step+30 in the aerial mark.
Step+5 m forward in possession (open play), capped at the offside line.
DetailFollows 100 % of the team's sideways shift.
DetailLimit: this score belongs to one of the options the CPU weighs when it has the ball at his feet; the option class has no name in the code and its follow-up action could not be identified, and live measurement was not possible, so the card does not name the move (for example holding the ball up).
DetailLimit: the aerial mark is read by 14 places in CPU positioning and passing code; what each does with it is part of the role system this audit could not map, so the card does not say how the team uses the marked player.
DetailNot used by this style: Speed, Acceleration, Balance and Finishing are not read by the style's code.
Booster points per stat
Height, Jump, HeadingBooster points count here (Jump and Heading).
Physical ContactBooster points do not count here.
Offensive AwarenessBooster points do not count here.