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eFootball Explained

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Acrobatic Finishing

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In one sentence
Shots with the game's acrobatic kicks are aimed as if Finishing were 5 higher, keep some of the incoming ball's pace, stay lower and mishit less; those kicks are allowed in more situations, and two extra finishing animations become available.

Who does this affect?

Both: everything runs in the kick code for whoever shoots, including the player you control. CPU players with the skill also attempt shots on high balls from any body angle and take first-time shots from crosses more readily.

How it works

Shots struck with the game's acrobatic kicks get +5 Finishing in the aiming calculation. They also borrow pace from a fast incoming ball (without the skill acrobatic kicks get no such help), fly lower because the power bar counts far less toward the launch height, have smaller height errors and fewer mishits, and the body gets into the kick twice as fast. The game also allows its two standard acrobatic kicks in a wider range of situations for him, and two extra finishing animations, one for softer shots (planned under 65 km/h, roughly under 13 m) and one for 65–75 km/h (roughly 13–18 m), are only used by players with the skill.

When it applies

Without it

Acrobatic shots use plain Finishing, get no pace from the incoming ball, launch higher, keep the normal error limits and mishit chances, and the two extra acrobatic animations are never chosen.

Which stats it reads

Finishing raised by the skill
Acrobatic shots aim as if Finishing were 5 higher, and their height error is also smaller (see chart). Biggest gains at 60–85; not wasted at 99 because the +5 is added inside the shot after the 99 cap.

In numbers

Height-aim rating on acrobatic shotsThe game's rating for how well an acrobatic shot keeps its height (1 = the best a 99 finisher gets; higher means smaller height error). Blue: with the skill. Orange: without.
0.100.661.2140608099120booster points0.460.190.840.671.041.001.201.21
Finishing → · rating
Chart values
600.460.19
800.840.67
991.041.00
1201.201.21

Common questions

Does Acrobatic Finishing only add accuracy?
Short answerNo
It also unlocks two animations and changes pace, launch height, the time to get into the kick and mishit chances.
Does it need high Kicking Power for powerful volleys?
Short answerNo
The extra volley pace is taken from the incoming ball's speed; Kicking Power is not read there.
Is the +5 wasted at Finishing 99?
Short answerNo
It is added inside the shot calculation, so it still helps at 99, just less.

Not yet confirmed

  • Which in-game animations count as acrobatic kicks, and what the two extra animations look like, has not been identified.
  • The two extra animations belong to a different kick type in the game's tables than the standard acrobatic kicks, so the +5, pace, launch and mishit changes (which test that type) probably do not apply to them; only the faster blend into the kick was seen to cover one of them.
  • The exact effect of the two changed error limits and the error-direction change has not been measured.
  • Whether the volley-pace rule also applies to acrobatic passes is not clear.

The maths

DetailPace: on a ball meeting the kick at 70 km/h (relative speed; faster counts as 70) straight on, the shot's minimum top speed is raised by up to 5.6 km/h. Ordinary kicks get up to about 12 km/h from the same rule; acrobatic kicks without the skill get nothing.
DetailLower flight: on acrobatic shots only 30 % of the power bar counts toward the launch height.
DetailMishits: one mishit type is 10 % less likely and awkward-contact mishits 30 % less likely; with Phenomenal Finishing as well, 20 % and 60 % less likely.
BendThe height-aim gain is largest for low Finishing (it lifts the floor from 0.1 to 0.3) and almost gone at 99.
DetailOne +5 per shot: it does not stack with other +5 shot skills; Phenomenal Finishing's +7 replaces it.
DetailNot used by this skill: Kicking Power — the extra volley pace comes from the speed of the incoming ball, not from Kicking Power.; Weak Foot Accuracy — the normal weak-foot penalty applies after the +5, unchanged.

Booster points per stat

FinishingBooster points count here.

Stats it reads

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