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Chip Shot Control
MixedChecked
In one sentence
Chip shots are aimed as if Finishing were 5 higher, and when he chips on the run they lose far less height: no loss below 16 km/h, and about half the average loss at full speed.
Who does this affect?
Both: everything runs in the kick code for the player you control and for CPU players. CPU players with the skill also choose chips more often.
How it works
When a player chips while running, the game randomly cuts the chip's lift by up to 30 %. The faster he runs the bigger the cut can be, and at full speed an ordinary chip always loses the full 30 %. With the skill the cut only starts at 16 km/h instead of 11, reaches its maximum at 22 instead of 19 km/h, and the skill's own chip animation (tried first) keeps the cut random even at full speed, 15 % on average. Chip shots also aim as if Finishing were 5 higher.
When it applies
- Chip shots.
- Running penalty: his own running speed at the moment of the kick.
- The skill's own chip animation is tried before the ordinary one on chip shots and on two kinds of lofted kick.
- Chipped penalties: the extra random miss for chipping is 0.2 m instead of 0.4 m.
Without it
Chips start losing height at 11 km/h, always lose the full 30 % from 19 km/h, use the ordinary chip animation and plain Finishing.
Which stats it reads
Finishing raised by the skill
Chip shots aim as if Finishing were 5 higher. Biggest effect from 60 to 85, about half from 90 up; not wasted at 99 because the +5 is added inside the shot after the 99 cap.
Speed sets how strong
Not read directly: the penalty uses how fast he is actually running when he chips, so a fast dribbler gains most from the skill. At a jog (under 11 km/h) no chip loses height, with or without it.
In numbers
Running speed (km/h) → · % lift lost
Chart values
| 11 | 0.0 | 0.0 |
| 16 | 0.0 | 9.4 |
| 19 | 7.5 | 30.0 |
| 22 | 15.0 | 30.0 |
Finishing → · degrees
Chart values
| 60 | 1.91 | 2.04 |
| 80 | 1.29 | 1.44 |
| 99 | 1.11 | 1.13 |
| 120 | 1.03 | 1.04 |
Common questions
Does Chip Shot Control remove the running penalty?
Short answerPartly
It shrinks it: no loss below 16 km/h and about half the average loss at full speed.
Is the +5 wasted at Finishing 99?
Short answerNo
It is added inside the shot calculation, so it still helps at 99, just less.
Does it help chipped penalties?
Short answerYes
The extra random miss for chipping a penalty is 0.2 m instead of 0.4 m.
Not yet confirmed
- That the value being cut is the chip's lift (height) was read from where it is used.
- Which lofted kicks also try the skill's chip animation first has not been identified.
The maths
BendBelow 16 km/h his chips lose no height at all (without the skill the loss starts at 11 km/h).
DetailAverage height lost: at 15 km/h 7.5 % without, 0 with; at 19 km/h 30 % without, 7.5 % with; at 22 km/h and faster 30 % without, 15 % with.
DetailIf the game falls back to the ordinary chip animation, a full-speed chip still loses the full 30 %, skill or not.
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 — not read by the chip code.; Weak Foot Accuracy — the normal weak-foot penalty applies after the +5.
Booster points per stat
FinishingBooster points count here.