Chop Turn
Better actionChecked
In one sentence
Everyone can do a chop turn. The skill makes it about 16–18 % faster with tidier touches, and makes sideways turn inputs give the chop.
Who does this affect?
Both: the turn code is the same for the player you control and for CPU players.
How it works
The turn command gives a chop turn on backward inputs even without the skill, but it is timed as if Dribbling were 20 lower with a small speed penalty. With the skill it is timed as if Dribbling were 20 higher with a small bonus, about 16–18 % faster in total, and slow chop touches have a smaller random error. Owning it without Marseille Turn also makes sideways turn inputs give a chop instead of a Marseille.
When it applies
- He has the ball and the turn command is entered (the code uses one command for Marseille Turn and Chop Turn; the stick direction and his skills decide).
- Stick 135–157.5° back: chop for owners, and for players with neither turn skill; with both skills either turn, often a coin flip.
- Stick 45–112.5° to the side: Chop Turn only → chop; neither or both → either turn, often a coin flip; Marseille Turn only → Marseille.
- Stick within 22.5° of the way he faces: always a Marseille.
- When the game picks feints automatically, the chop is only offered to owners.
Without it
The chop still appears on backward inputs (unless he owns only Marseille Turn), timed as if Dribbling were 20 lower with a 5-point speed penalty and with looser touches.
Which stats it reads
Dribbling sets how strong
Sets how fast the move plays: about 2.5 points of play speed per 10 Dribbling. For this skill’s moves the game counts Dribbling 20 higher. There is no ceiling, so booster points above 99 keep making it faster. No minimum Dribbling is needed.
Ball Control sets how strong
Sets the random error of the chop’s ball touches, which stops improving at 99. The skill lowers the fixed part of that error on slow chop turns (5 instead of 8 on the first touch, 15 on later touches), so it helps low-Ball-Control players most.
Ball Control sets how strong
Only matters when the ball is moving fast (over 36 km/h) as the feint starts: each point lowers the chance of a spoiled feint touch by about 0.46 percentage points, up to Ball Control 105. It also shrinks the small random error of feint touches, up to 99.
In numbers
Dribbling → · % of normal speed
Chart values
| 60 | 114.7 | 97.0 |
| 80 | 119.8 | 102.1 |
| 99 | 124.6 | 106.9 |
| 120 | 129.9 | 112.3 |
Common questions
Can players without the skill do a chop turn?
Short answerYes
Yes, on backward turn inputs, but slower and with looser touches.
Does Chop Turn need high Dribbling?
Short answerNo
There is no Dribbling check; Dribbling only sets the speed.
Does owning Marseille Turn as well help?
Short answerPartly
It does not slow the chop, but sideways and backward inputs then become a mix of both turns instead of always the chop.
Does Balance make feints faster or safer?
Short answerNo
The feint code only reads Dribbling, Ball Control, preferred foot and Weak Foot Usage. Balance is never read.
Not yet confirmed
- The exact meaning of the touch weight and spread values (likely touch strength and random ball-speed spread).
- How the turn command’s two input variants map to the controls.
- The code only sees a feint command plus a stick direction. Which buttons or screen gestures make each command depends on your Feint Command Type setting (see the in-game Command List); that link was not traced in the code.
- What exactly happens when the fast-ball check fails (a missed touch or a cut-short move) was not traced.
- Stick angles are measured by the game against the way he is facing; whether this is his body facing or his running direction was not separated.
- That the body-size value behind the height effect is height ÷ 180 cm is likely but not fully traced.
The maths
DetailEveryone has a chop turn; the skill turns Dribbling −20 and a 5-point speed penalty into Dribbling +20 and a 2.5-point bonus: about 16–18 % faster from Dribbling 60 up, 13 % at 40.
DetailSlow chop turns get a smaller random touch error (fixed part 5 instead of 8–15).
LimitTired legs: when his sprint reserve has dropped to 80 % or less (after a long sprint), every feint counts Dribbling 25 lower, up to 50 lower when the reserve is empty. This comes before the skill’s +20.
DetailFast ball: if the ball is moving faster than 36 km/h when the feint starts, the game rolls a check that can spoil the feint touch. For a 50 km/h ball the chance is 86 % at Ball Control 40 and 59 % at 99; owning the skill of that move cuts it by a tenth (59 % → 53 %). At 36 km/h or slower this roll does not happen.
DetailBody height counts too: shorter players play every feint slightly faster (about 2.6 points of speed more at 165 cm than at 180 cm, and 2.6 less at 195 cm).
DetailNot used by this skill: Balance — the feint code never reads it; Speed, Acceleration and Tight Possession — not read by the feint moves themselves (they govern running and normal dribble touches)
Booster points per stat
DribblingBooster points count here.
Ball ControlBooster points do not count here.
Ball ControlBooster points count only partly here.