Home › Skills › Cut Behind & Turn
Cut Behind & Turn
New moveChecked
In one sentence
Unlocks the cut behind (cut command with the stick pointing back, to one side) and a special trapping turn, both timed as if Dribbling were 20 higher.
Who does this affect?
Both: the move code is the same for the player you control and for CPU players; CPU players also rate the move higher with the skill.
How it works
With the skill, the cut command with the stick pointing 90–180° behind him plays the cut-behind move instead of the basic cut. It only works to one side: the side is fixed by his preferred foot. When he controls the ball while turning through a wide angle (135° or more), owners also get a special trapping turn when one fits the situation. Both moves are timed as if Dribbling were 20 higher.
When it applies
- He has the ball and the cut command is entered with the stick 90–180° behind the way he faces, on the side set by his preferred foot. In the code one ‘cut’ command covers the basic cut, Tap Trick, Scotch Move and Cut Behind & Turn; the stick direction picks the move. In the in-game Command List the matching inputs are most likely Draw and Open (to the side) and Draw and Close (Scotch Move, forward).
- If he also owns Tap Trick, the tap trick wins at 90–112.5°; the cut behind then only covers 112.5–180°.
- Wide-angle turns of 135° or more while controlling the ball: the special trapping turn, when an animation for the situation exists.
- When the game picks feints automatically, the cut behind is offered at the matching back angles.
Without it
The same input plays the basic cut (a Sole Control move), and the wide turn uses the ordinary turn animation.
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
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 | 112.2 | 102.0 |
| 80 | 117.3 | 107.1 |
| 99 | 122.1 | 111.9 |
| 120 | 127.4 | 117.3 |
Common questions
Can players without the skill do a cut behind?
Short answerNo
They get the basic cut on the same input.
Is the special trapping motion real?
Short answerYes
On wide turns of 135° or more, owners use a different turn animation when one fits.
Does it work to both sides?
Short answerNo
Only to the side set by his preferred foot; the other back direction gives the basic cut.
Does the move need high Dribbling?
Short answerNo
There is no Dribbling check; Dribbling only sets the speed.
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
- Whether the preferred-foot side means he cuts behind to his left or right was not pinned down.
- What the special trapping turn looks like.
- 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
ConditionOnly owners get the cut-behind animation; the input is the normal cut command pointed behind him.
ConditionOne side only: with one preferred foot it works with the stick 90–180° back on one side, with the other foot on the other side.
DetailThe basic cut that everyone gets on this input belongs to Sole Control: it is timed at Dribbling +20 for Sole Control owners and −20 for everyone else. So the speed gain is about 10 % over a player without Sole Control and none over one with it.
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 count only partly here.