Home › Skills › One-touch Pass
One-touch Pass
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In one sentence
When he passes, crosses or clears a moving ball first time, the game counts the incoming ball as 10 % slower, so a fast ball costs him less accuracy and causes fewer miskicks.
Who does this affect?
Both: the accuracy and miskick effects work for your passes and the CPU's. On top, a CPU-controlled player with the skill looks for one-touch passes more readily.
How it works
Every first-time pass, cross or clearance loses some accuracy depending on how fast the ball arrives. With One-touch Pass the arrival speed is counted 10 % lower in that calculation (a ball arriving at 50 km/h is treated like 45 km/h), and the same cut applies to one of the miskick chances. A first-time ground pass also tolerates 2.5 km/h more arrival speed before it starts to lift off the ground. It does not make him play the ball sooner and gives no new kicking motion.
When it applies
- He passes, crosses or clears the ball first time while it is still moving. Shots use First-time Shot in the same place instead; headers use neither.
- The faster the ball arrives, the bigger the gain. A slow rolling ball gains almost nothing.
- One part of the gain only applies to a bouncing or dropping ball (above about 0.33 m) met with a first-time contact.
- No random chance in the skill itself; it lowers the odds of one kind of miskick.
Without it
The full arrival speed counts against him: more accuracy lost on fast balls, more miskicks, and first-time ground passes lift off the ground sooner.
Which stats it reads
Low Pass / Lofted Pass sets how strong
These stats already shrink the same arrival-speed penalty. The skill helps most for passers in the 60s to 80s who often play fast balls first time; a 99 passer loses little to begin with.
Low Pass (first-time ground passes lifting) sets how strong
Low Pass itself adds up to 5 km/h of tolerance, most of it from 80 to 99. The skill adds 2.5 km/h on top at any Low Pass.
In numbers
Low Pass → · km/h extra
Chart values
| 60 | 3.1 | 0.6 |
| 80 | 4.8 | 2.3 |
| 99 | 7.5 | 5.0 |
| 120 | 7.5 | 5.0 |
Common questions
Does One-touch Pass make him release the ball sooner?
Short answerNo
No. No timing or animation code reads the skill; it only lowers the accuracy cost of a fast-arriving ball.
Is it only a CPU skill?
Short answerNo
No. The accuracy and miskick parts run in the kick code for your passes too; the CPU part is extra.
Does it help on slow, simple lay-offs?
Short answerPartly
Hardly. Every part grows with the arrival speed, so a slow ball gains almost nothing.
Does it help first-time shots?
Short answerNo
No. For shots the same check asks for First-time Shot instead.
Not yet confirmed
- Which in-game touches count as a 'first-time contact' for the part that needs a bouncing ball was not pinned down.
The maths
DetailIn every first-time pass, cross and clearance the arrival speed of the ball counts 10 % lower in the accuracy and miskick maths.
DetailFirst-time ground passes tolerate 2.5 km/h more arrival speed before they start to lift.
DetailNo faster release and no new kicking motion.
DetailCPU only: when the CPU controls him it rates one-touch passes as if his Low Pass were 20 higher and considers them over a slightly longer range.
DetailNot used by this skill: Kicking Power — not read by any part of the skill; Ball Control — the skill does not touch his first touch or traps
Booster points per stat
Low Pass / Lofted PassBooster points count here.
Low Pass (first-time ground passes lifting)Booster points do not count here.