Snap Strike
Better actionChecked
In one sentence
Stunning Shots are struck 2–3 game ticks (0.07–0.11 s) sooner. The saving is almost fixed: Finishing only decides whether it is 2 or 3 ticks.
Who does this affect?
Both: it is part of the kick timing for anyone who takes a Stunning Shot, the player you control included.
How it works
A Stunning Shot has a wind-up before the foot meets the ball: 9 ticks (1/3 s) at normal kick speed. Snap Strike takes 1/12 s off that wind-up before it is scaled by his kick speed, so he reaches contact earlier. His kick speed rises with Finishing, which is why the saving is 3 ticks between Finishing 79 and 83 and 2 ticks everywhere else.
When it applies
- Stunning Shots only; normal shots have no wind-up to shorten.
- Not on one special Stunning Shot variant that times its kick without the skill (which one was not identified).
Without it
Wind-up 9 ticks (0.33 s) up to Finishing 83, 8 ticks (0.30 s) from 84.
Which stats it reads
Finishing sets how strong
Higher Finishing makes every kick motion slightly quicker. With Snap Strike the wind-up drops from 7 ticks to 6 at Finishing 79 and never changes again up to 120; without it the step is at 84 (9 → 8 ticks). Boosters count, but past 79 they change nothing here.
In numbers
Finishing → · ticks
Chart values
| 60 | 7 | 9 |
| 79 | 6 | 9 |
| 84 | 6 | 8 |
| 99 | 6 | 8 |
Common questions
Does Snap Strike add shot power or accuracy?
Short answerNo
Only the kick timing reads this skill; no speed or accuracy code does.
Does it work on normal shots?
Short answerNo
Only Stunning Shots have the wind-up it shortens.
Is the saving the same for every player?
Short answerPartly
2 ticks for most players, 3 ticks at Finishing 79–83.
Not yet confirmed
- Whether the cut at the start of the kick is a second saving on top of the shorter wind-up or the same one applied again.
- Which Stunning Shot variant times its kick without the skill.
The maths
StepWith Snap Strike: 7 ticks (0.26 s) below Finishing 79, 6 ticks (0.22 s) from 79.
StepWithout: 9 ticks (0.33 s) below Finishing 84, 8 ticks (0.30 s) from 84.
DetailSo the saving is 2 ticks (0.074 s) at Finishing 78 or lower and 84 or higher, and 3 ticks (0.111 s) at 79–83.
LimitNo further steps up to 120: boosters past 99 change nothing here.
DetailThe same 1/12 s is also taken off the stored kick timing when the kick starts; whether that adds to the saving above was not settled.
DetailNot used by this skill: Kicking Power — not read.; Weak Foot Accuracy — the timing is the same on either foot.
Booster points per stat
FinishingBooster points count here.