Sole Control
MixedChecked
In one sentence
Speeds up the basic cut that every player has (Dribbling counted 20 higher instead of 20 lower) and adds a sole double touch when an opponent is within 4 m.
Who does this affect?
Both: the move code is the same for the player you control and for CPU players.
How it works
The basic cut that everyone gets from the cut command belongs to Sole Control: owners play it as if Dribbling were 20 higher, everyone else 20 lower, so it is about 10 % faster with the skill. In one double-touch direction, with an opponent within 4 m, the double touch becomes a sole double touch, even without the Double Touch skill. With Double Touch and Flip Flap as well, the sole version is used in most double-touch directions. It also changes one turn animation and some dribble animations.
When it applies
- He has the ball and the cut command is entered in any direction not taken by Tap Trick, Scotch Move or Cut Behind & Turn (if he owns them).
- Double touch with the stick 45–67.5° to one side (the side opposite to where the command can give a flip flap) and an opponent within 4 m: sole double touch.
- With Double Touch and Flip Flap as well: the sole double touch in most other double-touch directions too (the game’s own tip says owners of all three get a different double-touch motion).
Without it
The basic cut plays at Dribbling −20, the double touch stays the normal one, and the extra sole animations are never used.
Which stats it reads
Dribbling sets how strong
Sets how fast the basic cut plays: about 2.5 points of play speed per 10 Dribbling. Owners count Dribbling 20 higher, everyone else 20 lower, so without the skill Dribbling does nothing for the cut below 60. Booster points keep adding above 99.
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
Does Sole Control matter for players who never use sole moves?
Short answerYes
The basic cut every player has is about 10 % faster with it and slower without it.
Do you need Double Touch to get the sole double touch?
Short answerNo
Sole Control and an opponent within 4 m are enough in one direction, but without Double Touch it plays at Dribbling −20.
Does Sole Control speed up other feints?
Short answerNo
Its ±20 covers only the basic cut.
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
- That the 4 m is measured to the nearest opponent.
- What the swapped turn/stop move and the 15° dribble rule look like in a match.
- 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
DetailEvery player has the basic cut; Sole Control decides whether it plays at Dribbling +20 or −20: about 9–10 % faster from Dribbling 60 up.
ConditionSole double touch: opponent within 4 m and the stick 45–67.5° to the side; works without the Double Touch skill.
DetailThe sole double touch is timed by Double Touch, not Sole Control: without the Double Touch skill it plays at Dribbling −20.
DetailAlso swaps one turn/stop move for a sole animation, and lets him change direction by more than 15° during some dribble animations (without the skill such changes are refused).
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.