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eFootball Explained

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Balance

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In one sentence
When a challenge staggers a player without knocking him down, low Balance keeps him stuck in the stagger longer.

Who does this affect?

Every player, whether you or the CPU controls him
89
Build target
Recovery works in steps at 75, 83, 89 and 95 (then 100, 110, 120 with boosters). Between steps a point only makes the stagger play slightly faster.

How it works

The extra time is up to 5 ticks (0.19 s) at low Balance and falls one tick per step. At 89 it is 2 ticks (0.07 s). Falls are not affected: whether a player goes down is decided by Physical Contact and the tackle.

Step

74 → 75−1 tick
82 → 83−1 tick
88 → 89−1 tick
94 → 95−1 tick
100, 110, 120−1 tick each (boosters)

Booster points: Boosters count: 100, 110 and 120 are three more steps; from 110 he can even leave a stagger before its normal exit point.

In numbers

Stuck in a staggerExtra ticks added to each exit point of a stagger (not a fall). 1 tick = 0.037 s; below 0 = earlier than normal.
-2024408012043210-1-2target 89
Chart values
754
833
892
951
1000
110-1
120-2
Skipping the evasive moveChance, at each check, that a dribbler skips his automatic hurdle or side-step against a slide within 4 m (%)
05010040709942%12%0%
Chart values
6042
7012
820

Common questions

Does Balance stop a player from being knocked down?
Short answerNo
Falls and trips read Physical Contact only. Balance shortens staggers and helps dribblers evade.
Does Balance help shooting or passing off balance?
Short answerNo
No kick or accuracy code reads Balance.
Does Balance make turns quicker?
Short answerNo
No turning or locomotion code reads Balance.

The maths

ConditionAgainst a standing tackle from behind (more than 135° off his facing), a ball carrier only gets his evasive move if Dribbling + Balance is at least 150. From the front or side there is no such limit.
BendA sprinting dribbler (11–25 km/h) only tries to ride a shoulder challenge that comes from far enough behind his running line: at least 135° off at Balance 40, 112° at 80, 56° at 99 and 45° at 120. Physical Contact then decides whether he keeps running. This keeps paying up to 99.
DetailStagger animations play faster: 95 % speed at 40, 102 % at 80, 110 % at 99, 115 % at 120.
DetailLeaving a shoulder-to-shoulder jostle takes 2 extra ticks at 40, 1 at 41–80 and none from 81.

Skills that read this stat

Playing styles that read this stat

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