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Defensive Awareness
Checked
In one sentence
Defensive Awareness makes a CPU defender stick to his man and read dribble moves sooner, and it widens blocks for everyone.
Who does this affect?
Marking and reading dribbles: CPU-controlled defenders only. Blocks: every player, including the one you control.
91
Build target
The CPU marking update comes in steps at 61, 71, 81, 91, 96, 101 and 106. 91 is the last big step before 96.
How it works
How often a CPU marker updates his position next to his man is a table: every 12 ticks below 61, then 10, 8, 6, 4 at 91 and 3 at 96. Block reach grows in a straight line to 120 and helps the defender you control too.
Step
| 61, 71, 81 | −2 ticks each |
| 91 | −2 ticks |
| 96, 101, 106 | −1 tick each |
Booster points: Worth boosting: marking steps at 101 and 106 (CPU defenders) and block reach grows linearly to 120 (everyone).
In numbers
Chart values
| 61 | 10 |
| 71 | 8 |
| 81 | 6 |
| 91 | 4 |
| 96 | 3 |
| 101 | 2 |
| 106 | 1 |
Chart values
| 60 | 2.0 |
| 80 | 3.0 |
| 99 | 4.0 |
| 120 | 5.0 |
Common questions
Does Defensive Awareness help the defender I control?
Short answerPartly
Only for automatic blocks (reach and timing). Marking and reading dribbles are CPU-only.
The maths
DetailAgainst feints, turns and cuts, a CPU defender only reacts during the first part of the dribbler's move: up to the touch at 40, the first 37 % at 99, the first 30 % at 120.
StepFrom 65, a block is allowed 3 ticks after the kick instead of 4. The automatic block decision waits 8 ticks at 40 and none at 99.
DetailCPU defenders get a head start on set-piece kicks the same way attackers do with Offensive Awareness.
LimitCPU defensive line tracking stops improving at 75. Man Marking counts as +5 for the marking table (capped at 99); Blocker counts as +5 for blocks.