Jump
Checked
In one sentence
Each Jump point raises a jumping header's reach by about 0.74 cm.
Who does this affect?
Every player, whether you or the CPU controls him
linear to 120
Build target
Every point is worth the same, from 40 to 120, boosters included. There is no point where it pays less; train it as far as the player's aerial role needs.
How it works
Reach depends on height (150–210 cm) and Jump. From 40 to 99 Jump adds about 0.44 m for a full jump. Running at 22 km/h or more turns it into a smaller jump, so reach is lower; the exact size of that drop is still being checked.
What a point buys
| 40 → 120 | +0.74 cm reach |
| height, per cm | +0.67 cm reach |
Booster points: Boosters count: 120 adds another 0.15 m over 99.
In numbers
Chart values
| 40 | 2.17 |
| 70 | 2.39 |
| 99 | 2.60 |
| 120 | 2.76 |
Chart values
| 175 cm | 2.4 |
| 185 cm | 2.46 |
| 195 cm | 2.53 |
Common questions
Is Jump above 99 wasted?
Short answerNo
The reach formula has no cap. In a contested header, though, the combined lead from Heading, Jump, Physical Contact and height stops counting at 30, so extra Jump adds nothing once you are already that far ahead.
Does Jump matter outside headers?
Short answerBarely
Header reach, header duels and one keeper fallback at 85. A possible faster upward reach in some keeper or aerial motions is not confirmed.
The maths
DetailIn a contested header, one point of Jump counts as much as one point of Heading or Physical Contact, and 2 cm of height is worth one point. The combined lead stops counting at 30.
StepIf the normal save search finds no motion, a keeper with Jump 85+ gets a second search in an extra set of saves.
DetailOne CPU tactics check counts a player as an aerial threat if Finishing or Heading is 91+, or Jump + Physical Contact is 172+.