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eFootball Explained

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Jump

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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

Highest point he can head the ballMetres, full jumping header below 16 km/h, 185 cm player
2.202.402.602.8040801202.17 m2.39 m2.60 m2.76 m
Chart values
402.17
702.39
992.60
1202.76
Same Jump (80), different heightsReach in metres
2.4175 cm2.46185 cm2.53195 cm
Chart values
175 cm2.4
185 cm2.46
195 cm2.53

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+.

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