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Physical Contact
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In one sentence
Physical Contact is mostly a head-to-head stat: what counts is your number against his.
Who does this affect?
Every player, whether you or the CPU controls him
head-to-head
Build target
Physical Contact is compared with the other player's, so there is no point where it stops paying: every point of difference counts up to a 30-point lead (40 for shoulder charges). For sprinting dribblers, leads of 0, 15 and 30 are hard steps.
How it works
When two players bump, the push is shared by the difference in Physical Contact and in speed, with no dice roll. When one of them has the ball, the push is split by ratio instead: 80 against 70 means you take 47 % of it.
Your PC minus his
| gap −30 → +30 | 1 % less of the push per point |
| lead ≥ 0 / 15 / 30 | sprinting dribbler rides a challenge from behind / side / front |
Booster points: Boosters count everywhere. Gap effects stop growing once you are 30 points ahead (40 for shoulder charges, 20 for shots).
In numbers
your PC − his PC → ·
Chart values
| -30 | 80 |
| -10 | 60 |
| 0 | 50 |
| 15 | 35 |
| 30 | 20 |
Chart values
| front (< 67.5°) | +30 |
| side (67.5–90°) | +15 |
| behind (≥ 90°) | ±0 |
Common questions
Does Physical Contact matter when shielding the ball standing still?
Short answerYes
The push split and the shoulder-charge hold time need no speed. Only the sprint duel needs 11–25 km/h.
Do height or weight decide shoulder duels?
Short answerNo
In shoulder charges and body bumps the game compares Physical Contact (and Balance for a sprinting dribbler), plus speed and the angle of the contact. Height is not read there; it only matters in headers (reach, and 2 cm of height counts as 1 point in a header duel). We found no part of the match logic that reads weight.
Is a body bump a dice roll?
Short answerNo
The push split is a fixed formula with no random part.
Does Physical Contact lower injury risk?
Short answerOnly a little
Injury code does not read it; a higher stat just makes trips slightly less likely.
The maths
DetailIf an opponent keeps shoulder-charging you on the ball, your resistance gives way after 2.0 s at 40 points weaker, 3.0 s at level and 4.0 s at 40 stronger.
DetailShooting with an opponent on you: a hard shot (75–120 km/h) loses 17 % of its speed at 20+ points weaker, 8.5 % at level, nothing at 20+ stronger.
DetailYour own number matters too: the distance at which a tackler's foot trips you shrinks from 0.30 m (40) to 0.20 m (99) and 0.16 m (120).
DetailRunning into a standing player costs you push share. Aerial Superiority counts as +5 when the ball is above 2 m.
DetailPhysical Contact never knocks a player over in light body contact: the comparison only decides between no reaction and a stagger. Falls come from hard, fast collisions or from a Power Tackle hit from the side or behind.