More hands-on time with FC 27’s gampleay, this time covering the new three-step corner system, how crossing works and what’s changesd and what off-balance dribbling feels like and how to do it.
This is part two of my hands-on look at the FC 27 closed beta. If you missed it, part one covers defending, through balls and the new trigger runs, and this post picks up where that one left off, crossing, corners, and off-balance dribbling.
Same disclaimer as last time: this is still an early build and recorded on the FC 27 closed beta, which is an early iteration and many aspects of the game are not final and subject to change.
Watch the full video breakdown above before you dive in.
Here is the short version before I go through everything properly.
| Mechanic | What I found in the beta | My tip |
|---|---|---|
| Crossing | Aim and power decide where the ball goes, even on assisted. No more locking onto a player | Whip it into a zone rather than aiming at a specific teammate |
| Corners | Now a three-step process: aim and power, then position, then time the contact | Practice the timing in Kick Off/Learn To Play before relying on it in a real match |
| Lob through balls | Still partially assisted, but power and aim matter far more than last year | Ease off the power, most misses come from overhitting it |
| Double tap passes | Fully manual on both aim and power now, no assistance at all | Treat it exactly like a manual pass, think of it like a “precision pass” |
| Off-balance dribbling | Contextual, driven by agility, dribbling and balance stats rather than a button | Do not expect it to bail out anyone, or to glide someone like prime Messi |
| AI movement | Making more unprompted attacking runs, including offside avoidance runs | Still use triggered runs, this is a bonus on top, not a replacement |
Crossing has been completely re-worked, its more rewarding and it affects both assisted and semi assisted crossing.
Last year, even on assisted, crossing was a bit of a hit and hope. Point roughly towards the box and the game would nudge the ball towards a teammate for you. That is mostly gone. Assisted still gives you some help, but your aim and your power genuinely decide where the ball ends up now.
I found this out the hard way a few times. Underpower a cross or misjudge the direction and it will miss everyone, sailing off to a random player or straight out of play. It genuinely feels like you are whipping the ball into a dangerous zone rather than the game locking onto a teammate for you, which is exactly what crossing should feel like.
There is a real skill reward here too. In one clip I ran down the byline, cut inside with a skill move, then delivered a cross with close to three bars of power to curl it towards the far post. That kind of shape on a cross was not really possible last year, it would have just gone wherever the game decided and deemed it was appropriate. Get the aim and power right and you can pick out a specific area of the box on purpose, near post, far post, wherever you want it. Just like you would in real life, you see that striker making the run, delivering the ball with enough power to beat the first defender and to land on your strikers head.
They made headers more manual in the last few years, requiring you now to actually aim where you are going to shoot. A few years ago, you could basically press the shoot button and the game would do all the aiming for you, whereas now you have to actually directionally aim with the left analog stick the placement. A key tip is to use L1 + R1 + Shoot or LB + RB + Shoot which is a downward driven header to help keep the ball on target.
This therefore makes crossing much more rewarding, as before it was a bit of a hit and hope, whereas now you’re getting rewarded for applying the right amount of power and aiming the cross perfectly.
But there is a flip side. Crossing in that way becomes a bit more difficult and takes some time to master. You misjudge the power on a cross with nobody in a good position, and your cross could be going nowhere, and you feel like you’ve lost the play.
One of the best benefits of this new system, which you probably can see in the video above, is if there is sometimes a player in a crossing angle that you want to deliver the ball onto them. Maybe they are to tap the ball onto another player; maybe they are to head the ball to another player to lay it off, perhaps you are to set your player up for a bicycle kick the choice is yours. With the more manual system, you can actually aim the ball where you want it to go.
Corners have changed this year in both Authentic and Competitive gameplay. Previously, it was a two-step process where you would set up the corner and aim where you wanted to deliver the ball. This year, you have more control over the receiver’s position, so I would describe it as a three-step process.
The first step is aiming and setting up the corner as you normally would. The second is moving the player into the right position. The third and final step is timing your movement and making contact with the ball.
Step One: Aiming & Power. Same as before on the surface, you point the delivery towards the area of the box, you decide the spin on the ball and set your power. This part will feel familiar.
Step Two: Getting in Position. Once the ball is set to come in, you get a short window with a visible countdown timer. In that window you can actively move your attacker into position using two tools: Avoidance and Shielding.
Avoidance allows you to manoeuvre your player into space. Let’s use a real-life example. If there is a player in the way, hold R1 (PlayStation) or RB (Xbox) and use the left analog stick to move into space. If other players are blocking your path, your player will weave through the space, similar to how players move in real life.
The second mechanic is shielding. Hold L2 (PlayStation) or LT (Xbox) to protect your position and jostle with your opponent. This allows you to maintain your stance and stay in front of them.
Avoidance and shielding can be used together to get your player into the right position to meet the ball. The most important thing to understand is that the ball will go where you aim it, so it is up to you to move the player into the correct position.
Bonus tip: You can use a D-pad shortcut to call specific runs. For example, press Up and then Left on the D-pad to tell your player to make a near post run, as shown in the clip above.
Step three: timing the contact.
The final step is where it gets a bit more complicated. You want to time your movement at the very last second, just before the corner taker hits the ball. While the cross is being delivered, move your player into the correct area. You then need to time your shot, aim towards the goal and apply the right amount of power.
It sounds simple, but honestly, it is not. Do not worry if you miss your first 20 attempts. It took me at least 30 corners to really get used to it. This is why I recommend going into Learn to Play from the main menu and practising there. You can also check out my FC School at LearnFC.com, where we cover this in more detail.
The first thing you should practie is getting the ball onto your player’s head. Once you can do that consistently, start your player one or two steps behind the position where you expect the ball to arrive. As the cross travels through the air, use Avoidance to move closer to the ball.
You want to remain close to where the ball will drop, but begin slightly behind that position. Take one or two steps forward while the ball is in the air. This gives you the best chance of beating the defender and getting the strongest possible leap.
Shielding can then be used at the very last second to hold your ground and stop your opponent from pushing you away. That is probably the best way I can explain it in writing. I recommend watching the videos because this is much easier to understand when you can see an example.
If you only take one thing from this section: do not expect to be good at this immediately. Learn to Play is the best way to practice this, as there is a dedicated corner skill game, and practice time in Kick Off before you take it into a real match, because the countdown timer means you cannot sit and think about it, and ultimately, the last thing you want is to have a corner and completely mess it up in an important game.
As I mentioned in the previous blog, lobbed through balls have changed. They now require more manual control, so the main thing you need to focus on is adjusting both your aim and the amount of power you apply.
Dinked passes, however, are completely different. These have been made fully manual, and the game now respects exactly where you are aiming and how much power you apply. If you aim in a certain direction with the left analog stick and apply a certain amount of power, that is where the ball will go. You can see this in much more detail in the video examples above.
The key thing to understand is that normal and lobbed through balls have been made more manual. Dinked and lofted passes are the ones that have been made fully manual.
You need to practice these new passing mechanics. I recommend going into a Squad Battles game, turning on the controller overlay in the settings and enabling your inputs. This allows you to see exactly where you are aiming and how much power you are applying while practicing your through balls.
A lot of people are going to think that through balls are broken, but that is not necessarily the case. In many situations, the problem is simply that they are not aiming correctly or are applying the wrong amount of power.
Another key tip I give players in my FC School is to watch their gameplay back. Analysing what you are actually doing can be extremely useful because what you think you are doing and what you are actually doing can be two completely different things.
You may think you are aiming towards the correct player, but when you watch the gameplay back, you might notice that your left analog stick is pointing towards someone else or that you are applying the wrong amount of power.
You can see in some of the video examples above that I occasionally miss the player or fail to deliver the pass correctly. I have deliberately included these unsuccessful passes to show you what can go wrong and why the new passing mechanics can sometimes feel problematic.
When it comes to off-balance dribbling, the most important thing to understand is that you do not trigger it manually. This is not like a skill move or controlled dribbling, where you press a specific button combination to activate it.
Instead, off-balance dribbling happens contextually.
If your player has high Agility and Balance, they have a greater chance of automatically entering these off-balance dribbling animations in certain situations. For example, as shown in the video, if an opponent slide tackles you or nudges you from behind, a player with high enough Agility and Balance may be able to stay on their feet, maintain control of the ball and continue the attack.
You can think of it in a similar way to top players like Messi in real life. He can be tackled, nudged or knocked off balance but still manage to stay on his feet and retain possession.
Because this mechanic happens contextually, there is no specific input that you need to worry about. Instead, pay attention to these animations while you are playing. With players who have high Agility and Balance, you may notice that they can stay on their feet and keep the ball rather than immediately being dispossessed or falling over. This will depend on the type of challenge and the situation itself.
The main thing to remember is that off-balance dribbling is automatic. Your player’s attributes, the type of challenge and the situation will determine when these animations occur.
AI movement has improved, but it is important to understand that it has not replaced your normal triggered runs. Although runs triggered using L1 (PlayStation) or LB (Xbox) have been nerfed and now only continue for around 15 yards, this does not mean you should stop using them.
The improvement to attacking AI simply means that your players may occasionally make more runs on their own. Do not expect there to be crazy movement where you constantly see a run and can immediately make the pass. It will not work that way.
You still need to trigger runs yourself, whether you use the new Pass and Follow mechanic, a Triggered Curved Run or a normal L1 (PlayStation) or LB (Xbox) trigger. Continue using all of these throughout your gameplay, but treat the improvement to attacking movement as a bonus rather than a replacement.
This is important because a lot of people are exaggerating how much the movement has improved. I would say there has been a slight but noticeable improvement, especially in how players hold their positions and avoid going offside.
One of the clearest examples came from my opponent. He had the ball out wide and, without manually triggering anything, his forward attacked the space I had created by stepping out of position. The player timed the run to remain onside before bursting forward. This type of movement did not happen reliably last year, when you generally had to trigger every meaningful run yourself.
The runs your players make are also influenced by their Player Roles, Positioning attribute and location on the pitch. For example, an Inside Forward will look to attack the half-space between the centre-back and full-back. A Winger, in contrast, will consider runs that better reflect their wider position.
The greater a player’s Role Familiarity, the more urgently they will make these runs. There are several factors influencing attacking movement, and even when every attribute and Role Familiarity is at its maximum, you should not expect the movement to be unbelievable.
I still want to see the attacking AI improve further, as relying less on manual triggers would be a good direction for the game. For now, treat the smarter AI movement as an additional layer on top of your own triggered runs, rather than something that replaces them.
So, what does this mean for how you play?
The idea behind this blog is to give you some insight into FC 27 and help you get used to these changes as quickly as possible. Of course, everything is still subject to change before the game is released, and future patches may also alter how these mechanics work.
If you really want to improve in FC 27, you can join my FC School at LearnFC.com. If you do not improve within one month, we will refund your money. That is the NealGuides guarantee, so you have nothing to lose. You can follow the FC School link here or scroll up and use the FC School button for more information.
The key takeaway is that the game is slowly moving in the right direction. EA is working towards a more manual and rewarding style of gameplay, rather than simply pressing a button and hoping for the best, as we have seen in previous years. Corners are a good example. They previously made it relatively easy to score goals without requiring enough skill, but the new system gives you more control and makes your decisions more important.
Understanding these changes now will help you feel more comfortable during your first few sessions. I strongly recommend watching the videos and tutorials so you can get to grips with the new mechanics and get ahead of the game as early as possible. Make sure you also check out my other FC 27 blogs for more information.
I am NealGuides. I run a YouTube Channel with over 300k+ Subscribers helping people get better at FC 27. We have helped millions of people improve.
I am part of the EA Design Council, in which I have played EA FC 27 early and provide feedback on the game to help shape its future.
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Closed Beta
Corners now have three parts. First you aim your delivery and set the power like normal. Then, while a countdown timer runs, you position your attacker using shielding to hold your ground or avoidance to slip away from a marker, with D-pad shortcuts available for specific runs. Finally, once the ball arrives, you still need to time your header or shot properly to make contact.
Both. Even assisted crossing now depends heavily on your aim and power, rather than the game automatically finding a teammate for you. Assisted still offers some help, but a badly aimed or underpowered cross can miss everyone regardless of which setting you are on.
Not quite. Lob through balls retain a small amount of partial assistance, but power is critical, overhitting them is the most common mistake. Double tap triangle passes, by contrast, are completely manual on both aim and power with no assistance at all.
It is entirely contextual and based on a player’s Agility, Dribbling and Balance attributes rather than any button input. Players with strong stats in those areas are more likely to stumble and retain the ball when challenged, while a clean, well timed tackle can still win the ball regardless.
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