Every skill move list on the internet shows you the same arrows, and you can be drawing them
perfectly and still not get the move. The notation distinguishes three things a diagram cannot:
a flick leaves the stick and comes back, a rotate never returns to centre, and a
hold stays out. Do an elastico as three flicks and you have drawn the right picture and
performed a different move. This page reads the path your thumb actually took.
Out and back through the middle, once per direction. The stick must return to centre between them or the game reads one long input.
Rotate
One continuous sweep around the rim. The stick stays out the whole way — the instant it passes through the middle, the move is cancelled and restarted.
Hold
Out and stay. This page counts anything at least 220 ms as a hold — ball rolls fail more often on duration than on direction.
02 / Move bench
Pick a move and do it on your own pad
Right-stick moves only, and no button-modifier moves — the browser reads your stick axes and
cannot see whether you were also holding L1, so judging those would mean telling you a move was
right when it was not. Everything here is read from the verified move list.
Not seen yet — press a button on it
This move wants——
Push the right stick
Pick a move, then perform it. The page draws the path your thumb took and says which of the three motions it actually was.
Motion—
Path—
Excursions—
Peak—
What this can see
Your right stick, through the Gamepad API, and nothing else. It cannot see the game, your
player’s star rating, or whether the move would have beaten the defender. What it can see
is the one thing a move list cannot show you: whether your thumb drew a sweep or a series of
flicks. If the verdict says the input was right and the move still is not coming out, the input
is not the problem — check the star requirement on
the move list.
03 / Keyboard arm
On a keyboard a rotation becomes a rolling chord
The verified layout puts the entire skill-move system on
Arrow keys. That changes the problem completely, and not in
the way people expect. The eight directions are still all there — the diagonals are two arrows
at once. What disappears is the rim.
On a stick you sweep around the edge and never pass through the middle. On a keyboard,
“the middle” is no arrow key held — so a rotation means always having at
least one arrow down while you change which ones. Let go of everything for a single frame and
you have returned to centre and cancelled the move. That is a rolling chord, and it is a
genuinely different skill from anything a pad asks for.
↑
←↓→
Click here, then perform the selected move with the arrow keys. The same engine judges it.
Try the same move on the arrows
Whatever the pad bench said, the keyboard version of a rotation is a different motor task. Worth seeing which one your hand is better at before deciding a device suits you.
Releasing everything is the mistake
Not pressing the wrong arrow — releasing all of them. A player rolling from ↓ to ← who lets
go of Down before pressing Left has passed through centre, and the game restarts the move.
The fix is to press the next arrow before releasing the last.
Diagonals are two keys, which is the hard part
↗ is Up and Right together, so a sweep from ↑ to → is really ↑ → ↑+→ → →. Three states
where a stick has one continuous motion, and the middle one has to exist or the sweep skips
a direction the move needs.
This is a real reason to use a pad here
Most “use a controller” advice on this site comes with a caveat. Not this one:
skill moves are an analog gesture system, and a keyboard is being asked to approximate it
with discrete switches. Everything else in this game plays fine on a keyboard.
04 / What your stick has to do
Assisted, Semi, Manual — the setting that changes the bench above
On Assisted the game picks the target and your direction is a hint. On
Manual the direction is the pass — the same thumb path the bench above
measures, now deciding every ball you play.
Where these values come from
Read from EA Sports FC 26, checked 7 September 2026.
FC 27's own Gameplay menu has since been read from the game, every option of every setting,
and it is on the FC 27 controls page; the
passing assistance keeps the same Assisted, Semi and Manual levels. No level is recommended
here, because the right one depends on how precisely your own hand points, which is the
thing the bench above is for.
Read left to right, every row hands you more of the job. The highlighted cell is the
level the game ships on.
Assistance setting
The game decides
Shared
You decide
Ground Pass
Assisted
Semi
Manual
Through Pass
Assisted
Semi
Manual
Lobbed Through Pass
Assisted
Semi
Manual
Lob Pass
Assisted
Semi
Manual
Cross
Assisted
Semi
Manual
Shot
Assisted
Precision
Manual
Five of these call the middle level Semi. Shot calls
it Precision — same position on the same
spectrum, different word in the menu.
Which is why a guide that tells you to "put everything on Semi" leaves one setting untouched.
Pass Receiver Lock
Late (default)Animation StartPower Up
NeverAlways
Why it matters
When the game commits to a receiver. Late keeps your options open longest; Power Up locks the moment you press, which rewards deciding before you press rather than during.
Auto Switching
ManualOnly on Loose BallsOnly on Air BallsOn Air and Loose BallsAutomatic
NeverAlways
Why it matters
How much the game changes which player you are controlling without being asked. Every level above Manual is an input you did not make.
Auto Switching Move Assistance
NoneLowHigh
NeverAlways
Why it matters
How much the game steers the player it switched you to, before your own stick input takes over.
Stick deadzones Inner, outer and anti-deadzone per stick
Why this sits next to a motion bench
Because they are the same question asked twice. A skill move already depends on the exact path
your thumb drew; moving a pass setting to Manual extends that dependence to every ball you
play. If the bench above says your rotations arrive as flicks, Manual passing will punish the
same hand in the same way — and that is worth knowing before a match rather than during one.
The rest of FC, drawn
Every input on these pages is drawn as the buttons it is and played one press at a time — the stick gestures included, which is the half every other reference leaves as arrows.
Why do my skill moves not come out in EA Sports FC?+
The most common cause is not the directions — it is the motion. The notation distinguishes three things a diagram cannot show: a flick leaves the stick and returns to centre, a rotate sweeps around the rim without ever returning, and a hold goes out and stays. Perform an elastico as three separate flicks and you are drawing exactly the right arrows while doing a different move. The bench on this page reads the path your thumb actually took and tells you which of the three it was.
What is the difference between flick and rotate in skill move notation?+
Whether the stick passes through the centre. A flick sequence needs the stick to come back to the middle between directions, so the game sees two separate inputs. A rotation needs it to stay out at the edge the whole way round; the moment it crosses the centre, the move is cancelled and restarted. This is the single most useful distinction in the whole system and almost no move list states it.
How do I do a roulette or an elastico properly?+
Roll your thumb around the rim of the stick rather than lifting it between directions. If you feel the stick pass through the middle, the input has already been broken in two. Both moves are rotations, which is why they are the ones players most often describe as "not working" while insisting they are doing the right arrows.
Why does my ball roll not work?+
Almost always duration rather than direction. A ball roll is a hold, not a flick, and this page treats anything under about 220 ms as a flick because that is roughly where the distinction sits in practice. The stick is in the right place; it is not there long enough.
Can you do skill moves on a keyboard in EA Sports FC?+
Yes — the verified layout puts the whole skill-move system on the arrow keys, and all eight directions exist because the diagonals are two arrows at once. What disappears is the rim. On a keyboard "the centre" means no arrow key held, so a rotation becomes a rolling chord where you must press the next arrow before releasing the last. Let go of everything for a single frame and you have returned to centre. It is a genuinely different motor skill, and it is the one place in this game where a controller is a real advantage rather than a preference.
Does this page read my FC settings?+
No. It reads your controller through the browser and nothing else. It cannot see the game, your player’s star rating, or whether the move beat the defender. What it can see is the shape of the path your stick drew, which is the part no move list can show you.
Unofficial
Keymap Labs is not affiliated with, endorsed by or sponsored by Electronic Arts. EA Sports FC is
a trademark of Electronic Arts Inc. Move inputs and default bindings are read from the in-game
control screens and dated above; the full list is on the
FC 27 skill moves page.
This page reads your controller through the browser and cannot see the game.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.