01 The loop
Bandai Namco’s own framing is that each position has a defined job.
From the publisher 今作は「FW/MF/DF」のポジションごとに明確な役割が存在します
02 Shooting is a health bar
You score by draining the goalkeeper’s HP, not by beating a save animation. Shots are charged by holding. Past a line on the gauge it is a normal shot; charged to maximum it becomes that character’s Shoot Move.
From the publisher
03 Dribble and tackle
One button. Both spend stamina. A dribble is rated Good or Perfect by how close you let the defender get before you go — closer gets the better rating. A charged tackle gains speed and power.
When the two collide, the dribbler takes the tackle’s damage. Stamina left, he gets past. Stamina to zero, he loses the ball.
From the publisher ダメージを受けた時にドリブル側のスタミナゲージが残っている場合は相手を抜くことができ、スタミナがゼロになった場合はボールを奪うことができるぞ
04 Max actions
Both dribble and tackle have a full-power version. The wind-up leaves you exposed for much longer, but it beats any normal action. And when two max actions collide, the one activated second wins.
From the publisher 全力アクション同士がぶつかると後に発動した方が勝つカウンター要素も
05 The chain
Successful dribbles and tackles raise it. A super pass or super dribble raises it several levels at once. It caps at 10.
And if an opponent takes the ball off you, your chain level goes with it — the Japanese is explicit that the ball is taken chain level and all.
From the publisher ただし、相手にボールを奪われるとチェインレベルごと奪われるので要注意だ
06 Super Moves
Fill the gauge through normal actions, then one button. Six kinds, each with its own behaviour.
| Type | What it does |
|---|---|
| Super Shot | Some have trajectories that are hard to read. |
| Super Aerial Shot | Connects directly from a cross or a super pass. A Super Block cannot stop it. |
| Super Pass | A shockwave around the receiver blows opponents away. Can chain into a Super Aerial Shot. |
| Super Dribble | Invincible while active, and freezes opponents. Limited uses and a cooldown. |
| Super Tackle | Distance, speed and knockdown time vary per character. A Perfect dribble can dodge it. |
| Super Block | Triggers slow motion when a shot enters range. Press in time. |
From the publisher
07 The goalkeeper duel
Both players choose one of 6 directions — the shooter picks where to shoot, the keeper picks where to dive. How closely they match decides how much HP comes off.
From the publisher シュート発動時とセービング時にお互いが6つの方向を選択
BREAK
If a shot’s power exceeds what the keeper has left, his maximum HP drops for the rest of the match. Not his current bar — his ceiling.
From the publisher GKの体力上限を削ることができる「BREAK」機能
08 Miracle Actions
A comeback layer the English coverage has not written about. Miracle Saving stops a shot even with no stamina left. Miracle Team Move is a whole-team ultimate. Both fire on a probability once their conditions are met.
From the publisher
09 What you can customise
Player Edit covers hair, eyes, irises, eyebrows, nose, boots, voice, goal celebrations — and glasses. The shop sells hairstyles, ball designs and music.
Whether real money is involved in the shop is not checked, so this page does not say either way.
From my save
Confirmed 30 Aug 2026
Mechanics on this page are checked against Bandai Namco’s official systems page, with the Japanese quoted where the English coverage has it wrong or does not have it at all. Anything from my own play says so.