BASICS: Passing and receiving the ball

21.08.2012 18:29

Why Low Passes?

A low pass reaches the recipient quicker because the distance between the two players is the same, but the ball is travelling a lower distance.

Example...



The benefits? The most obvious is that if the pass is shorter it takes less time to reach the recipient, and this means that there is less chance of the ball being intercepted because the opposition cannot run as far in the turn to attempt an interception. I've noticed how, on a couple of occasions where we've played a high pass we've had less options on the next turn, because the opposition can get closer to the man in possession or the player they are marking. 

How to perform a good Low Pass?

It's logical that if you make a pass you aim right on the player you want to pass. But thanks to the ME your passes hardly go exactly where you aimed. Either the direction changes, or the length.

You could get something like this:



The result is the intented receiver may struggle to receive that turn, if at all - the ball is short so the amount of movement in the turn is lower. Plus, the trajectory of the ball is taking it more toward the opposition player in this case.

However, in this next case, the passer aimed far beyond the intended receiver, though still in line with him. Yet again, the pass isn't as accurate as intended. But, because he aimed long, the trajectory is still be closer to the receiver and he will have enough movement to receive the ball - the turn also ends just after he recieves so the opponent shouldn't get too close. 




The other benefit with this is that this long low passing could allow you to play risker passes 'through' an opposition player along the ground.

If you play a short pass by clicking the pass to go to the player, the pass is shorter, so the 25% area where the ball cannot be intercepted (highlighted in darker blue below) is smaller. Meaning the opposition player could move a little further along the pass and receive



However, click to play the ball longer again and that 25% zone is larger, such that the opposition player cannot receive it, only block it.



There is of course the risk of the ball being blocked, so don't attempt this if you have a second opposition player close by, but keep it in mind if there is just one in front of you like in the above image, and lets use that 25% zone to our advantage.

This goes for High Passes too...

The perfect pass is not the one in which the head of the arrow touches the target, but the one where the yellow part starts closer to the target than to everyone else. Now, if a player reaches the hot spot before another one, there's the chance that the second one can't even fight for the ball, so who reaches first has the most chances. 

 

Receiving the Ball

we are the blue players... the other team red

1 - Avoid Fights For Ball. If you can make a clean reception/interception, that is your best chance of successfully receiving a ball. If you "engage" with another player's interaction sphere, the game will register it as a Fight for Ball. This includes players on the same team. Here is a diagram:



2 - If no one is around or able to receive a ball but you, receive the ball at the lowest point of interaction. Don't try to receive a ball "high" if you don't need to, as your chance of succeeding the reception is decreased. Here is a diagram:



3 - If you are the closest player in a group of players able to receive a ball, ALWAYS attempt to receive the ball at it's highest point. On the contrary, if you are not the closest, you should receive the ball at it's lowest point to avoid any Fight for Ball. If you are not the closest, but can't receive at the end, do NOT go for the ball. Instead, let the closest player challenge for the ball high, and move into space to provide a passing option. This is also known as "One to the ball" -- If more than one person (even on the same team) attempts to receive the ball at it's highest point, a Fight for Ball will ensue, and most likely, the ball will pass by both players.



In this diagram, Player 1 is the closest to the High Reception, therefore, he should try and take the highest point to receive the ball. Player 3 is able to receive, but is closer to the end. With player 1 going high, he should cover the low reception in case the ball goes over top of everyone. Player 2 should be aware of Player 1's ability to receive the ball and avoid the reception altogether, instead moving into space, freeing himself up for a potential outlet pass from whoever receives the ball.