FC 27 Curved Runs and Pass & Follow: How the New Runs Work
The two new FC 27 runs, why triggered runs now stop, and every run input, animated.
Updated — from EA's FC 27 gameplay notes and the game's own control menu
FC 27 added two new ways to send a teammate running: Triggered Curved Runs, which bend around defenders into space, and Pass & Follow, where the passer follows the ball with a curved run. EA also put a limit on how far any triggered run goes. Here is how each one works, with every run input animated for PS5 and Xbox.
The new runs in FC 27
From EA's FC 27 gameplay deep dive:
- Triggered Curved Runs. A normal triggered run goes straight forward. A curved run bends into open space, around the defenders, to get behind them. The trade-off is time: the longer, curved path takes longer to finish.
- Pass & Follow. Like Pass & Go, but the player who just passed follows with a curved run, overlapping or cutting inside depending on the space. It also takes longer than a straight run.
Both new runs look for space: instead of running straight up the pitch or into a crowd, the runner curves toward a better attacking position.
EA's notes write the curved run as tapping L1 + R1 (LB + RB on Xbox); the game's menu adds the left stick, the direction you want the run to go.
Triggered runs now stop
The other big change: a run you trigger no longer goes on forever. In FC 26 you could trigger a run, take the ball a long way from the runner, and the run kept going. In FC 27 the runner goes a limited distance, then stops and returns to their position.
To keep a run going, trigger it again. That only works while you are playing within range of the runner, so a run is now something you manage, not something you set once.
Every run input in FC 27
All the ways to send a teammate, from the game's attacking page:
Runs you do not trigger, and through passes
AI attackers got smarter too. EA says they now read the space around them, move with more urgency and make more curved runs instead of running into crowded areas. Runs you do not trigger also take the defensive line and the offside line into account: a winger may run along the line while waiting for the pass, then curve into the box once the pass is made.
To find those runners, aim carefully: in FC 27, ground and lobbed through passes go exactly where you aim instead of being steered toward open lanes, and dinked passes are fully manual, aim and power both yours.
More FC 27 guides
Play FC 27 better
- How to defend — Jockey, tackle and contain now that AI defenders no longer tackle for you.
- Corners and Avoidance — The new box control before the delivery, and how Avoidance works.
- Free kicks and penalties — Every free-kick and penalty input, animated.
- Every shot type — Every finishing move with its input, and what changed for finesse and low driven shots.
- 5-star skill moves — Every 5-star skill move with its input.
Frequently asked questions
How do you do a curved run in FC 27?
L1 + R1 + the left stick direction on PlayStation (LB + RB + the left stick direction on Xbox). EA's notes describe it as tapping L1 + R1 (LB + RB on Xbox).
How do you do Pass and Follow in FC 27?
L1 + R1 + Cross on PlayStation (LB + RB + A on Xbox). The passer follows the ball with a curved run, overlapping or cutting inside.
What is the difference between Pass and Go and Pass and Follow?
Pass and Go (L1 + Cross on PlayStation (LB + A on Xbox)) sends the passer on a run; Pass and Follow (L1 + R1 + Cross on PlayStation (LB + RB + A on Xbox)) is new in FC 27 and makes the passer follow with a curved run into space.
Why does my player stop running in FC 27?
Triggered runs only go a limited distance in FC 27, then the player stops and returns to position. Trigger the run again to keep it going, while you are still within range of the runner.
Are through passes assisted in FC 27?
Much less than before. Ground and lobbed through passes now follow your aim exactly instead of being steered toward open lanes.