All FC 27 Basic Controls, Animated
Every basic control on the game's own 13 pages, every input animated.
Every one of the 190 basic-control entries in EA FC 27, on the game's own 13 pages, in the game's own order. Each input is played for you, one row at a time — tap a row to replay it, and use the dock at the bottom to switch PlayStation or Xbox, colour or white buttons, and the game's wording or a simplified reading. Rows marked new were not in FC 26.
The core attacking inputs every outfield player uses in every match: the basic pass and shot family, plus the fakes that sell a dribble. Start with Ground Pass / Header and Through Pass, then learn Finesse Shot and Power Shot for finishing, and Fake Shot to buy yourself a yard in the box.
16 actions — the game's order
The bigger attacking toolkit: weighted and driven passing variants, ways to move teammates, and the flair options. Pro Clubs players lean on Trigger Run and Call for Support to shape a move, Driven Ground Pass and Lobbed Through Pass to break lines, and Player Lock to make a run of their own while a teammate holds the ball.
33 actions — the game's order
How your player carries and receives the ball when no pass or shot is involved. Sprint and Controlled Sprint decide how much of the ball you keep at pace, First Touch / Knock-On and Controlled First Touch / Effort Touch decide how the first contact lands, and Strafe Dribble lets you face goal while shuffling sideways past a marker.
11 actions — the game's order
In-match tactical changes, which in Pro Clubs mostly matter to whoever is captaining the side. Quick Tactics opens the shortcuts for Offside Trap, Team Press and Get In Box, while My Tactics swaps in one of your saved custom setups without pausing the game.
19 actions — the game's order
Everything you do without the ball: switching, tackling, clearing and pulling the goalkeeper off the line. Hard Tackle, Sliding Tackle and Shoulder Challenge / Sealout are the bread-and-butter challenges, Sprint Jockey is how you stay goal-side of a quicker winger, and Professional Foul is the deliberate one for when the runner is through.
22 actions — the game's order
Distribution and positioning for anyone playing in goal, with the ball in your hands or at your feet. Throw / Pass and Driven Throw get the ball out quickly, Drop Kick clears the lines, and Move Goalkeeper plus GK Cover Far Post are the manual positioning options for crosses and set pieces.
9 actions — the game's order
The basic free-kick controls for both the taker and the defending side. Aim and Reticle Aim set where the ball goes, and Select Kick Taker decides who stands over it. If you are in the wall, Wall Jump and Wall Charge are the two things you can do as the kick is struck.
10 actions — the game's order
Multi-taker routines and the free-kick tactics menu. Call 2nd Kick Taker and Call 3rd Kick Taker bring extra players to the ball, 2nd Kick Taker Run Over Ball sells the dummy, and Display Free Kick Tactics opens the options for adding runners or setting the defence. Co-op change Set Piece user is the one that matters in Clubs, since it lets a different user take the kick.
16 actions — the game's order
Corners and throw-ins, attacking and defending. Corners - Lob Cross is the standard delivery, with Display Corner Tactics for sending runners to a post or switching the defence between zonal and player marking. From a throw, Short Throw In and Long Throw In cover most situations, and Fake Throw buys a second against a tight press.
18 actions — the game's order
Penalties from both ends, whether in a shootout or during the match. The taker has Aim, Shoot and Finesse Shot to choose between, while the keeper reads the run-up with Goalkeeper Move Side to Side and commits with Goalkeeper Dive. Pick your spot before the run-up and commit to it.
8 actions — the game's order
The page most specific to Pro Clubs: what you can ask for while a teammate has the ball. Call for Pass and Call for or suggest Through Pass are the everyday ones, Call for Lobbed Through Pass asks for a ball over the top, Call for Ground Cross tells the winger to keep it low, and Suggest Shot nudges a teammate to pull the trigger.
10 actions — the game's order
What a Clubs goalkeeper can do while their team is attacking at the other end. Suggest Through Pass, Suggest Cross and Suggest Shot let you prompt teammates from the back, Autopositioning lets the game position you so you can watch the play, and Toggle Camera Target switches what the camera follows.
7 actions — the game's order
The goalkeeper's controls when the ball is in or near your own box. Dive is the committed save, Punch / Reaction Save and Grab Ball handle crosses and loose balls, Rush closes down a striker who is through, and Reaction Dive On Demand forces an immediate dive rather than waiting for the game to trigger one.
11 actions — the game's order
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How to do a fake shot in FC 27
The fake shot is a basic control, not a skill move — it sits on the Attacking – Simple page of the Button Help menu: press Circle, then Cross while pushing the left stick in any direction on PlayStation, B then A on Xbox. The row above plays it; the dock switches platform. The Giant Fake Shot on the skill-move pages is a different thing: the 3-star flair version.
Is the fake shot a skill move in FC 27?
No. It needs no skill stars — every pro can do it from level 1. Only the Giant Fake Shot and the other flair fakes on the skill-moves list are star-gated.
FC 27's basic controls, page by page
The Button Help menu splits FC 27's basic controls across thirteen pages, and the tabs above follow them exactly. Attacking – Simple (16 entries) is the bread and butter — ground pass, lob, through ball, every shot type from finesse to the low driven power shot, and the fake-shot family. Attacking – Advanced is the deepest page in the menu at 33 entries: driven and lofted passing, crosses, the flair set, precision passing, player lock, and FC 27's new Trigger Curved Runs and Pass and Follow.
Movement (11 entries) covers sprinting, shielding, first touches and stopping the ball dead; Defending (22) runs from jockeying and tackling to teammate contain and the press calls; and Goalkeeper (9) has rushing, diving and keeper movement. Tactics (19 entries) is the d-pad layer — quick tactics, custom tactics and suggestions, all playable above.
Set pieces take four pages: free kicks basic and advanced, corners and throw-ins, and penalties. This is where FC 27 actually changed: the set-piece tactics system puts pre-set player instructions on D-pad up at free kicks and corners — add or remove a runner, send them near or far post, switch zonal and player marking — and the corner-tactics menu itself moved from D-pad down to D-pad up. Throw-ins gain Shielding and Avoidance. The three Be A Pro pages at the end cover playing a single position: calling for passes and crosses off the ball, and the goalkeeper's own defending controls — pages most control lists skip entirely.
Everything else carries over from FC 26 input for input. The complete year-over-year list — every addition, rename and rebind — is in what changed in FC 27's controls, and the other two lists cover every skill move and every celebration. The FC 27 controls hub ties the three together the way the game's own menu does.
FC 27 is in the builder
Plan an FC 27 pro now
Every archetype, attribute ceiling and AP price is in the builder — including the skill-star levels these moves need. Build your pro against it.
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