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How to use Creative Runs in FC 27
Description
The Creative Run gives you a second piece to move while you keep control of the ball: its three uses and the four mistakes that ruin it.
You receive with a defender on your back, your team-mate is marked, there is no time for a Player Lock and you lose the ball. Chousita explains the Creative Run, the L1 run you steer with the right stick, and how to use it with a purpose rather than just pulling it off. In this free part: how it differs from a straight L1 run and from Player Lock, its three uses (moving the receiver so they are no longer marked, moving a player so someone else can receive and attacking in behind) and the four mistakes to avoid.
What you will learn
- Tell the three tools apart: L1 is a straight run, the Creative Run steers it wherever you want and Player Lock gives you full control, at the cost of much more time
- Move the receiver two or three metres with a Creative Run so they lose their marker and a passing lane opens up, in build-up, between the lines or in the box
- Send a player towards the touchline not to pass to them, but to free up the middle and keep going inside with another pass or on the ball
- Attack the space behind a centre-back with a diagonal Creative Run on the counter, and chain L1, Creative Run and another L1 so the run starts away from the defender
- Avoid the four mistakes: using it on autopilot, sending it into an occupied zone, triggering it too early and forcing the pass to the player you have moved
Who it is for
For players who lose the ball doing Player Lock under pressure, or make an L1 run only to find the receiver marked again.
When to use it
When you receive under pressure and the team-mate you want to find is marked, or on the counter, when you want to attack the space behind a centre-back.
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