One of the most important eFootball v6.0.0 changes is not a new button. It is how teammates move without the ball. KONAMI explicitly revised four attacking situations: movement to meet crosses near goal, positioning while creating passing lanes, overly deep AMF movement, and the route taken by an overlapping full-back.
What did KONAMI officially change?
In the v6.0.0 notes published on August 12, 2026 for console/PC and mobile, KONAMI described matching offensive changes across PlayStation, Xbox, Xbox on PC, iOS and Android.
- Near goal, player movement speed was adjusted so attackers can follow and receive crosses more easily.
- When teammates try to create passing lanes, positioning and direction changes were revised so they are more likely to move between defenders or into a location that keeps a useful lane open.
- AMFs were adjusted so they are less likely to drop unnecessarily into a deep midfield zone already occupied by a DMF or CMF.
- Overlapping full-backs had their decision-making revised so they are less likely to loop around the ball carrier after already reaching an advanced attacking position.
1) Passing lanes: what does the change actually mean?
KONAMI described situations where a teammate attempted to create a passing lane but moved behind the defensive line or allowed every useful lane to disappear. v6.0.0 changes how those teammates position themselves and change direction, with the aim of placing them between defenders or where a viable lane is more likely to remain.
That is not a promise of a perfect passing triangle on every possession. Player role, position, opponent shape and the ball carrier's orientation still matter. The patch addresses a specific piece of support logic, not every tactical outcome.
How to read the new support run
- Watch the teammate's first one or two steps after the ball carrier turns toward the field.
- Do not look only at open grass; look at the defender sitting on the ball-to-receiver line.
- If the teammate starts moving between defenders, choose the pass type based on distance and pressure rather than automatically forcing a through ball.
- If the opponent closes the new lane quickly, recycle possession instead of passing simply because AI movement occurred.
2) Why AMF positioning matters more
KONAMI said an AMF could sometimes retreat into a deep midfield area even when a DMF or CMF was already there, creating strange spacing. v6.0.0 revised how those passing areas are set so an AMF is less likely to fall that deep in those situations.
The practical purpose is straightforward: when a deeper midfielder already supports buildup, the AMF has a better chance of remaining in the layer that connects midfield to attack. That can preserve a forward option instead of stacking several players on the same horizontal line.
What the AMF change does not mean
- It does not mean every AMF will stand behind the striker for the entire match.
- It does not erase the effect of Playing Style, tactical context or the opponent's shape.
- It does not guarantee that selecting the AMF position automatically produces a free player between the lines.
- It does not mean a DMF or CMF can never advance; the note addresses a specific overlap of positioning zones.
3) The full-back overlap: why the old route could kill the move
KONAMI described a very specific problem: a full-back would run forward on an overlap, then sometimes loop around the ball carrier even after already reaching a more advanced attacking position. That long route could erase the advantage created by the initial run.
v6.0.0 revised that decision-making and movement path. In practical terms, when the full-back has already gained useful ground outside the ball carrier, fewer attacks should be lost to an unnecessary circular route.
How to use the overlap
- Let the ball carrier drift slightly inside when that opens the outside passing lane.
- Release the pass when the full-back is actually ahead of the defender, not simply because the run started.
- If the opponent closes the wing, use the overlap to pull a defender and play inside instead of forcing the wide pass.
- Once the full-back reaches the final third, choose between cross, cutback or recycling based on the box rather than repeating one pattern.
4) Moving onto crosses near goal
KONAMI adjusted movement speed so players can follow and receive crosses more easily near goal. This is a receiving-movement change, not a statement that cross accuracy itself was universally boosted.
Sender quality, receiver movement, pressure, body orientation, ball height and goalkeeper/defender positioning still matter. v6.0.0 can improve the attacker's ability to arrive on the delivery in certain situations; it does not guarantee the result of every cross.
Early cross versus waiting for the defense
If the striker has already begun a clean run and space is available, an earlier cross may benefit from the improved following movement. If the box is fully crowded, repeatedly launching a high ball just because movement was adjusted is still low-value. A cutback or short pass behind the wide defender may remain the better choice.
5) Why sudden attacking runs may feel more visible
Elsewhere in the v6.0.0 notes, KONAMI also changed defensive marking behavior. In some situations defenders were made less capable of constantly readjusting to follow attackers near goal, and spacing between midfield and defensive lines can open more naturally during marking.
That defensive note is a separate confirmed fact. Zaplat's analysis is that the two sets of changes can reinforce each other: attackers try to find a cleaner route while defenders are not meant to mirror every sudden movement with excessive automatic precision.
6) Are the core changes the same on mobile and console/PC?
Yes for the four offensive points covered here. KONAMI lists them in the v6.0.0 notes for console/PC and for iOS/Android. The underlying idea can therefore be discussed across platforms, even though controls, camera, screen space and input feel are different.
Practical adaptation on console and PC
- Use your camera view to scan for the teammate changing angle before committing the pass.
- When the full-back overlaps, avoid carrying the ball directly into the same lane; leave the outside route available or use the run as a decoy.
- If the AMF remains higher, do not automatically pull that player deep with repeated reset passes unless buildup truly needs it.
- Before crossing, watch the receiver's run into the box rather than pressing the delivery as soon as the winger reaches the flank.
Practical adaptation on mobile
- Before tapping or swiping a pass, take a moment to see the receiver's direction instead of defaulting to the nearest option.
- On the wing, avoid following the full-back's overlap with the ball carrier if that blocks the same route.
- Recycle possession when no clean lane appears; improved AI does not remove interception risk.
- For crosses, prioritize the timing of the receiver's movement over repeatedly sending the ball immediately.
7) Building a move around the new behavior
A simple example starts with a CB or DMF, then moves into a CMF. Instead of pulling the AMF into that same buildup layer, wait for the higher option to appear. If the middle closes, move wide as the full-back begins an overlap. From there you can choose the outside pass, a diagonal ball into the AMF, or a reset.
The point is not a single formation. You are using the updated movement as a decision network: an inside option through the AMF, an outside option through the full-back, and a cross only when the receiver's run gives the delivery a reason.
8) Common mistakes that waste the update
- Passing instantly to every player who begins a run before the angle is established.
- Playing every attack at maximum speed and never allowing teammates a moment to reposition.
- Forcing every overlap into a wide pass even when the opponent is setting a trap.
- Turning every trip to the wing into a high cross.
- Assuming an AMF automatically fixes chance creation regardless of personnel and spacing.
- Treating every interception as proof that the update does not work instead of checking the passing line and pressure.
9) Do you need a new formation after v6.0.0?
Not automatically. KONAMI did not say one formation becomes best because of these movement changes. Start with a shape you understand and watch three things: does the AMF provide a useful between-lines option, does the full-back get a clean route, and does the box runner attack the cross at a useful time?
If not, change one variable at a time: player profile, position, or spacing. Changing formation, Team Playstyle and multiple instructions at once makes it difficult to know what actually improved the attack.
10) What about Playing Styles and instructions?
v6.0.0 also introduced systems such as Overload and separated some Playing Styles into attacking and defensive categories. This guide does not assume the passing-lane changes belong only to one Team Playstyle. KONAMI's offensive notes describe broader movement and positioning adjustments.
11) Signs you are actually using the change
- You gain an extra forward passing option instead of having three teammates standing on the same line.
- The AMF is not constantly disappearing beside the DMF/CMF during buildup.
- The overlapping full-back continues into a useful outside lane instead of circling back unnecessarily.
- The receiver starts following the cross into the box at a more logical moment.
- You can still reject the run and recycle when the opponent closes the lane.
12) What should you do now?
Play several matches and isolate one pattern at a time. First watch passing-lane support, then AMF height, then the full-back's overlap path, then the receiver's movement on crosses. Do not judge all four systems from one match because opponents, player profiles and formations constantly change the available space.
Sources & references4
KONAMI — eFootball v6.0.0 Offence changes (console/PC): KONAMI — eFootball v6.0.0 Offense changes (iOS/Android): KONAMI — eFootball v6.0.0 Defense changes: KONAMI — eFootball v6.0.0 Version Information