Round
1
Blue
0
Computer
0
Time
0:00
Blue
Computer
Classic best-of-five: 0 played | 0% goals | 0% saves
Take turns from the spot: score your kicks, then dive to stop the reply. Each side gets five kicks. The match ends early once the trailing side cannot catch up, and a tie after five goes to sudden death in pairs.
More power beats the keeper's reach but makes the corners harder to hold; curve bends the ball late in its flight. As keeper, commit to one of six zones before the strike. With two players, a handoff screen hides the keeper's choice before the striker takes the device. Practice is ten kicks against the keeper level you choose.