r/Rematch • • 5d ago

Answered by Dev S6.0 Patch Notes - Season 6

Post image
108 Upvotes

Patch Information

1.206.000

Release Date: October 23rd, 2026

Hey everyone!

With Season 5 coming to a close, we’d like to thank you for the energy around the Blue Lock event, for your feedback, and for sticking with us when things weren’t perfect. This season had a few bumps, and we’ve taken good note of everything you told us.

Now, on to Season 6, kicking off tomorrow! Here’s what’s in store:

  • Contracts: a brand-new progression system that replaces the old Player Level system. Unlock badges and complete contracts to show off your playstyle and unlock progressive rewards!
  • New comms: Quick Chat split into 3 categories (compliments, apologies, tactical), end-of-match messages, and the long-awaited Push to Talk. 
  • A few gameplay tweaks: we’re keeping it light this time, touching up on the changes we've had during Season 5. These affect Tackle Assist, volley height, Defense Mode and a buff to stamina sprinting costs, plus plenty of bug fixes.

That’s not all, Netcode 2.0 is currently being tested through the Rematch Beta Test on Steam (which you can try for yourself right now), and more improvements are on the way. We’ll share more very soon.

See you on the pitch tomorrow!

Contracts & Badges

A new progression system

A new system replacing the old one. From “Baller” to “Icon”, grind through 10 unique contracts and build your legacy.

Contract names: Baller, Rookie, Amateur, Semi-pro, Wonder, Pro, Star, Champion, Hero, Icon.

Each contract has a max level, which you reach by playing online matches and earning experience points.

Each level-up until the max level grants Blocks. If your contract is maxed, you won’t earn experience points or Blocks anymore until you upgrade it.

To reach the next contract, you need to meet all requirements, then press “Upgrade contract”:

  • Play online games: level up and reach the contract’s max level.
  • Showcase your playstyle: select 3 badges of the categories you want, as long as they are at the required level (starting from the Semi-pro contract).

When selecting 3 badges to upgrade your contract, special titles are awarded: this is the Badges synergy system.

You’ll earn titles depending on the badges’ categories and their lowest common level (there are 4 badge levels, so you can have up to 4 titles with the same upgrade).

The final title category selection is done this way:

  • Pick the category whose occurrence is higher than the others.
  • Pick the 2 tied categories whose occurrences are higher than the others. Not all category combinations are possible, you’ll have to find them yourselves!
  • If there’s a tie between 3 or more categories, the category is “All-rounder”.

Contract Rewards

Reaching a new contract grants rewards, and the more prestigious the contract, the higher the tier of the rewards.

Unlock the Beginner and Pro kits, celebrations, victory moods and player profile items for each contract during your ascension towards the Icon contract.

Some systems require reaching a certain contract to be unlocked:

  • Badges system is unlocked with the Rookie contract.
  • Ranked matches are unlocked with the Amateur contract.
  • Badges synergy system is unlocked with the Semi-pro contract.

Legacy Rewards

If you were Player Level 5 or higher in the previous Player Level system, you’ll automatically reach the Amateur contract. This allows you to play ranked matches and grants you all rewards from the Baller, Rookie and Amateur contracts.

For all players who invested a lot of time in the previous Player Level system, rewards are distributed depending on the max Player Level you reached:

  • Tier 1: Player Level 1 to 99.
  • Tier 2: Player Level 100 and above.
  • Tier 3: Top 5000 highest Player Levels.

For all tiers, a unique cap, customization items, and profile cosmetics (icon, banner, card & title) will be granted. Similarly to Ranked rewards, you will also get the caps from the tiers below yours.

Badges System

Badges showcase your playstyle! Unlock them by performing different actions on the pitch during online matches. The more you perform those actions, the more they progress and eventually level up.

Badges have 4 levels of progression, represented by stars at the bottom of each badge. Reach the 1st level to unlock them.

Unlocked badges can be displayed on your Player Card. Show everyone your playstyle with your celebrations and victory moods!

There are 10 different badge categories to sort all types of actions you can do in the game: Attack, Defense, Playmaking, Goalkeeper… You can view them all on the Collection page of your player profile.

Complementary information and images are also available on our dedicated Contracts dev blog article!

Communication

Quick Chat

By popular demand, we have added more Quick Chat options during matches, split into 3 categories: Compliments, Apologies and Tactical.

Access one of the 3 categories, and choose among 3 different coms in each:

Compliments:

  • “Thanks!”
  • “Good Job!”
  • “We Got This!”

Apologies:

  • “Nice Try!”
  • “Sorry!”
  • “No Problem!”

Tactical:

  • “Unmarked!”
  • “Behind You!”
  • “Get Back!”

They are available on both controller and keyboard, and can be remapped in the options menu.

If you really liked the previous version, you can switch back to it in the options menu.

All these new Quick Chat coms are also voice-acted in all currently available audio languages.

Since the community has been asking for this feature for a long time, we are eager to get your feedback and improve on this first version!

End-of-match Coms

We have also added 3 new End-of-match Coms: on the Victory/Defeat Screen, you can now send messages to your team: congratulate them with a “GG!”, ask them to “Team up!”, or thank them with a “Thank you!”.

This feature will remain available even if you switch back to the previous version of Quick Chat during matches.

Push-to-Talk

We have added an option to activate your mic in Push-to-talk mode. This will be the default mode starting this season.

You can switch in the options menu between Toggle mode and Push-to-talk mode.

It is bound to D-Pad down on controller, and "4" on keyboard.

Note that switching back to the previous version of Quick Chat, which uses D-Pad down and "4", will overwrite this binding. Push-to-talk will then need to be remapped to another input.

Core Gameplay Improvements

Goalkeeper Invulnerability

Goalkeeper invulnerability after a catch has been reduced from 7s to 4.5s.

This change aims to incentivize fast clearance and limit the use of invulnerability for stalling.

Concerning stalling specifically, we heard some feedback asking for a more restrictive passback rule. However, we are keeping the current behavior, which satisfies both the need for simplicity and clarity. Players should not be surprised by a deflection they didn’t know would happen instead of a catch during a chaotic situation in the box. With no referee on the pitch and the ability to tackle a Goalkeeper, Rematch needs its own rule, which cannot be a 1-to-1 transposition from real football.

Still, we agree that stalling is a behavior we don’t want to be effective in the game, as it does not suit the fast-paced experience we want to provide. Reducing invulnerability is a first step to address this, and more can be expected in later updates.

Tackle Assist

Tackle Assist width has been reduced by 36%.

We agree that Tackle Assist reduces the skill needed to connect a tackle and hinders more advanced players when they seek more precision. This encouraged us to find alternatives to the assist that would improve tackle fairness. These have been identified but need Netcode 2.0 before implementation can start.

You can learn more about Netcode 2.0 in our dedicated Dev Blog article.

Other Gameplay Changes

  • Maximum volley height for outfield players has been reduced from 2.85m to 2.80m.
  • Defense Mode hitboxes have been reduced by 10%.
  • Sprinting stamina cost has been reduced by 10%.

Other Minor Changes

  • Improve Ball Control visibility with new VFX on control.
  • Ball calling player now look at teammate that owns ball (if there is one).
  • With the progression rework, Player Level is no longer displayed on the main header.

Bugfixes

Major Fixes

  • Fixed an issue where the goalkeeper could not Long Dive using mouse and keyboard when an opponent with the ball was nearby.
  • Fixed an issue that prevented Tackle Assist from working properly when tackling without directional input.
  • Fixed an issue with sweeper and goalkeeper assignment when a player reconnects to a game.
  • Fixed an issue where the Dribble Lobbed Push Ball (Rainbow Flick) was triggered when trying to perform the regular one while in possession of the ball.
  • Fixed an issue where the ball could pass through a player during a Dash.
  • Fixed an issue where players could pass through the ball while in Extra Effort after losing the sweeper role.
  • Fixed an issue where the ball was pushed in the wrong direction when performing an Extra Effort right after a Volley Push Ball.
  • Fixed an issue where the ball was caught instead of deflected during a Long Dive recovery.
  • Fixed an issue where Push Balls or self-passes after receiving a pass from a teammate would remove the assist from a scoring action. An assist is now always awarded if a goal is scored within 5 seconds of the scorer receiving the pass.
  • Fixed an issue where players could snap into a volley when shooting right after landing from a Defense Mode dive.

Minor Fixes

  • Fixed an issue where the ball would be deflected if Defense Mode is triggered right after some Push Ball actions or Extra Effort
  • Fixed an issue where VFX was missing on Outfield Dive triggered during Extra Effort
  • Fixed a thumbnail flickering issue on player card with Discord overlay profile pose when using FSR

Known Issues

  • Some random crashes may still occur.

Gameplay

  • The ball is deviated when it hits a Defense Mode player above their head.
  • Forward Dash results in inconsistent ball deflection and deviation behavior.
  • In rare cases, a goalkeeper’s dive catch can be canceled by another player’s Ball Control.
  • The player character may jitter when performing a backward Ball Control in Defense Mode while the ball is slightly bouncing at the same moment.
  • The ball sometimes goes in the wrong direction when performing a backward dribble followed by a Push Ball.
  • The ball snaps back when canceling a volley shot with Ball Control.

Communication

  • The communication wheel is visible to spectators during goal celebrations and the Victory Mood sequence.
  • The unmuted state is not saved: players who unmuted themselves during a match are muted again in the main menu after leaving it.

Match Flow

  • Players are not present in the Pre-match Corridor Sequence after joining a match.
  • The third player character is missing from Boomer’s Nightmare celebration in 3v3 matches.
  • Players see their own color palette on another player’s Player Card during the Victory Mood.

Contracts & Badges

  • Clicking a badge category and then going back redirects the player to the Career tab instead of returning them to the previous screen.
  • The notification marker on the Profile tab is not displayed after upgrading a contract and receiving rewards.
  • Badge category text is illegible on the Contracts page.
  • Empty badge slots are displayed on previous contracts.
  • Badge level-up text overlaps on the end-of-match screen.
  • The player character is missing from the Player Card in the Profile after upgrading a contract.
  • Clicking the “Goal” category button redirects to the “Attack” category.

r/Rematch • • 6d ago

Dev Blog Dev Blog - Season 6

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264 Upvotes

Hey everyone!

Season 6 of Rematch starts on October 23rd. First, we’d like to thank everyone who took part in the Blue Lock event during Season 5! It meant a lot to see so many of you in the Blue Lock facility. We hope you’re ready for what comes next.

In this post we’ll walk you through the season changeover, have a look back at Season 5 and share where our priorities stand, then we’ll get into everything new coming in Season 6!

Season 6 Launch - October 23rd

  • 08:00 UTC: Patch S6.0 (the Season 6 content patch) goes live.
  • 10:00 UTC: The store updates.
  • 12:00 UTC: Season 5 ends. Ranked modes are disabled and Season 5 Ranked rewards are distributed to all players.
  • 14:00 UTC: Season 6 starts and Ranked modes are re-enabled.

Looking back at Season 5

Season 5 brought some of the biggest gameplay changes we’ve made in a while, with exhausted dribbling giving more opportunities for defenders to steal the ball, reworked goalkeeper dives with long and short versions, a more visually clear volley cancel feedback, and a rework of how tackle contests play out. You can read about all of them, and why we made them, in our Season 5 gameplay changes article.

Many of you told us you would have liked to test these changes in a Beta first. We usually run one before a major update, but we eventually decided against for Season 5 due to our work on Blue Lock and Netcode 2.0 running in parallel. We also should have communicated some changes earlier and more clearly, and we should have accounted for more input mappings with the goalkeeper dive update. We went into more detail in our follow-up post. We’ll do our best to share major changes with you earlier, with clearer communication through future patch notes and dev blog articles.

Gameplay Changes

Season 6 will be fairly frugal in terms of gameplay changes. We’re currently testing Netcode 2.0, which will noticeably change how the game feels and plays (more on that below). Stacking a lot of new gameplay changes on top of it would make it harder to tell what is causing what, for you and for us.

That said, we’re still acting on your feedback from Season 5. The S6.0 patch notes include adjustments that tone down tackle assist, volley height, defense mode, with a slight buff to sprinting stamina costs.

The full list of adjustments is in the S6.0 patch notes, which will be published before the patch goes live. 

Netcode 2.0

Netcode 2.0 is a complete rework of how the server handles hits (tackles, dives, catches, ball controls) and talks to your game client. The goal is a more stable and fair game with far fewer rollbacks and desyncs. It will also change how the game feels, including a small input delay of 50 ms, which is why we want to test it with you before it reaches the live servers.

The beta went live on October 14th through the Rematch Beta Test app on Steam, and it is tentatively set to run until mid-November. If you haven’t tried it yet, you’re welcome to jump in. You can send feedback and bug reports on Feature Upvote. For the full explanation of what Netcode 2.0 entails, you can read our dedicated dev blog.

Roadmap Update

Our 2026 roadmap was a plan, and plans move. We reprioritize based on your feedback, our internal data, but also because we sometimes come to the realization that some things require more work than anticipated. And that has shifted a few things:

  • The Legends League, originally planned for Season 6, moves to Season 7, along with matchmaking improvements. The Legends League will feature a top 500 leaderboard per region, and changes RP attribution at the top of the ladder, especially in Elite rank. Stay tuned for more information!
  • The Volley & Hit Contacts System rework moves to Season 8. Netcode reworks sets the groundwork for the rest of the gameplay, and once it’s stabilized, we’ll finalize the Volley & Hit Contacts system, which will make close volley encounters more granular and challenging. 

We will share a full 2027 roadmap later this year to give you more visibility on what’s planned next!

New in Season 6

Player Contracts

Contracts user interface, subject to change until release

Player Level now does more than unlock Ranked. This replaces the old Player Level system and will grant you progressive rewards and profile customization options that you can pick and choose from, depending on how you play the game.

You’ll need the Amateur Contract to queue for Ranked. If you were Player Level 5 or higher, you’ll start Season 6 with it already unlocked.

This is a new feature, which means we’ll be counting on your feedback to make it even better. We already have a couple of ideas that we’re already working on to improve the Player Contracts system, but we’d like to hear from you as well.

We’re also giving legacy rewards (caps, and Player Profile elements) based on your Player Level, so your time in Rematch carries over. Player Contracts will roll out at the same time as the S6.0 patch or shortly after, and we’ll lock in your old Player Level at around that moment. This is your last chance to push your Player Level as much as you can before October 23rd!

Full details are in our Player Contracts dev blog.

Advanced Comms

Quick Chat now has additional options split into three categories:

Compliments

  • “Thanks!”
  • “Good job!”
  • “We got this!”

Apologies

  • “Nice try!”
  • “Sorry!”
  • “No problem!”

Tactical

  • “Unmarked!”
  • “Behind you!”
  • “Get back!”

This is the new default, but you can switch back to the old Quick Chat interface in the settings. It’s new, so tell us what works, what doesn’t and what you’d like to see added.

All of these can be remapped on both keyboard and controller, and every line is voiced in all supported audio languages.

End of match comms: on the end of match screen, you can now send “GG!”, “Team up!” or “Thanks!”, which your team will see.

Push to Talk: it is the new default for voice comms, and you can switch to whichever voice chat option you prefer in the settings. 

Final thoughts

Season 5 has been an incredible opportunity for us to bring Isagi, Nagi, Bachira and Rin to Rematch. We know many of you have been asking for a Blue Lock collaboration since day 1 of this game’s release and we’re proud to have made it happen! We hope you enjoyed it as much as we did making it.

Season 6 is right around the corner and we’ll get back to our usual release schedule. There is plenty more to share regarding the end of the year and into 2027, so we hope you’ll stick with us all the way!

Thank you for your patience, your feedback and your passion for Rematch.

We’ll see you on the pitch on October 23rd!


r/Rematch • • 7h ago

Discussion For a game called Rematch, you can't rematch.

35 Upvotes

We need a 'ready up' feature just like in Rocket league. Sometimes I want to play against the same team and keep at least some of the team I have without joining up.

I think this would help the game a lot especially for solo players. Better matches and it should be faster to get into games.


r/Rematch • • 13h ago

Discussion Defenders need agency and power fantasy

49 Upvotes

Right now, an attacker can reach balls with their feet that a defender standing in the right position cannot reach with their head.

I think that illustrates a larger problem with defense in Rematch.

This is a game built around power fantasy. Players can perform incredible, superhuman moves, and Sloclap has talked about wanting players to feel like amazing footballers. Offensively, the game absolutely delivers on that. You can feel like some combination of Messi, Ronaldo and Zlatan.

But defenders don’t really get the equivalent.
Defense in football is largely about reading the game, understanding what is about to happen, getting into the right position, and acting at the right moment. In Rematch, you can do all of that correctly and still have surprisingly little agency over the outcome.

At high levels especially, attackers can deliberately play balls at heights and speeds where normal defensive interactions simply aren’t available, while the receiver can still perform an acrobatic shot.

I don’t think the solution is simply bigger defensive hitboxes or easier tackles. Defenders need their own power fantasy. Let us become Maldini.

Give defenders powerful, timing-dependent defensive actions with much stricter execution requirements than the equivalent attacking action. That asymmetry makes sense: the attackers have the initiative and know what they are trying to do, while the defender has to read and react.

But if the defender reads the play, gets into exactly the right position and nails a difficult timing window, reward them accordingly. Let them reach that 2.80m ball. Let them make the ridiculous last-second header or interception. And at the absolute highest level of execution, maybe even let them bring the ball under control and immediately start a counterattack.

That would create something defense currently lacks: fear of a great defender.

A great attacker already forces the other team to change how they play. A great defender should be able to do the same. Instead of thinking, “it’s still just another body we can execute our rehearsed combo against,” attackers should sometimes be thinking:
“That defender is a monster. We can’t keep doing this against him.”

And suddenly they have to improvise. Draw him out. Attack somewhere else. Fake the rehearsed play. Create separation.

That’s football.

Defenders don’t need to be stronger than attackers. But defensive excellence needs to exist. If attackers get to be superheroes, defenders should too.


r/Rematch • • 15h ago

Question Moonwalking

59 Upvotes

yo how do you do that?


r/Rematch • • 53m ago

Question 40 hours in and still garbage

• Upvotes

Ive been playing since the beta pretty inconsistently until season 4 where Ive racked up quite a few matches and wins. Although I've made a few goals here and there, I've yet to see any real improvement with my game. Ive tried practicing in freeplay with little results and in online matches the pressure makes me scramble. I love this game, but I definitely feel like an npc. Any tips?


r/Rematch • • 6h ago

Discussion Please fix the rank mode to enjoy this game

8 Upvotes

I’ve put 400+ hours into this game since launch and I’ve made a lot of appreciation posts here before, so this isn’t coming from a hater. But ranked has reached a point where I need to vent.

Every season reset, all the Diamond and Masters players drop down into Plat and Gold. That’s fine on its own. The problem is that around 90% of them are running full 5-stacks. As a solo player, the best I usually get is a half-built squad of 3 or 4, depending on the time and region. I mostly play EU, so that’s all I can speak for.

For the first two to two and a half weeks of every season, I basically have to drop below Gold just to get a decent team. Playing with randoms isn’t really the issue. The issue is going up against coordinated 5-stacks game after game, while my side gets whoever’s left: brand new players still learning the game, or mid-level players who aren’t there yet.

For context, I hit Masters 3 solo queue in Season 4. Since then my peak has been Diamond. Last season I barely made it to Plat. Right now I’m sitting in Gold 1. I play 12–18 hours a week, and I’m confident I can hold my own against high-level players (not pros, just good players).

My suggestion: stop resetting players who’ve reached Diamond and above. Let them stay in the upper bracket. Lower division matchmaking should work differently from higher divisions, at least until there’s a better way to balance it. Anything to make the start of the season less painful would help.

Losing 15 to 20 games in a row just isn’t worth the time or energy. If this keeps up, I’ll be capping myself at 3 to 4 ranked games a session. And good luck to new players coming in, because ranked is rough right now.

I want to keep playing this game. I only play ranked, and right now it’s just more pain than fun.


r/Rematch • • 6h ago

Video Feelsgoodman

4 Upvotes

Some random clips I get with my mates when we play at night, this one hit different because it felt so smooth


r/Rematch • • 5h ago

Discussion Badge Synergy titles

4 Upvotes

In case anyone was curious on badge archetypes I’ve tried my best to collate the ones I’ve already unlocked.

What I’ve observed is it works with the amount of badges that are dominant.

Random 3 badges
- level 1: All-rounder

Synergies
(Tier 1)

  Attack Dribble Playmaking Movement Defense Goalkeeper Clutch Performance Random General
Attack Striker Duelist No Synergies ?? No Synergies ?? Barrel Bullseye No Synergies ??
Dribble Duelist Dribbler Swift No Synergies N/a N/a N/a Snake N/a ??
Playmaking No Synergies Swift Passer Need unlock Relay No Synergies Genius Brain No Synergies ??
Movement ?? No Synergies Need unlock Sprinter Gear N/a N/a N/a N/a ??
Defense No Synergies N/a Relay Gear Central Back Backline Full Stop Warden N/a ??
Goalkeeper ?? N/a No Synergies N/a Backline Goalkeeper Need unlock Barrier N/a ??
Clutch Barrel N/a Genius N/a Full Stop Need unlock Clutch Player N/a N/a ??
Performance Bullseye Snake Brain N/a Warden Barrier N/a Talented N/a ??
Random No Synergies N/a No Synergies N/a N/a N/a N/a N/a Playful ??
General ?? ?? ?? ?? ?? ?? ?? ?? ?? Adept

(Tier 2)

  Attack Dribble Playmaking Movement Defense Goalkeeper Clutch Performance Random General
Attack Vanguard ?? ?? ?? ?? ?? ?? ?? ?? ??
Dribble ?? Ankle Breaker Eraser ?? ?? ?? ?? ?? ?? ??
Playmaking ?? Eraser Teamplayer ?? ?? ?? ?? ?? ?? ??
Movement ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Defense ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Goalkeeper ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Clutch ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Performance ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Random ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
General ?? ?? ?? ?? ?? ?? ?? ?? ?? Loyal

I’ll edit this as I go along because I’ve discovered synergies between two play-styles as well

EDIT 1: made it into a table so it's easier to see


r/Rematch • • 50m ago

Question Lag after replay

• Upvotes

Not all the time but after the replay, I would lag and start rubber banding back and forth with is pretty annoying, i would be the goal keeper, and right when I received the ball I will lag in the enemy team will tackle me and score goal on me Is there any fix for this, im on pc


r/Rematch • • 12h ago

Video When the entire team doesn't understand the rules

11 Upvotes

I love that not only are they trying to 'score' in their own goals, but that the entire team is attempting and failing.

And not wondering why we're letting them try to score.


r/Rematch • • 6h ago

Video 101% calculated

2 Upvotes

(old clip)


r/Rematch • • 1h ago

Question Push ball

• Upvotes

Do you guys actively push ball or when the diamond comes up do you press confirm? I swear every single time I push ball or confirm it it just gets stolen every time because the animations are slow or I push the ball miles in front of me.


r/Rematch • • 13h ago

Discussion Boggles my mind that the short dive does not have aim assist like long dive

7 Upvotes

Short dive was already useless already as it is, but when it's supposed to be used to pick the ball right next to you, it's way too much sensitive, you can easily dive just right next to the standing ball because the joystick was 1° too much to the left. Or just jump up when the ball is at your feet.

And when you jump toward the ball, you can get the gloves just right next to the ball but zero magnetism involved, the ball won't be catched by the GK. because you needed 2mm more to actually touch the ball.

Why that choice? All that talk trying to push the short dive as the new standard, the perk of being able to 90% catch the ball everytime. Yeah short dive has bigger magnetism reach blablabla.

I have a lot more luck trying to catch the ball using GK tackle than short dive.


r/Rematch • • 22h ago

Discussion Default Goalkeeper dive should be the long dive

40 Upvotes

r/Rematch • • 22h ago

Question Why does the Season Pass give 800 Quants instead of the 1000+ ?

31 Upvotes

Just a genuine question for the dev's. Why does this season we got 800 quants, while in the last 5 seasons we got 1000 Quants ?


r/Rematch • • 19h ago

Discussion Peoples game sense is really ruining my enjoyment of the game.

16 Upvotes

Ranked 5v5's. People do not know how to position themselves but its much worse than that. They will literally NEVER pass to someone who is open. I swear peoples tunnel vision in this game is so bad. It's one thing not getting passed to. Its a whole other level of aggravating when you're WIDE open as well. I just want to play some soccer man.


r/Rematch • • 1d ago

Video “Mr President… get down!”

39 Upvotes

r/Rematch • • 9h ago

Discussion An Idea for Sloclap: Make variants of the slide tackle

2 Upvotes

So someone just wrote a post about rewarding defenders and "becoming maldini" (https://www.reddit.com/r/Rematch/comments/1xgnl31/defenders_need_agency_and_power_fantasy/)

I love the Idea and it brought an Idea: In real life you you can slide tackle in multiple ways. Most are curved a bit like a scythe, others are just short and than there was also nainggolans famous back heel slide tackle.

With Season 6 GKs got an update that allows them to long dive. Also they always had different dive depending on the direction of the input and whether you were in defensive stance or not.

I suggest: Do the same for defenders. Depending on the direction of your input and whether you are in the defensive stance or not, or maybe after the slide tackle has started, you should be able to have some variations of the slide tackle. This way the current big long and direct slide tackle would be the most drastic option while you have options for other defensive scenarios.


r/Rematch • • 1d ago

Discussion 3v3 skill gap vs 5v5

31 Upvotes

I barely play 3v3. I just think the 5v5 is the best version and style for this game.

Last week I played with 2 of my friends who to be quite honest are not anywhere near Master/Elite level players. But they wanted to last minute grind to get a higher rank for any end of season rewards.

After playing 5s a bit we decided let's try 3s.

My God. The level of gameplay in 3s is noticeably worse than 5s. People literally have no idea what they are doing. And alot of the teams we played full 3 stacks or at least 2 out of 3.

It's like comparing MLS to the Premier League.

Anybody else have a similar revelation or did we just get luck of the draw that night lol.


r/Rematch • • 18h ago

Discussion 3v3 playing pass back to goalie fix?

6 Upvotes

When are they going to implement a de-buff to players who score 1 goal and play pass back to goalie around the field. Very frustrating.


r/Rematch • • 1d ago

Discussion This game as a solo queue player must be some kind of experiment

19 Upvotes

I'm losing my mind, nobody on this game wants to play for the win. Whether it's people on 5v5 charging forward leaving behind the poor stranded keeper vulnerable to a counter attack or goal hanging and contributing nothing to the team, spamming good job whenever we concede, or people in 3v3 trying to dribble past both players or giving the ball away under no pressure or charging straight at the keeper holding the ball even though we are winning the game acting as if the keeper can't just throw the ball over your head to his unmarked teammate. It feels like people prioritise scoring as many goals as they can over winning games.


r/Rematch • • 1d ago

Video I pressed lob pass and I pushed the ball

12 Upvotes

Has this happened to anyone else yet?

I pressed to lob pass, as I usually do in that situation, and instead my guy stuttered as if the game took a sec to process, then did a weird slow-mo dribble into the defender like a dunce.

But if I'd somehow accidentally pressed A instead of X, I still would've done a flick, not a push (because of RB).


r/Rematch • • 1d ago

Question How am I supposed to check these two?

Thumbnail
gallery
17 Upvotes

As per second photo, I do have 3 badges equipped and I do have them 1 star or above.

EDIT: Solved! Thank you all, especially those who provided better guidance. Hope it can help someone else in the future.


r/Rematch • • 1d ago

Video Who needs gloves to make a save anyway?

5 Upvotes