Player Slots

== Overview ==
In football frontier players have access to 4 slots, each customizable by selecting different equpments, hisssatsu, position and more. This page will only show the most influential mechanics for a slot, other minor stuff such as elements, positions and sizes will be in other pages.
==Stats==
In total there are 6 base stats in the game. Each of them affect a certain game-mechanic gradually making it better, while also having dimishing returns at very high values(gotta rewrite it again 🙏). Normally these can only increase in value unless the player is wearing an equipment with a negative value, or they have a stat in F. 
===Kick===
Affects the speed of the ball when kicked, increases power on hissatsu shots. Might also be used for the guarding formula.
===Guard===
Decreases fp taken when guarding and increases power taken on hissatsu shots (both guarding and defensive moves). If keeper increases the treshold at which you can save a shot (if shot has 50 power remaining after a clash you'd save it), also works with normal saves i believe.
===Body===
Better chance to autoguard and Scales stun time on a parry. If keeper increases normal hitbox.
===Stamina===
Increases stamina (orange bar) nothing more.
===Control===
Increases parry timing (parry stays for a lil longer). Gives the player acces to better volleys (normal aerial kick and bicycle) each going further than the last. Also allows the player to volley an hissatsu with enough control. If keeper increase clash bar timing.
===Guts===
Increases the green bar below the stamina, this is used for hissatsu moves.
== Scalers and Potential==
Pressing the potential button allows the player to see their scalers. They affect the amount of stat points gained each level and can be rerolled for robux or by using a pin (the pin also rerolls your potential btw). The scalers range from D (200 stats at max) to S (600 at max), with each tier increasing the max stat points by 100. The number on the right side is the slot's potential, and makes it easier to get better scalers. After rolling the potential each stat is given a random amount of "points" which influence their scalers (i cant man this is too hard to explain), redistribuitng would scramble the "points" again.
== Core Hissatsu ==
CoreHissUnlocked.png|The Hiss are all unlocked in this slot
CoreHissNotUnlocked.png|The Hiss are not unlocked in this slot
Every character has access to 6 hissatsu slots, the first 4 called core hissatsu.Each of them has a random level requirement before being unlockable,and with the foresight gamepass the player is able to see them regardless of the level. The first core slot will always be an hiss that matches your character's position, for example a defender would not be able to roll a fire tornado. Core hiss ignore whatever the player puts into their 5h and 6th slot, meaning that it's possible to potentially roll dupes (they share cd)
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