College Football 27 Ball Carrier Moves Guide: Spins, Stiff Arms, and More
Whether you’re handing the ball off to a running back or trying to squeeze out extra yardage as a receiver after a catch, College Football 27 gives you a variety of ball carrier options to help you break tackles and keep moving. From a hard, momentum-killing stiff arm that sends defenders to the turf to a slick spin that slips you through incoming contact, learning each move can be the difference between a short gain and a long one. This ball carrier moves guide for College Football 27 is here to help you master those techniques.
There are also multiple passing styles in College Football 27, each offering different levels of control. Here’s how each of those passing types works.
All Ball Carrier Moves in College Football 27
When you’re carrying the ball, you have nine different moves available beyond simply choosing the direction you run. Below, you’ll find every option and the situations where each one tends to work best for picking up those extra yards.
If you’re the type who likes to track changes across releases, ball carrier moves are unchanged from College Football 26 for returning players.
How to Spin in College Football 27
To spin, press B/ Circle and move the left stick in the direction you want your player to go. You can also use the right analog stick by pointing it downward, then moving it clockwise or counterclockwise to spin in the matching direction.
Spins work best once you’ve already built up speed and a defender is charging straight toward you. The move is designed to help you thread through a gap on either side of the opponent, avoiding the tackle while keeping your momentum.
How to Juke in College Football 27
To juke, move the right analog stick left or right, depending on which way you want your runner to go. A juke functions like a quick fake: your player pretends to move one direction before continuing forward or cutting the other way, based on where you steer them next.
How to Stop and Go (Hesi Juke)
The Hesi Juke, sometimes called a “Stop and Go,” is performed by pushing the right analog stick downward while you’re running with the ball. It’s similar to a juke, but instead of feinting to one side, your ball carrier fully stops their run before starting again. This is especially useful when a defender is closing in from either side and is about to make contact. Timing the hesi juke can help you slip past the tackle attempt and immediately redirect into open space.
There is one downside to the Stop and Go: it does reduce your momentum. Depending on your ball carrier’s attributes, you may find it harder to shake off other defenders once you’ve slowed down.
How to Hurdle in College Football 27
You can hurdle a defender by pressing Y/ Triangle as you run toward them. Your player will jump over the incoming opponent, letting you avoid the tackle and keep the run going without losing momentum.
However, hurdling won’t help if there’s someone right behind the target defender. Because of that, it’s best saved for moments where only a single player stands between you and either the end zone or the next first down.
How to Truck in CFB 27
Trucking is done by flicking the right analog stick forward when a defender is lining up to meet you head-on. It’s a strong choice if you’re controlling a particularly physical running back or wide receiver with a high trucking attribute. Instead of backing down to the contact, they can essentially power through the tackle attempt and continue the run. It’s also one of the most satisfying ball carrier moves in the game when you land it.
The limitation is that trucking isn’t guaranteed. If your player’s trucking number is low—or if the defender has strong stats—your runner may get stopped before they can push through.
How to Stiff Arm in College Football 27
You can stiff arm an opponent by pressing and holding the A/X button as a defender comes in to tackle. Like trucking, this is a power-oriented ball carrier move. It reduces how much contact your player takes from the incoming defender, helping them keep sprinting without dropping speed too much.
How to Give Up/ Slide in College Football 27
If you’re not running with your quarterback, you can tap X/Square to “give up” on the play and slide to the ground. This helps protect your player from getting injured when you’re confident you won’t be able to avoid the tackle. The same button inputs are used for a QB slide when you are controlling a quarterback.
How to Dive in CFB 27
If you need a final few yards on a run, you can press and hold X/Square to perform a dive. The dive is meant to grab extra yardage by pushing your player forward through the air.
Don’t attempt it when a defender is directly in front of you. In the best case, you may not gain any additional yardage; in the worst case, you risk fumbling and turning the ball over.
How to “Reach for It” in CFB 27
At the end of a run, if your player has been tackled and is falling to the ground, press and hold up on the right analog stick to “reach for it.” This makes your player extend the arm that’s holding the ball to try to pick up a few more yards. It’s especially helpful when you’re trying to reach the first down line or when you’re just short of the goal line and need to sneak the ball in.
Not every player will be equally effective with every ball carrier move. Success depends on your ball carrier’s attributes, along with the defensive stats of the opposing team.
In most cases, running backs and standout ball-carrying wide receivers tend to have attributes that favor either power-based options or agility-based ones—such as spins and jukes. Before you kick off, take a moment to review your players’ stats so you can lean into what each one does best.


