The first is a kind of pizza.![]()
The playerstyles are the visualzation of the internal programming that in previous versions had to be tested, like to know if a DR join the attack, if a ST is corer or assistant etc so keep this in mind.
I guess... the first refeers to the animations/behaviour that the player has internally linked by default, since it exposes the main player behaviour, and can't be chanaged, as you know a ST scorer and a ST assistant behaviour can't be switched even by pushing skills to try to see the scorer as assistant and viceversa in the same proportion.
Meanwhile SAs will not show up always or lets say, be activated, to put the player in the Top of certain action.
So your question would be at some point, if we develop this, what does matter the most? because the SA gives a 1*+ to certan skills when trained apart from unlocking certain animations for th player (if the animations appar depend on the power of that player inside the team)
So, it matters the same as always, to test the player to know what he can do, and the power assigned internally, so to know if its a key player and hence its worth spend greens on him, and its worth the SA because of the +1* in the SA affected skills.
What you want always as manager is, to spend greens on internally well programmed players and add th most distance in the internal skills to overcome the opponent.
If you select the right players, and you reach a point where you are playing with 11 teams of 9* quality, lets say due to a top server collapse, the internal programming will make the differance.
Here the playstyes thread