READ YOUR FOOT CIRCLEOuter arc: stamina. Amber means low; red and RECOVER mean release sprint. The inner arc shows your throw, dive, catch, or weight charge. The small pointer shows your held weight direction, and an amber side mark shows which foot is waiting to plant. The red notch warns of poor balance.
FACE THE PLAY[ / ] turns your athlete. O returns to travel facing. G restores automatic facing and centers your weight. The gold arrow at your feet shows your body direction. M, controller Y, or D-pad down switches the carrying hand after securing the ball.
Controller: D-pad left/right turns, up faces travel, down switches carry. Second keyboard: Num7/9 turns, Num÷ faces travel, Num× switches carry.
CALL AND PLACE THE THROWPress right stick (RS click) or both bumpers, LB + RB, to call. Add right stick toward the space you want the QB to lead. Keyboard: Y calls, with Q/E/I/K for placement. A visible Call for ball button is also available during line drills. The QB leads your current route; placement is set at release. After release, reach and gather normally.
LT / X progressively squares your body toward the ball. Release it to face your travel direction. Your head follows the camera. LB / U lowers the shoulder and adds a short grounded drive when pressed while moving.
PLAY QUARTERBACKSelect QB. Enter / Start snaps; WASD / left stick moves. 1 / A selects WR; 2 / B selects RB. Q/E/I/K / right stick places the pass. Controller: pull right stick back to load, then push forward to throw. A sideways finish leads the selected receiver. LT sets your feet; release LT while loaded for a pump fake. Return the stick to center to cancel. Keyboard: hold/release Space. The arc previews placement. X / left trigger sets your feet. You decide when to release.
HANDOFFS AND PITCHESQB: select WR or RB, then F / LT + Y calls that player in for a physical handoff. Any carrier: keyboard B pitches beside or behind. Controller Y switches the carrying hand. Dropped pitches stay live. Use Control carrier / Tab / left-stick click to take over the new carrier without resetting.
3v3 SCRIMMAGEEnter / Start snaps the play. You control the receiver against the corner. The quarterback drops back, the running back runs the other side, and the linebacker and safety cover behind them. R resets the formation.
BALL IN THE AIRWASD / LS travels. Shift / RT changes pace. Q/E or RS sideways sells the shoulders and shields. I / RS up reaches; K / RS down gathers. You can also hold left mouse and drag a virtual right stick.
Choose In-air catch for contested balls or From scrimmage for 1v1 line practice against corner with auto-throwing QB. Select Receiver, Corner or Local 1v1.
Space / A jumps. X / LT plants. F / RB hand-fights (can occupy a catching arm). U / LB lowers the shoulder. Tap / hold J / X dives. R / Back repeats the identical placement. N / ↗ changes placement. Select Receiver, Corner or Local 1v1.
Second keyboard: arrows travel, Num4/6/8/2 shapes the body/hands, slash jumps, backslash plants, Enter hand-fights. Two controllers work too.
The gold ground marker is a flight-reading aid, not a catch zone. The hand indicators reflect actual links, not success odds.
ORIGINAL OPEN-FIELD CONTROLS BELOWX on Xbox / J dives on release: tap for quick extension, hold for a longer dive. A still jumps in pass plays. Larger builds hit harder; smaller builds turn faster and sprint longer. Release sprint to recover when exhausted. L / LS click also adds an optional jump to open-field play.
Load. Plant. Redirect.
Hold the right stick to one side, then let it center: your weight stays loaded. Flick directly to the opposite side for a hard plant and a juke toward that side. The loaded foot must actually land first.
Load right, then roll clockwise through the bottom to spin back left. Mirror it on the other side. Keep the stick near the rim during the arc; a straight reversal is a juke, not a spin.
Tap and release J / Xbox X for a quick dive; hold then release for a stronger launch. Left bumper lowers the shoulder without slowing to a full brace. Right bumper finds the nearest opponent and tries to extend the free arm into them.
Load amount, foot timing, momentum and contact change the result. No gesture awards an escape. Center with G / right-stick click, or use the next load to prepare another move.