Kick. Hold, pull back, let go. The further you pull, the longer the kick and the wider the area it could land in.
Left-drag
Without the ball: tackle. Press, pull back and let go, and you launch yourself the other way. Like a kick, the red area shows where you could land: the further you pull, the further you fly (up to 16 m) and the wider it gets. A dive is your shove too: the harder you wound it up, the further whoever you land on goes flying, ball carrier or not (about 6 m for a full one), but miss and you skid exactly that far yourself, and stay down longer. Two of you diving or charging into each other at once, you both bounce off. A long dive has to be wound up: it takes a full second of pulling to reach all the way, and the whole time you glow and they can see how far you could get. Long dives are slower in the air too, so they give the carrier more time to dodge. You're in the air on the way, so only where you land counts. A quick click without a pull takes over the teammate nearest the pointer instead.
Right-click
With the ball: handball, the same way as a kick. It only goes 35 m, but it's quick and flat: there before a kick would be, though anyone in its path can pick it off, and nobody can mark it. Catch one from a teammate and you get 5 seconds of the mark's slow motion to draw the next run, inside a smaller circle: nobody can tackle you in it, and when the 5 seconds are up the circle goes and it's play on.
Right-click
Without the ball: dodge toward the pointer, a quick step of up to 5 m that stops on it. If someone's up your back for a specky (you flash white), right-click shrugs them off instead: they fall out of the contest and you get first go at the ball. Nothing can tackle, dive into, charge or shove you mid-dodge, so time it and they sail past, then dodge straight back onto the spot. Each one uses a little of your sprint bar.
Click
Take over the teammate nearest the pointer (they're ringed) whenever you don't have the ball. Run under it to catch it.
QE
Switch between your players near the ball and near where it's coming down: Q to the next one on the left, E to the next one on the right (the arrow keys do the same). Every kick puts you on the one nearest where it's coming down to start with.
R
Take over the teammate closest to where the ball is coming down
Space
With the ball: dodge. You sidestep about 5 m the instant you press it (it uses a little of your sprint bar), the way you're running (or sideways away from them if you're not holding a direction), and nobody can tackle you mid-dodge. Watch for the red glow and the red landing area, and go before the dive lands. Without the ball: tap to jump: for the mark when the ball's dropping near you, and from right behind someone you climb them for a specky. Time it: a ring closes in on the spot where the ball's coming down, and jump as it meets the circle (it flashes gold when it's perfect). Well timed, you're far surer to hold it, and first to it; too early or too late and it can spill off your hands. The circle itself turns gold when you're right behind someone: jump then and it's a specky, but a specky only gets its big advantage when it's timed well. A jump also clears a ground slam. Hold to wind up a diving tackle straight away, and let go to dive. The dive knocks down any opponent it hits, ball or not, and dive through the ball to take it, however high it is.
Shift
Tap to charge: a burst forward nobody can tackle. Hit an opponent and you stop dead while they go down and fly off with your speed, ball or not. Hold to sprint (it uses the bar under your player); sprint into an opponent who hasn't got the ball and you knock them out of the way. That's also how you push someone off the spot in a marking contest.
12345
Use a power-up you're carrying: perfect kick, guaranteed mark, Gigaplayer, Zone Pass, ground slam. Press the number or click it in the bar at the bottom. They lie around the ground: run through one while you've got the ball and your side carries it, up to 4 at once. With 4 already, they stay on the ground (dimmed) until you use one. A new one turns up somewhere else 15 seconds after one's picked up.
Wheel
Zoom
P
Pause
Take a mark or get a free kick and you get 10 seconds of slow motion to draw runs: drag from a teammate to where they should go. They're off the moment you let go, and hold the spot at the end. Take one over mid-run and they keep to the line until you steer. Carry the ball over a play token and the game freezes for 5 seconds to do the same.
Whenever the ball's out of play (before a bounce, after a score, for a throw-in or a free kick) drag your players to where you want them. The restart waits while you're holding someone.
Marking contests go round like rock, paper, scissors: a specky beats a plain jump, shrugging it off beats the specky, and a well-timed plain jump beats a shrug (dodge when nobody's on your back and you've just stepped off the spot).
Nobody crosses the bright walls except with a Zone Pass. Shove, knock or climb someone from behind while the ball's in the air and it's a free kick against you, so time your specky.
Opponents glow red before they dive at you. When the ring closes in on them, press Space to dodge, or sprint into them before they go. Against your friend, the dashed red circle round them is as far as their dive could reach right now, and once they're in the air you see where they're coming down.
Catch a kick of 15 m or more before it bounces and it's a mark: nobody can tackle, knock, charge or slam you until you kick or run more than 5 m off the spot. The slow motion ends the moment the call changes: you play on, or the ball goes the other way. Get caught holding the ball too long and it's a free kick to them.