Quick Introduction

The Basic Controls

W
S
A
D

Use WASD to walk

and Space to jump!
Space
Move the mouse to look around and aim!
You can jump 4 times in a row before touching the ground again.

What you can do when you've got the ball

You get the ball by touching it!
Hold the left mouse button to charge a shot!
The longer you charge the more powerful your shot will be.
Don't overcharge!
While looking around a yellow circle will snap to your team mates.
Clicking the right mouse button releases a pass to this locked player.

What you can do when you don't have the ball

Clicking the left mouse button creates a shockwave!
Use it to kick the ball
or to kick other players around!
Clicking the right mouse button activates the "Pull".
Use it to catch balls that otherwise are a bit out of reach.

Rules

Damage is dealt with your shockwave kick.
You can only damage opposing players when they have the ball
or when they are in your team's penalty box.
Here you can knock out all opposing players with just one kick!

Keepers

You become your team's keeper by being the first to enter your penalty box.
Players can switch keeper position at any time.
Keepers jump higher.
Keepers run faster.
Keepers are invincible.
Keepers can dash which is a quick side jump.
Dash by hitting Shift and a directional key
W
S
A
D
or
or by double clicking a directional key.
W
S
A
D

Advanced Controls

Spinning the ball

There are 3 axes available for spinning the ball.
You can activate the spin either
  • while charging or
  • within a second before kicking the ball.
Topspin and backspin can be activated with the mouse wheel.
W
S
A
D
Q
E
Left and right spin are activated with Q or E.
It's also a good idea to use a tilt wheel for left and right spin. This however is not a default setting since these mice are not very common. You'd need to map the wheel tilts to Q and E via your mouse driver if available.
W
S
A
D
Q
E
The Roll-Spins are a bit trickier to activate. On top of activating Q or E for a side spin click the pass button during charging to add a roll spin.
  • Spinning only works with the charge shot or the kicker.
  • Top- and backspins can be combined with a side or roll spin.
  • The roll spin does not work when kicking.
Ctrl
or
or

Instant-Shot

Unlike the charge shot, the dump is an instant shot. It releases a medium power shot right as you activate it, similar to a pass shot.
The difference to a pass shot is that a dump shot releases into the direction of your aim and is 30% less powerful. (When activating the pass shot without having locked any team mates it actually is a dump shot.)
The default keys are the middle mouse button, the thumb button or Ctrl.
Ctrl
or
or

Shield

The shield prevents you from catching the ball. Instead of catching the ball will bounce off your shield and continue into the direction of your aim. The shield is only active in front of you which means you can still catch balls with your back.
Middle mouse button, thumb button or Ctrl to activate!
Hold
Ctrl
or
or
and

Sucker

A lot of puns waiting to be made here...

The sucker can be activated while your shield is active. Press and hold the Pull key (right mouse button) to generate a sucking force in front of you.

Unlike the pull, the sucker stays active as long as the buttons are held down. The ball can not be caught while sucking (as your shield is active). It's conal influence radius is as large as that of the kicker.

You can use it to alter the ball's trajectory, to swirl the ball around you, to carry the ball around or to hold back other players.

Advanced HUD knowledge

Proximity radar
Map radar
You have 2 radars. One proximity radar in the middle and a map radar in the bottom right.

Proximity radar

The proximity radar gives you accurate information about the range of your tools.
The ball is in the range of your kicker and sucker,
the blue guy isn't!
Nothing is in your catch radius within which you automatically pick up balls.
These lines show whether the ball or player is below or above you.
In this case the ball is way above you and the blue player is a little below you.
If the line is red the target is out of reach. If it is greenish it could be in range of your kick, pull or suck tool.

Map Radar

The map radar is the ideal tool to play long passes and have a tactical view of the playing field. Here you can easily spot open spaces, unmarked players and more.
The circle around you also indicates the range of your kick, pull and suck tool.

Health Bars

Damaging an opposing player outside of your penalty box removes 60 health points.
The yellow and green color of the health bar indicate that you have more than 60 health points. Otherwise your healthbar will be orange and red.
A damaged player's health is constantly replenished up to 100 health points.
The sphere around players which indicates ball possession also changes colors depending on that player's health points:
Over 60 health points! Can NOT be knocked outwith one hit.
This player is low on health! Knock him out with one hit!