Football Legends Controls: Every Key, the Slide and How the Supershot Charges
Published · 2 min read
Football Legends uses six keys, and the difference between losing 0–3 to the AI and beating it on Hard is knowing what two of them do. Here is the whole input model, then the supershot.
The keys
Left and Right run your legend along the pitch. There is no sprint; everyone moves at the same speed, so position matters more than pace. Up jumps. A jump is how you head a ball that is above you, how you get over a sliding opponent, and — the part most people miss — how you chip the keeper: press X a moment after Up and the shot leaves at an angle instead of along the ground.
Down is the slide. Your legend goes to ground, takes the ball off anyone in front of him and then lies there for a beat. A slide that connects is the best defensive move in the game; one that misses is a free run at your goal.
X shoots. Direction is whichever way you are facing, power is fixed, and it works on a ball in the air as a volley. Z is the supershot, which only does something when the bar under your player is full. Player two has the same set on the other side of the keyboard: W A S D to move, jump and slide, L to shoot and K for the supershot.
How the supershot charges
The bar fills from touches of the ball — headers, shots, blocks, even a slide that connects. It does not fill with time, so a passive player never gets one. Once it is full it stays full until you press Z, and firing it empties the bar completely.
What the supershot does depends on the legend you picked. Fireball sends the ball straight and fast enough that the keeper's dive is irrelevant; it is the safe pick, and the one to take into a Hard tournament. Teleport moves the ball past the defence to somewhere the other player is not, which is lethal in a 2v2 Friendly where nobody is covering the far post, and wasted if the opponent is already standing on the goal line.
Timing it
Two rules cover most situations. Fire it after the keeper has just dived, not before: the animation of a normal shot pulls him one way, and the supershot goes the other. And fire it from your own half if you can — the ball crosses the whole pitch, so distance costs nothing, and being deep means the rebound, if there is one, lands in front of you rather than behind.
A match, start to finish
The whistle drops the ball at the centre spot. Both legends start level, so the first touch goes to whoever jumps first — press Up on the whistle. From there, keep yourself between the ball and your goal, slide when the opponent has committed to a shot, and shoot from headers rather than from the ground. Each half is 30 seconds, with a beep in the last five; if it is level at full time the game calls overtime and the next goal wins. Lose a Friendly and you get a Rematch button; lose in the Tournament and the bracket is over.
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