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Skate 3 Browser

Skate 3 Browser Controls

Skate 3 does not have a jump button, so copying another browser game's WASD and space layout will not work. This page shows what the browser builds actually map, and how tricks are performed.

Short answer

Steering is WASD. The arrow keys stand in for the right stick, which is where every trick comes from. Space accelerates rather than jumping, and fullscreen is worth setting before you try anything precise.

Fan game keyboard mapping

The player on the front page runs the fan game, so this is the layout most people need. It comes from the build's own input code, and it puts the same Xbox controller on different keys than the build below.

KeyboardActs asWhat it does
W A S DLeft stickSteering and rolling around
↑ ↓ ← →Right stickTricks. This is the stick every flick comes from.
SpaceAPush off to accelerate. Not a jump.
EBBrake and slow down
RYGet on or off the board
ZLBGrab the board with your left hand
XRBGrab the board with your right hand
EscStartOpen the menu

The build also reads Q, Shift / C, Tab, V / B, I J K L. Nothing in it says what the engine does with the buttons those send, so they are listed as wiring rather than as controls.

Play game

Clean Room keyboard mapping

This is the keyboard mapping published by the Clean Room project, which is the only build we have seen document its keys. It maps keyboard keys onto an Xbox controller, so the right stick is what actually performs tricks.

KeyboardActs asWhat it does
W A S DLeft stickSteering and rolling around
↑ ↓ ← →Right stickTricks. This is the stick every flick comes from.
SpaceAPush off to accelerate. Not a jump.
EBBrake and slow down
ShiftXPush with the other foot
FYGet on or off the board
Z / CLT / RTGrab the board
Q / RLB / RBSession marker
EnterStartOpen the menu

Important: space is not the jump button in this mapping. Space maps to the A button, which pushes off and accelerates. Tricks come from the arrow keys.

Key bindings can change between builds. Check the build you are actually playing before you blame your keyboard.

How tricks work

Skate does not use jump and trick buttons. You load a trick by moving the right stick in a direction, then flick it to release the trick. Ollie is a down-then-up flick. Kickflip and heelflip are diagonal flicks. Grinds and manuals are the same stick held or angled, not a separate mode.

  • Ollie

    Load the right stick down, flick up. This is the jump you build everything else on.

  • Kickflip and heelflip

    Flick the right stick diagonally down-left or down-right. Timing decides whether the board lands flat.

  • Pop shuvit

    Flick the right stick sideways. The board spins under your feet instead of flipping.

  • Manual and nose manual

    Hold the right stick slightly up or down and balance. Push it too far and you leave the trick.

  • Grinds and slides

    Ollie towards a rail or ledge and land your trucks on it. Balance with the stick, then ollie off or ride out.

  • Linking tricks

    A manual between two tricks is what turns separate moves into one score line. Practice manual to kickflip before you chase long lines.

Using a gamepad

Plug in a controller and the browser build reads it the same way it reads the keyboard mapping above. Connect the controller before you start the game, because the build looks for it at startup.

On a phone

Touch controls replace the sticks with on-screen zones. They are usable for rolling around, and painful for precise flick timing. If you plan to learn tricks, use a keyboard or a paired gamepad.

Mobile

Control questions

+Why is space not the jump button?

Because the keyboard is emulating a controller, and the A button pushes off to accelerate. Jumping comes from flicking the right stick, which is the arrow keys.

+Can I change the key bindings?

Not reliably. The builds publish a fixed mapping, so plan around it rather than expecting a settings menu like the retail game.

+How do I do a kickflip?

Flick the right stick diagonally down and outward, then release. On a keyboard that is a diagonal arrow flick. Timing decides whether you land it or slide out.

+Do touch controls support tricks?

They support the same inputs through on-screen zones, but the precision is not there. Treat touch as a way to explore rather than a way to learn tricks.

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