1080° Avalanche/Gameplay

Mobility

 * Moves the board.
 * or : Steer the board to the left or right.
 * "Edge" the board (move it perpendicular to the line of movement) and brake.
 * or : Make sharp turns while edging.
 * Push off from a still position; it can be used the start of a race or after falling.
 * Adjusts the camera.
 * /: Zoom in/out
 * /: Pan the camera.
 * Jump. Press and hold to display the jump meter; a circle that fills up the longer you hold A.  For the highest (and best for tricks) jump release A when the meter is full, this will cause slowmotion in single player; note that holding A for too long will cause the meter to reset and the jump to be minimal.
 * Tuck the boarder; increases top speed but decreases turning.
 * If falling, press just before landing to absorb the shock; notification of success provided by a white expanding image of your board (it fades within seconds).
 * Switch between normal and switch stances (opposite of the chosen stance, regular/goofy) by spinning 180°.
 * Taunt/Cheer.

Regaining Balance
If you land badly (i.e. land without pressing or unparallel with your motion) you will lose your balance and a balance meter will appear; spin the control stick  in any direction until you regain your balance. Note that your balance is lost exponentially so it progressively becomes more difficult to regain. If the meter is drained your boarder will fall.

Rotations
The following apply while in mid-air:
 * + : Rotates the boarder and causes slow motion in single player.
 * Rotating the control stick clockwise will rotate the boarder to the right.  The trick performed is determined by the chosen starting stance (regular or goofy) and then whether or not the stance has been switched during play (normal or switch).  Using a normal regular stance this performs a backside spin, a switch frontside if in a switched stance.  For goofy stance, a frontside spin is performed and when switched a switch backside is performed.
 * Rotating the control stick counter-clockwise will rotate the boarder to the left.  The trick performed is determined by the chosen starting stance (regular or goofy) and then whether or not the stance has been switched during play (normal or switch).  Using a normal regular stance this performs a frontside spin, a switch backside if in a switched stance.  For goofy stance, a backside spin is performed and when switched a switch frontside is performed.
 * Perform a front flip.
 * Perform a back flip.

Grabs
Note that grabs also have the "switched" prefix if performing it in a switched (opposite stance of the rider's default) stance; thus a switched method can be performed if you spin 180° (like when using R on the ground) when you are able to perform a method (you can keep spinning to switch between the two stances and tricks). The following apply while in midair:
 * Performs a Mute.
 * + :Performs a Method.
 * + :Performs a Stalefish.
 * + :Performs a Lien Air.
 * + :Performs a Seatbelt.
 * Performs an Indy.
 * + : Performs a Flying Squirrel.
 * + : Performs an Indy Nosebone.
 * + : Performs a Rocket.
 * + : Performs a Tail Grab.
 * Performs a Melanchollie.
 * + : Performs a Tweaked.
 * + : Performs a Roastbeef.
 * + : Performs a Crail.
 * + : Performs a Japan Air.

Grinding

 * Begin grinding when your board touches objects like rails and logs, the grind is determined by the stance of the boarder and angle of the board in relation to the object.
 * 50/50 Grind - Performed if the board is parallel to the object. Can be performed as "Switch 50/50" when switch.
 * FS Grind - Performed if perpendicular to the object and facing the same direction as the boarder's motion.
 * BS Grind - Performed if perpendicular to the object and facing away from the boarder's motion (opposite of an FS Grind).
 * /: Control the balance meter, if the indicator hits the red zones of the meter you will dismount automatically.
 * Dismount the object;.