There are three ways to reach a page, and they all read the same list in the same order. Which one you use depends on what you are holding.
The drawer
The button at the top left opens a slide-over list of every page. It is the only navigation present at every window size, and it is the only surface that can reach every page under every condition, so nothing on this site is ever available only somewhere else.
The drawer is the one list with room for headings, so it is the one that draws them. Practice groups the trainer, the quiz and the controllers page: two places to drill something and the setup both of them run on.
It is also the only place you can change the order, since it is the only surface with room for a control beside each row. Each row carries a star.
Opening it moves focus into the panel. Tab is trapped inside while it is open, and Escape closes it and puts focus back on the button you opened it with.
The header rail
On a display wide enough to hold it, the same list appears as a row of icons across the header. The burger stays where it is, and the drawer keeps working; the rail is an addition. A rail that replaced the drawer would strand anyone whose window got smaller mid-session.
Each icon carries its label as a tooltip on hover and on focus. The label is present in the page at all times and not swapped in when you point at it, which is what lets a screen reader, find-in-page and the controller's focus walk all read it.
Order is the only cue a small icon has, which is why favourites matter more here than anywhere else. Starred pages also carry a small star shape, since "these three are first" means nothing unless you already know what the usual order is. There is no toggle on the rail. An icon this size cannot hold a second control, so the rail shows the state and the drawer or the settings page changes it.
The rail drops a page in exactly two situations: a page that is not live yet, and the settings page while a controller is driving. Both are written down in the code as declared exceptions with their reasons, and a test fails if the three surfaces ever disagree about anything else.
Favourites
Star a page and it moves to the front of all three lists. Everything unstarred keeps its usual order underneath.
That single rule was chosen because it survives all three surfaces. In the drawer, favourites become a group above the sections. On the rail they become the first icons. On the wheel they fill the first ring. Re-sorting one flat list instead would have shuffled pages between rings every time you starred something, which is the one thing the wheel is built not to do.
New favourites are appended, so starring a page leaves every page already in the block where it was. More favourites than a ring holds simply spill into the next ring, the way any other overflow would. No favourites at all gives you exactly the navigation that shipped before any of this existed.
The star is a real button with a name that says what it does and a state a screen reader announces, and the marker is a shape rather than a colour, so it survives greyscale and every theme. Toggle from the drawer, or from the list in settings, which is the only place you can see the whole block as a block.
The wheel
Every page is one gesture away without opening anything. The gesture is the same idea on a phone and on a controller: hold, aim, release.
On a phone or tablet
Put two fingers down anywhere and hold for about a third of a second. The wheel appears. Keep them down, slide toward the page you want, and lift to go there. A readout at the top of the screen names whatever you are aiming at, so you can read it without moving your hand.
To cancel, slide back to the middle and lift. Nothing is highlighted near the centre, so releasing there closes the wheel and leaves you where you were.
Why two fingers. One finger belongs to the phone. A single tap-and-hold on text starts selecting a word, and a single finger dragging is how you scroll, so a one-finger shortcut would fight things you do constantly. Two fingers collide with neither, and nothing on iOS or Android uses a stationary two-finger tap.
If your fingers move while you hold, apart or together or across the screen, the wheel does not open. Those are a pinch and a scroll, and they carry on working normally.
On a controller
Hold the top face button and the same wheel appears. It is Triangle on PlayStation, Y on Xbox and X on Nintendo. The menu button prints that glyph in your own pad's legend while one is connected, since Xbox and Nintendo swap those two letters and guessing lands you on the wrong button rather than near it.
Aim with the left stick or the d-pad and release to go. B or Circle closes it without going anywhere, as does releasing while nothing is highlighted.
This works in nav mode only. On the trainer, capture mode hands the pad to the drill and the top face button becomes an attack it has to read; while the mapper is open it owns every button.
Two rings, eight each
The site has more pages than a ring holds, so the wheel draws two rings at once and both stay on screen. The outer one is labelled; the inner one is icons, and the readout at the top covers it.
Eight per ring is load-bearing. A d-pad, and a stickless fightstick in particular, can aim eight ways: four cardinals and four diagonals. A ninth segment on a ring would be one nobody could ever select, and which one got stranded would be an accident of geometry.
On touch, how far out you slide picks the ring. Push right out for the outer one, stay closer in for the inner. Distance is an axis a finger has and a d-pad does not, so touch never has to page at all.
On a controller, L1 and R1 move which ring you are aiming at, and the dots at the bottom show which is live. Paging wraps, so R1 off the last ring returns to the first. A stick reporting its triggers on the axes array pages forward on those too, which keeps every page reachable from a board with no working shoulder buttons.
The two rings are angularly aligned on purpose, both anchored to the same eight directions. Rotating the inner one half a step would space them out nicely and would strand it for anyone on a fightstick.
Which pages sit on which ring follows the list, favourites included. Star four pages and they take the first four segments of the first ring, and four pages that were on it move over.
By keyboard
The site is built keyboard-first, and the controller support is a thin bridge on top of that rather than a separate model.
A Skip to content link is the first thing Tab reaches. Changing page moves focus to the new page's heading, so you carry on from the content and not from the top of the browser chrome.
Tables put their search inside the column headings: Tab to a heading, press its magnifier, and the heading becomes a search box with a suggestion list you can arrow through. The faint ? beside a panel title is a button. It opens on focus as well as on hover and click, and Escape closes it. Those hints carry the methodology each panel would otherwise have to lead with, and they are worth opening at least once per panel.
Dialogs trap Tab and close on Escape, and focus returns to whatever opened them.
By controller
Plug in a pad on any page and it drives the interface. There is no separate controller mode to enter.
Start toggles the drawer. The d-pad up and down walks focus through the page in reading order. Left and right change the value of whatever is focused when that makes sense: a select steps through its options, a radio group moves within itself, a slider moves its handle. Where none of those apply, left and right move focus like up and down do.
Sliders deliberately do not wrap at their ends. Reaching the top of a range and staying there is why the d-pad's up and down still walk the form.
A activates. B is Escape. Holding the top face button opens the wheel, covered above.
Focus gets a visible ring even though the browser only draws one for keyboard focus by default, and a soft tick plays as focus moves, at whatever level the effects fader is set to.
On the trainer only, Select and the top face button together switch between driving the interface and letting the drill read your inputs. The chord does nothing on any other page, so it cannot strand you.
The rest of the header and footer
The ticker carries your active profile, your recent main's rating, your record, your current streak and how long since your last match. It is a summary and not a control, apart from the small speaker beside it, which appears only on pages actually making sound and adjusts the same volumes the settings page does.
The profile switcher changes which accounts are being read. The gamepad button opens the controller mapper from any page.
A banner appears under the header when your last backup is older than the interval set in settings, or when you have never made one. It links straight to the Data page and it does not show up while you are already there. Set the reminder interval, or turn it off, in settings.
The footer holds the feedback form and a visit counter. A back to top button appears once you have scrolled.
Inside the knowledgebase
The docs have their own navigation, and it is not part of the three surfaces above. The left column holds a search box with two scopes: article searches the guide you have open and gives you a counter and a stepper to walk between hits, while all searches every guide and replaces the contents list with results.
Underneath the box is every section and every article at once. Nothing is behind a tab. On a narrow screen the article list collapses behind a toggle so the reading column gets the width.
Individual guides cannot be favourited. Favourites are site navigation, and the docs are one page in that list; what lives inside them keeps its own order.