The Coordination skill governs the mind-body connection. It covers all forms of close-quarters combat. For the difference between Coordination, Physique and Athletics, see the Skills page. In addition, it governs the connection between the Diver and the physical body. Divers can sense changes to their physical body (eg: if they are being touched or moved) using Coordination.
Overcome: You can use Coordination outside of conflict to overcome obstacles where you have the ability to do something, but may not be be able to execute. An example might be mimicking someone's moves exactly, or doing a dance to some music.
Create an Advantage: You can use Coordination to create an advantage for most of the advantages you create in a physical conflict. Any number of special moves can be covered with advantages: a targeted strike to stun, a “dirty move,” disarming, and so on. You could use it to execute a plan with your teammates, such as creating a certain type of distraction on a certain cue.
Attack: You make physical attacks with Coordination. Remember, this is for close-in work, so you have to be in the same zone as your opponent
Defend: You use Coordination to defend against any other attack or create an advantage attempt made with Coordination, as well as pretty much any action where violently interposing yourself could prevent it from happening. You can’t use this skill to defend against Shoot attacks, unless the setting is fantastical enough that you can catch missiles or swat them from the air or use laser swords to deflect blasters.
Special: While in general, puns and double meanings in Fate are accepted, coordination can only be used for physical checks. You cannot coordinate with a teammate to deceive someone, for example.
This is because the the rules maker can't figure out a better word for this, unless you want me to be calling for "Kinaesthesia" or "Proprioception".