Game text
902,736 entries
- This is all just a bit too coincidental. Someone must be pulling the strings...
- Like the Wind
- Mist Form
- Focus on the Aspect of Wind.
- Aspect of Wind
- Shoot the ball.
- Shoot
- Hit your opponent to stun them.
- Head Crack
- A short, quick throw that is easily intercepted.
- Pass
- Lob the ball. Less accurate, but longer range and harder to intercept.
- Spend endurance to charge forward in a straight line.
- Fast Break
- Leap high into the air.
- Jump
- Throw elbows, knocking back anyone trying to steal.
- Throw Elbows
- Throwin' Elbows
- Try to steal the ball from your target.
- Steal
- Lose Ball
- Set up a screen, blocking the opposing team.
- Screen
- Attempt to intercept the ball.
- Shot Block
- Lose Ball
- Drink
- Fake out your opponent. Your next drink won't reduce health.
- Drink Water
- You have five seconds to choose a skill. If you don't, you'll automatically use Drink.
- Round Timer
- Recharge Belch
- Damage
- Belched On
- Fake Out
- Fake Out
- End Belcher's Bluff. If a match is underway, this forfeits the game.
- Forfeit
- Stand your ground and drink!
- Let your opponent know you're ready to play! Both players must use Ready to begin. If you have Signature Moves unlocked, you must choose one before using Ready.
- Ready
- Let your opponent know you're ready to play! Both players must use Ready to begin. If you have Signature Moves unlocked, you must choose one before using Ready.
- Take a swig of omnomberry juice. Reduces health.
- Fake a Drink. If successful, no health is reduced. If opponent uses Belch, Bluff will be unavailable for two rounds.
- Bluff
- Drink water. Increases health. When used, three rounds must pass before using Water again.
- Water
- Let loose a belch. Reduces opponent's health depending on player's health percentage. No damage if used against Drink. Negates healing if used against Water. Punishes if used against Bluff.
- Percent Reduced