On water: drag left or right to carve. Release near the wake’s lip to jump.
In air: heelside regular: left nose, right tail. Swap ends for toeside or switch; swap back for switch toeside. Up is Indy on heelside and Stalefish on toeside; down is the other edge.
Tweak: hold a grab, then sweep to the opposite side for a Nose/Tail Poke, Indy Tuck Knee or Stalefish Tweak. Return to undo the pose. Lift and touch again to choose a second grab. Release before landing.
Right · Roll / Spin
↑ Spin
←→
↓ Spin
Sideways: roll. Up/down: spin. Diagonal: combine both for a mobe.
Drag farther for faster rotation. The pre-trick label shows the family before takeoff. Lift your thumb off the right stick before landing so the rotation can finish.
Flip / Raley · tap, release, drag
Briefly tap and release the right stick, then touch again within 0.75 seconds. Drag sideways for a tip-over-tail flip. The blue rim and Flip/Raley label confirm the mode.
To raley, drag down before takeoff. Hold to extend, release to bring the board back underneath you. Dragging down again in the air spins normally.
S-Bends and rewinds
While holding an extended raley, circle the right stick fully counterclockwise to start an S-Bend. Keep the raley extended through the rotation, then center or release to recover. Add a separate backside 180 for S-Bend to Blind, or 360 for S-Bend Back 3. On keyboard, hold R to extend and press B to start the S-Bend.
Rewinds carry momentum: begin changing direction before reaching your turnaround angle. Vertical spin inputs tolerate a little sideways drift; use a deliberate diagonal to add a flip.
How points work
Difficulty comes first, then rotation, then execution. Clean landings earn full value; Sketchy deducts 10%. Every repeat earns half, and streaks do not multiply points.
Sustained grabs earn technical credit, tweaks add 25%, and additional distinct grabs earn 50%, 25%, then progressively less. Combined grab credit stops at 600. Late spins, air and presentation share a 10% bonus limit.
Ollie tricks earn 25% of their normal value. Ramps earn 75% of the wake equivalent, rails cap at 500, and linked features count only their best result up to 1,000. Features do not charge Banger or Double Up. Rankings use the new scoring generation; older runs remain saved separately.
Japan Air, Method & Fashion Air
Japan Air: while airborne, hold the left stick up, then sweep that same stick right. The right hand grabs the nose and pulls the board behind the rider. Return up to undo the tweak; release before landing.
While airborne, pull the left stick down to grab, then keep your thumb down and slide left for Method or right for Fashion Air. A small sideways movement is enough. Return down to untweak, and lift before landing. If you kept your carving thumb down at takeoff, the grab starts from that thumb position.
Whirly · curve the right stick
Start a Tantrum and, without lifting your thumb, flow directly from the sideways roll input into a counterclockwise curve at the wake or within the first half-second airborne. A quarter-circle or more counts. Riding switch? Curve clockwise.
Let go for a Whirlybird. Move the stick down again to continue: Whirly 540 → Whirly Dick → Whirly Dick 900 → Whirly Dick 1080. Release in time to land. Bigger spins need more airtime; your jump height and travel are unchanged.
Ollie, switch & Slaysh
Ollie: away from the wake on flat water, flick the left stick up and let go. You can also pull down, then flick up and let go for a loaded ollie. Ollie on a Double Up roller’s crest for extra lift.
Switch: sweep the left stick through a half-circle on the water; the rider turns the same direction as your circle. Slaysh: pull both sticks down together on flat water.
Save a trick clip
After a trick, open Pause → View Last Trick to watch or save the boat passenger view. The game keeps your latest trick until you start a new set.
Banger & Double Up
Land wake tricks to fill Banger; ollies add very little. At full, you unlock doubles and bigger air. It slowly drains and switches off below 75%.
All landed tricks charge the blue 2UP meter. Regular wake tricks add a little, bigger Banger tricks add more, and ollies add very little. They do not have to be consecutive. Charge slowly drains and clears when you fall. A full meter awards Double Up and empties. Jump where a roller meets the wake for triple-flip airtime. Hold or repeat the roll input for extra flips.
Surface Slides & Grinds
Ride onto Powell’s low wall wedge for a Rock Slide. Ollie onto Orlando’s dock or the grassy strip on the land gap for a Dock Slide or Grass Slide. The rider automatically presses the tail and drags the rear hand. The long sharp rock in Powell and the wooden rail in Orlando use the normal grind controls.
Stance & bindings
Regular means left foot forward; Goofy means right foot forward. Choose your natural stance in Your Profile: riding the opposite way shows SW. Up spins frontside and down spins backside in either stance. Bindings changes foot spacing only.
Keyboard controls
←/→ carve · A/D roll · W/S spin · R raley · G Indy grab · Space ollie · V switch · C camera · Tap or Enter get up · P pause.