Sumo Push
Charge and bump. Last one in the ring wins. First to 5.
Sumo Push is a two-player sumo wrestling game in which you steer a wrestler with a stick and tap to dash at your rival. Push them out of the ring to score, and the ring shrinks if nobody commits.
Steer a wobbly wrestler with one thumb, dash with the other, and hear the thump as two bodies jiggle at the edge. If nobody commits, the ring shrinks, so every point ends in a shove.
Also known as Sumo game, Sumo wrestling game, 2 player sumo.

- How you hold it
- Face-off
- Match
- First to 5
- Length
- About 1 to 2½ minutes
- Play
- Friend or bot
How to play Sumo Push: quick rules
About 1 to 2½ minutes at first to 5. Full rules, options and bot levels are further down.
- 1Use the stick in your half to move your wrestler.
- 2Tap the dash button to charge at your rival.
- 3The dash needs 1.2 seconds to recharge.
- 4Push the other wrestler out of the ring to score.
- 5After 20 seconds the ring shrinks, so stay near the middle.
Sumo Push rules
Setup
- Both wrestlers start every point on their marks, facing each other at the same distance from the centre, after a 3, 2, 1, GO countdown.
- The wrestlers are the same size, weight and speed, and there's no serve or starter, so neither side has an edge.
Moving and dashing
- Your stick sets direction and speed. Let go and your wrestler slows to a stop.
- A dash charges the way your stick points, or straight at your rival if the stick is centred. Its direction is fixed when you tap, and it can't be cancelled.
- A dashing wrestler hits harder: dash into a walker and they're shoved back. Two dashes meeting head-on bounce off evenly.
- The dash takes 1.2 seconds to recharge. A tap just before it's ready is saved and fires the moment it is.
Ring-outs
- You're out when the centre of your wrestler leaves the ring. Part of your body over the edge is fine.
- The first one out loses the point, whether pushed or walked off. The winner's banner says “Push-out!” or “Fell off!”, but the point is the same.
- If both go out at the same instant, it's “Double out!”: no point, go again.
The shrinking ring
- Just before 20 seconds the ring edge pulses amber. At 20 seconds “Ring shrinks!” shows and the ring starts closing in, down to a small floor.
- The shrinking edge never pushes anyone. It removes whoever it passes, and that wrestler loses the point.
- If a point still runs very long, the wrestler nearer the centre takes it.
Winning
- After two no-score points in a row, the next one is settled by a coin toss, so a match can't loop.
- First to the target wins: 3, 5 or 7 points. There are no draws.
Rings
- Round
- The baseline circle, and the default.
- Square
- The corners sit far from the centre and become traps, and the shrink bites in from the sides.
- Ice
- A round ring where wrestlers slide: they walk a little faster, bounce harder and glide further on a dash, so over-committing ends with you sliding out.
Tips to win at Sumo Push
- 1Stay between your rival and the centre, so any shove sends them outward, not you.
- 2Don't dash too early. A dash can't be cancelled, and a miss leaves you 1.2 seconds without one.
- 3Side-step a charging rival, then dash into them while their dash recharges.
- 4Move toward the middle once the ring starts shrinking at 20 seconds: the edge removes whoever it passes.
- 5On the Ice ring, use shorter moves. Over-committing ends with you sliding out.
Where Sumo Push comes from
Sumo is a Japanese wrestling sport in which two wrestlers try to force each other out of a circular ring or make the other touch the ground. It dates back many centuries in Japan and is closely tied to Shinto ritual. Sumo Push borrows its push-out-of-the-ring idea.
Controls
Phone flat between you. Each player owns a half, and the far half faces the far player.
- Two thumbs: one steers, one dashes. The stick sits in one lower corner of your half and the dash button in the other.
- Push the stick up to move toward your rival; each player's stick works from their own side of the phone.
- With the Fixed stick, drag within the stick's circle. With the Floating stick, put your thumb down anywhere in the lower left of your half and the stick appears under it.
- The dash fires the instant you press. Pressing while it recharges just gives the button a shake and a dull tick.
- Against the bot, Blue's controls aren't drawn and Blue's half ignores touches.
Options
Every option is free. Defaults are marked.
| Option | Choices | What it does |
|---|---|---|
| Points to win | 35 (default)7 | The score that wins the match. |
| Ring | Round (default)SquareIce | Changes the ring's shape, or makes the footing slippery. |
| Stick style | Fixed (default)Floating | Fixed keeps the stick in one place; Floating puts it wherever your thumb lands. |
Play Sumo Push against the bot
The bot plays Blue with the same physics, speed, dash and recharge as you, and reads only what's on screen. It lines up between you and the centre so a push sends you outward, dashes when it has you lined up, keeps clear of its own edge and moves inward as the ring shrinks.
Easy
Dashes at where you were, wastes dashes, sometimes charges itself off the edge, and ignores the shrinking ring.
Normal
Dashes a little late, can be beaten by a side step, and sometimes drifts too close to the edge as the ring shrinks.
Hard
Rarely misses, but reacts a beat late to a sudden side step or a dash it didn't expect, and a well-timed counter-dash can still drag it out.
Online, tournaments and hints
- Online
- One phone onlySumo Push is real-time physics, and internet delay would decide every bump, so it stays on one phone.
- Tournament
- Can be drawn in a tournamentIn a tournament it is always first to 5 on the Round ring with the Fixed stick, whatever your saved options.
- Hints
- No hints here: it's all about your own reactions.
Coming soon
- Mirrored controls. An option to swap the stick and the dash button to the other sides, for left-handed players.
How it feels
- A waddle with soft foot thuds, and a whoosh with a smoke trail on every dash.
- A thump on contact that grows with the impact, as the two bodies squash and jiggle.
- A low groan as the ring edge pulses amber, then a rumble as it closes in.
- Every ring-out plays in slow motion, with the loser tumbling off in a splash of stars and a cheer.
Accessibility
- Colour is never the only cue: Red's wrestler has a round topknot and Blue's a flat band, and the banners name the scorer in words.
- The ring warning is a pulsing edge and a sound as well as amber, and the dash recharge is a filling ring with a tick.
- Two thumbs are needed. Left-handed players may find the Floating stick more comfortable.
- With reduced motion on, there's no screen shake or dust, and the tumble becomes a fade.
Sumo Push questions
Push the other wrestler out of the ring: the first one whose centre leaves the ring loses the point. First to 5 points wins the match by default.
It's "Double out!": nobody scores and you go again. After two no-score points in a row, the next one is settled by a coin toss.
From 20 seconds the ring closes in so every point ends in a shove. The shrinking edge never pushes anyone, but it removes whoever it passes.
Yes. Sumo Push in Duo Clash is built for two players on the same phone. Phone flat between you. Each player owns a half, and the far half faces the far player.
No. Sumo Push is real-time physics, and internet delay would decide every bump, so it stays on one phone.
About 1 to 2½ minutes at first to 5.



