Stick Fight: The Game

Stick Fight: The Game

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Stick Fight: A Comprehensive Guide
By Mira! 🩷
Pro tips, weapon stats, map strategies, achievements - everything you need to know about Stick Fight: The Game.
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Introduction
Welcome!

This guide will be split up into several sections - use the bar on the right to navigate to what you want to know. If you're on mobile just scroll down to get to it.
Your Enemies
Enemies are separated in three different categories: Players, Snakes, and the Environment.

The Environment.
This hazard will kill you almost as much as players. Spikes, lava, spike balls, the void, exploding barrels - all of these will kill you as much as another player will - some kill instantly, others deal less damage.

Spikes - Instant kill.

Rainbow Boss's Spikes - These are special in that they do not instantly kill you. Instead, they deal 35 damage.

Lava and Lava Streams - Deal 35 damage when touched.

Spike Balls - Instant kill.

Void - Instant kill.

Explosive Barrels - Can deal as little as 10 damage if they graze you, or as much as 55 damage with a direct hit.

Players.

Players are your enemies - there can be 1-3 of them. They are controlled by other people, and are unpredictable.

They can pick up guns and can easily defeat you.

Snakes.

Snakes are only seen from Snake guns and Western maps. Snake health scales with player health. Snakes can be hit with 'headshots' and 'neckshots'.

Snakes - Same HP as players - depends on HP settings. Deal 5 damage.

Giant Snakes and Giant Flying Snakes - Two times the HP of players - depends on HP settings. Deal 25 damage.

Note that snakes from Snake guns are much slower than those that come from barrels in Western maps.
Weapons
Note: Headshots do double damage, neck shots do 1.5x damage!

PISTOLS

Fists
Damage: 22
Throw Damage: N/A
Ammo: Infinite
Knockback: Low
Firerate: Medium
Recoil: Medium Forward
The default weapon. Always used if no other weapon is held.

Pistol
Damage: 32
Throw Damage: 55
Ammo: 15
Knockback: Low
Firerate: High
Recoil: Low Upward
Decent DPS, useful if other enemies don't have weapons.
Drops automatically even if disabled on Winter8 and Castle17.

Revolver
Damage: 44
Thrown Damage: 55
Ammo: 6
Knockback: Low
Firerate: High, but high recoil makes it fire extremely inaccurately without the Quickdraw.
Recoil: High Upward
Strong, but its high recoil means you have to wait between shots to be accurate. However, if you have high Clicks Per Second, you can perform the Quickdraw. To do this, fire all its shots in a row immediately as you pick it up and you will be unaffected by recoil.

Deagle
Damage: 56
Thrown Damage: 55
Ammo: 15
Knockback: Very High
Firerate: High, but high recoil makes it fire extremely inaccurately without the Quickdraw.
Recoil: High Upward, Medium Backward
Exactly like the revolver, but it has larger shots and deals high knockback. The Quickdraw can also be performed with this weapon.

Uzi
Damage: 14
Thrown Damage: 55
Ammo: 40
Knockback: Medium
Firerate: High
Recoil: Low
Deals medium knockback, but with high firerate, it is easy to push people off the map with.

God Pistol
Damage: 30-60 (hit) 1-30 (grazed)
Thrown Damage: 55
Ammo: Infinite
Knockback: Low
Firerate: High
Recoil: Low Upward
The only infinite ammo weapon in the game. Note that this weapon has a smaller chance to drop than other weapons.

RIFLES

AK47
Damage: 23
Thrown Damage: 55
Ammo: 30
Knockback: Low
Firerate: High
Recoil: Low Upward


M16
Damage: 20 (per shot)
Thrown Damage: 55
Ammo: 88 3-shot bursts
Knockback: Low
Firerate: High (3-shot bursts)
Recoil: Low Upward
Extremely powerful. Has massive amounts of ammo and great damage. Fires in 3-shot bursts every time you fire.

M1
Damage: 35
Thrown Damage: 55
Ammo: 8
Knockback: Medium
Firerate: Medium
Recoil: Medium Upward
Relatively good. Better than most pistol weapons.

Sniper
Damage: 75
Thrown Damage: 55
Ammo: 5
Knockback: Medium-High
Firerate: Low
Recoil: Medium Upward
Has a laser sight.

Sawed-Off
Damage: 10-30 per shot (random)
Thrown Damage: 55
Ammo: 50 (shots)
Knockback: Medium
Firerate: Low (spread of 5 shots)
Recoil: Very High Backward
Fires a wide spread of 5 shots. Useful for getting to high places or boosting with the recoil.

Military Shotgun
Damage: 5-6 (per shot)
Thrown Damage: 55
Ammo: 10 spreads
Knockback: Low
Firerate: Medium (spread of 5 shots
Recoil: Medium Backward
Fires a tight spread of five shots. Useful for more precise boosting.

Bouncer
Damage: 45
Thrown Damage: 55
Ammo: 30
Knockback: Low
Firerate: High
Recoil: Low Upward
Shots bounce 6 times.

EXPLOSIVES


Grenade Launcher
Damage: 50-80 depending on proximity
Thrown Damage: 55
Ammo: 5
Knockback: Medium
Firerate: Medium
Recoil: Medium Upward
Fires flashing grenades that explode after a short delay. Deal the same amount of damage no matter how much of a direct hit the shot was. Can be stopped midair with Time Bubble, but will still explode while in the bubble.


Thruster
Damage: 0 (shot) 15 (explosion)
Thrown Damage: 55
Ammo: 20
Knockback: Low
Firerate: High
Recoil: Low Upward
Push back the enemy and then explode.

RPG
Damage: 300+
Thrown Damage: 55
Ammo: 3
Knockback: Low
Firerate: Very Low
Recoil: High Upward
Fires rockets that explode. The rockets can be frozen midair with Time Bubble - but be warned, touching them will still make them explode and kill you. Note that this weapon has a smaller chance to drop than other weapons.

SNAKE

Snake Gun
Damage: 5 (snake bite)
Thrown Damage: 55
Ammo: 6
Knockback: Low
Firerate: High
Recoil: High Upward
Shoots snakes that have HP that scales with the player HP (e.g. if the HP setting is at 100, snakes will have 100 HP. If it is at 200, snakes will have 200 HP).

Snake Shotgun
Damage: 5 (snake bite)
Thrown Damage: 55
Ammo: 10
Knockback: Low
Firerate: Low
Recoil: High Backward
Fires a wide spread of three snakes.

Snake Grenade Launcher
Damage: 5 (snake bite)
Thrown Damage: 55
Ammo: 5 (grenades)
Knockback: Low
Firerate: Medium
Recoil: Low Upward
Fires grenades that instead of exploding burst into four snakes.

Snake Launcher
Damage: 25 (giant snake bite)
Thrown Damage: 55
Ammo: 3
Knockback: Medium
Firerate: Very Low
Recoil: High Upward
Fires a giant snake with double the player's starting HP.

Snake Minigun
Damage: 5 (snake bite)
Thrown Damage: 55
Ammo: 40
Knockback: Low
Firerate: Very High
Recoil: Low
Fires snakes.

Flying Snake Launcher
Damage: 25 (giant snake bite)
Thrown Damage: 55
Ammo: 3
Knockback: Medium
Firerate: Very Low
Recoil: High Upward
Fires a giant snake that has small white wings and ignores gravity.

LAVA

Lava Spike Ball Gun
Damage: 20-40 (spike)
Thrown Damage: 55
Ammo: 5
Knockback: Low
Firerate: Medium
Recoil: Low Upward
Fires orange circular projectiles that split into 25 spikes.

Lava Beam
Damage: 215
Thrown Damage: 55
Ammo: 25
Knockback: Low
Firerate: High
Recoil: Low Upward
Fires a non-damaging laser sight that becomes a damaging beam after a short delay.

Lava Stream
Damage: 1 every frame, about 60 per full second of direct contact (dependent on FPS of game)
Thrown Damage: 55
Ammo: 10 seconds of firing
Knockback: High
Firerate: Highest
Recoil: None
Fires a beam of lava that does constant damage.

Lava Spray
Damage: 5-20 (depending on proximity)
Thrown Damage: 55
Ammo: 40
Knockback: High
Firerate: High
Recoil: Low Upward
Fires droplets of lava.

Lava Spike Gun
Damage: 10-15 (shot) 5-10 (spike)
Thrown Damage: 55
Ammo: 25
Knockback: Low
Firerate: High
Recoil: Low Upward
Fires shots that send three spikes outwards from where the shot hits.

MELEE

Sword
Damage: 68
Thrown Damage: 55 (sometimes randomly 85????)
Ammo: 25
Knockback: Low
Firerate: High
Recoil: Medium Forward
Stabs the space in front of you, pushing you forward. Has a bug where it does less damage at 100 HP.

Blink Dagger
Damage: 22-50 (random???)
Thrown Damage: 55 (randomly 85?)
Ammo: 25
Knockback: Very High
Firerate: Medium
Recoil: High Forward
Slicing teleports you forward, damaging anything where you end the teleport.

Spear
Damage: 20
Thrown Damage: 55 (randomly 85?)
Ammo: 25
Knockback: High
Firerate: Low
Recoil: Medium Forward
Stabs the space in front of you, pushing you forward.

OTHER

Time Bubble
Damage: 12.5 (shot) 200 (explosion)
Thrown Damage: 55
Ammo: 5
Knockback: None
Firerate: Low
Recoil: Low Upward
Fires shots that create a bubble where they hit that traps players before the bubble explodes after a short delay.

Laser
Damage: 10
Thrown Damage: 55
Ammo: 60
Knockback: Very High
Firerate: High
Recoil: Low Upward
Fires high-knockback shots.

Ice Gun
Damage: 7.7
Thrown Damage: 55
Ammo: 40
Knockback: Medium
Firerate: High
Recoil: Low Backward
Fires ice chunks that slow down players.

Black Hole
Damage: Infinite
Thrown Damage: 55
Ammo: 1
Knockback: Low
Firerate: N/A
Recoil: Low Upward
Fires a black hole that expands and sucks in everything.

Glue Gun
Damage: 5
Thrown Damage: 55
Ammo: 40
Knockback: Low
Firerate: High
Recoil: Low Upward
Fires glue pellets that stick players to their spot on the screen.

Minigun
Damage: 5
Thrown Damage: 55
Ammo: 200
Knockback: Low
Firerate: High
Recoil: Medium Backward
Fires rapidly with high recoil, letting it be used as a jetpack.

Flamethrower
Damage: 0 (shot) 5 (second of burn)
Thrown Damage: 55
Ammo: 100
Knockback: Low
Firerate: High
Recoil: Low Upward
Shoots fire. Burn effect lasts for 6 seconds.
Removed Weapons
These weapons used to be in the game, but were removed.

Laser Planter
Damage: N/A
Thrown Damage: 50
Ammo: 5
Knockback: N/A
Firerate: Medium
Recoil: Low Backward
This weapon shoots projectiles that make lasers where they land. The projectiles pass through players harmlessly. This was likely removed because it caused too much lag.

Pumpkin Launcher
Damage: 25
Thrown Damage: 50
Ammo: 15
Knockback: Very High
Firerate: Medium
Recoil: Medium Backward
Although still in the game, it is not available through the weapons menu.

Laser Sword
Damage: 100
Thrown Damage: 50
Ammo: 24
Knockback: High
Firerate: Medium
Recoil: High Forward
Although still in the game, it is not available through the weapons menu.

Halloween AK-47
Damage: 22
Thrown Damage: 50
Ammo: 200
Knockback: Low
Firerate: High
Recoil: Low Upward
Not removed, but not on the weapons menu. Same as a normal AK, but with more ammo. Exclusively on Halloween 5.

Halloween Revolver
Damage: 50
Thrown Damage: 50
Ammo: 500
Knockback: Low
Firerate: High, but medium recoil makes it fire inaccurately without the Fast Click Glitch.
Recoil: Medium Upward
Not removed, but not on the weapons menu. Same as a normal Revolver, but with more ammo and lower recoil. Exclusively on Halloween 8. The Fast Click Glitch can be performed with this weapon.

Halloween Pistol
Damage: 25
Thrown Damage: 50
Ammo: 40
Knockback: Low
Firerate: High
Recoil: None
Not removed, but not on the weapons menu. Same as a normal Pistol, but with more ammo and no recoil. Exclusively on Halloween 2.

Halloween Sniper
Damage: 50
Thrown Damage: 50
Ammo: 30
Knockback: Medium-High
Firerate: Low
Recoil: Medium Upward
Not removed, but not on the weapons menu. Same as a normal Sniper, but with more ammo. Exclusively on Halloween 11.

Shotgun
Damage: Unknown
Thrown Damage: 50
Ammo: Unknown
Knockback: Low
Firerate: Low
Recoil: High Backward
This shotgun was removed and replaced by the Sawed Off and the Military Shotgun. It is essentially a fusion of those two, with slightly less knockback and less spread than the Sawed Off.

Unused Weapons
These weapons were never in the game, but are present in the files.

Shield
Damage: N/A
Throw Damage: 50
Ammo: N/A
Knockback: N/A
Firerate: N/A
Recoil: N/A
Not to be confused with the shield that appears when you right-click. Meant to block bullets, but is knocked out of the player's hand if the shield is hit.

Fan
Damage: 0
Throw Damage: 50
Ammo: 50
Knockback: Medium
Firerate: Very High
Recoil: None
Blows back any players it is 'fired' at within a short range.

Ball Launcher
Damage: 0
Throw Damage: 50
Ammo: 1
Knockback: Technically High
Firerate: N/A (1 ammo)
Recoil: Low Forward
Fires a physics ball that will weigh down and drag along other players.

Bow
Damage: Unknown (broken so it cannot shoot players)
Throw Damage: 50
Ammo: 3
Knockback: Unknown
Firerate: Low
Recoil: None
Fires arrows that do not move from where they were fired and therefore cannot hit players. The arrows block the Sniper's laser sight and can be touched and stood on by players other than the player who fired the arrows.

Minigun Old
Damage: 6
Throw Damage: 50
Ammo: 110
Knockback: Low
Firerate: Very High
Recoil: Low Backward
A smaller Minigun.

MiniMinigun Old
Damage: 5
Throw Damage: 50
Ammo: 100
Knockback: Low
Firerate: Very High
Recoil: Very Low Backward
A very small Minigun.

Holy Sword
Damage: 15 (shot) 100 (sword)
Throw Damage: 80
Ammo: Infinite
Knockback: Low
Firerate: High
Recoil: Medium Forward
A golden sword that fires projectiles that stab swords into any obstacle they hit. Becomes a normal Sword when thrown. Shown in early gifs of the game, with an unused animation likely used when the sword was obtained.

Holy Minigun
Damage: 1 (shot) 25 (sword)
Throw Damage: 50
Ammo: Infinite
Knockback: Low
Firerate: High
Recoil: Low Backward
A golden minigun that fires projectiles that stab swords into any obstacle they hit. Becomes a normal Minigun when thrown.

Lava Whip
Damage: 22
Throw Damage: 50
Ammo: 25
Knockback: Low
Firerate: Low
Recoil: Medium Forward
The whip can only hurt a player by hitting them with the hilt. The lava part does nothing.
Maps And Strategies For Them
Woods

Relatively simple. None of these are special, it's easy to get to the gun spawns first.

Desert

Most of these are simple - just remember to jump off boxes as the map falls and be sure to always Block Punch jump.

Note that Desert 2, 7, and 8 are Local-only maps and cannot be encountered in normal play.


Desert 5:











Desert 5 is noted here for a unique strategy for getting the gun first. If you Block Punch jump from the top box in the center pyramid of boxes to the balanced large boxes, you can get higher than the other players and get guns first. However, be sure to be on the right side to pick up the guns!
Also, the small grey platform holding up the large boxes is the only thing that will remain if the map is knocked over, so get to it quickly if you want to survive!

Desert 9:










Desert 9 is noted here for several reasons. It has a timed gun drop of two revolvers. Usually, you would use one of two strategies: Knock over or knock back.

In knock over, you would shoot the boxes the opponent is standing on to make them fall over, leaving them unable to avoid falling.

In knock back, you shoot the opponent to knock them back into the side death areas.

Defending against these:

Knock over: If the other knocks you over before you can knock them over or back, you must be extremely good at jumps and have insane luck, or must master Weapon Riding (see Advanced Strategies). It is very difficult to win if the opponent knocks over your boxes.

Knock back: Knock back is rather easy to defend against. If you can master Weapon Blocking (see Intermediate Strategies) it is rather useful here. Otherwise, tapping the down button repeatedly to make yourself a smaller target is a viable strategy (although it may throw off your aim).

Factory

Most of these maps require basic platforming to get to the middle. Some, however, are special cases.

Note that Factory 5 is a Local-only map and cannot be encountered in normal play.


Factory 2:











This map is unique in that its side spinning platforms can be jumped on repeatedly to gain higher ground (and therefore obtain the weapon first). Be careful not to let them drag you off the map!

Factory 3:











This map is unique in that the platform is momentum-based. If you hold the down key while standing on the edge of the platform, it will move the platform downwards. You can use this to your advantage - push down the platform, then rush to the top to get the weapon first!

Factory 4:











Factory 4 is interesting in that you should cling to the sideways parts of the level as they turn, as this will give you the optimal position for getting the weapon first.

Factory 7:










Factory 7 has a unique strategy for getting weapons first. You can jump onto the cube as it moves upward to get higher, and therefore get weapons before anyone else.

Factory 9:










Factory 9 seems at first glance like a no-weapons map. All the weapons just land on the roof. However, there is a way to get onto the roof. When either the far left or far right platform goes down, jump onto it, then as it goes back up, jump off it and onto the side of the roof. This is difficult, but easy once you get the hang of it.

Factory 11 & 12:











These two maps, where obstacles come down the conveyor belts to knock you into the void, have one useful strategy. If you hold down, you are anchored - the conveyor belts cannot move you. This is very useful when trying to shoot - you can shoot from a fixed point and don't have to move up and down as you shoot.

Castle
These maps are relatively complex. They require advanced jumping to get to the gun quickly.

Castle 9:











This map, in which the walls move in to crush you, is relatively easy to win if you pick up a shotgun, minigun, or other recoil boosting weapon. It also becomes a cakewalk if you can use Weapon Riding (see Advanced Strategies) to great effect.

Castle 10:











This map has a large spike ball that swings down repeatedly. It is possible to Block Punch jump high enough to get onto the chain, and get higher ground than enemies. You can then easily get weapons first.

Castle 15:











This map has a massive spike ball that rolls across the screen. Sometimes, other players occupy all the gaps, or there are no gaps left. In these cases, shotguns, miniguns, blink daggers, or Digging (see Advanced Strategies) help immensely. If you have a shotgun or minigun, you can recoil boost over the spike ball. If you have a blink dagger, you can teleport into the ground and then teleport out once the spike ball has passed. You can also Dig and wait for the spike ball to pass.

Castle 17:










This map has a unique strategy. It is easily possible to Block Punch jump across the gap between the platforms to reach enemies. However, it is also possible to weapon jump onto a falling weapon and then return to the platform.

Winter

These maps are relatively simple. It is easy to get the weapon first.

Note that Winter 13 is a Local-only map and cannot be encountered in normal play.


Winter 7:











This map has a special glitch: If you punch into the corner between a platform and a wall, you can glitch through to the other side. This is useful for escaping stronger players.

Maps and Strategies For Them (continued)
Laser

These maps are generally trap-based, but are still relatively simple.

Laser 3:











This map has two special methods of avoiding the trap and getting the gun first. It is possible to walljump to the top of the middle column to get the higher ground (and therefore get the weapon first). However, it is also possible to, from there, jump onto the laser emitter on the left or right and thereby balance on it as it moves to avoid the trap entirely.

Laser 8:











Note that it is possible to jump onto the platform above the Laser Sword to get weapon drops, which may be more powerful than the sword.

Western

These maps generally have starting weapons, and barrels and snakes abound in these levels.

Western 10:











It is easy to perform Digging (see Advanced Strategies) on this map.

Lava

These maps have dangerous platforming sections, with chain platforms, spikes, and lava everywhere. Be careful.

Lava 6:











This map does not require a gun to reach the Lava Stream gun on the chain platform - a well-timed Block Punch jump can get you up there easily.

Halloween

These maps involve disappearing platforms, and therefore require good timing. They are still relatively simple.
Halloween 7:











This map has two spear platforms. Usually, you would have to wait for the disappearing platform to appear. However, a well-timed Block Punch jump gets you up there easily.

Halloween 2, 5, 8, & 11:












See Boss Strategies.

Custom Maps

These maps are random and very difficult. Some may be races, some may be cheap - you will have to rely on instinct here.
Achievements
Achievements! These are fun and generally can be obtained over the course of a few hours.

Although this might be considered cheating, you could use a controller player to easily get these achievements in a local match.

Ace:




This achievement is relatively easy, you just need to kill the other three players. This one you'll probably get over the course of normal play.

Royal Ace:




This one's a bit harder. You have to flawlessly win a match while killing every other player! Generally this is easier if the weapons dropping are on the powerful side, like the Laser or the M16.

Explorer:




Set the maps to ordered, select all of them, and then play a long set of games with someone - eventually, you'll get it!

Conqueror:




Same as with Explorer - but it's much easier if you find an AFK player (or have a controller player to act as an AFK player).

4d Stickmen:




If you find or make a match with Black Hole guns only, you'll get this one rather easily.

Double Kill:




This one should be easy - you just need a powerful gun or sword to kill two players in quick succession.

Triple Kill:




Slightly harder than Double Kill, but still relatively easy to obtain.

Killing Spree, Rampage, Dominating, Unstoppable, Genocide, Godlike, and Wicked Stick:




These are only obtainable if you're a pro at the game - you have to win a lot.

Snake:




Really easy to get. Just get on a Western map with snakes, and die to one. Achievement get.

Stick Irvin:




Also pretty easy, just jump down next to some snakes and then run and win.

Ricochet:




This one is easiest with Snipers. You can easily block the bullet back at the person and win.

Riposte:




Relatively easy if you are good at blocking.

Your kung fu is strong:




Easy as pie. Hit someone in midair and kill them. Easiest with 1 HP mode.

White Death:




Snipers only. Just keep playing. Eventually you'll get it.

Bounce:




This one's hard. Easiest with an AFK player on Bouncer only. Practice with the Bouncer until you can get it.

Walkover:




Really easy, especially on Factory 10 and 8.

Ice Age:




Should be easy if you use Grenade Launchers or Time Bubble to destroy the ice.

мигающий кинжал (Flashing Dagger):




Should be a piece of cake if you have Blink Dagger only mode and around 25 HP.

A Poultry Meal:




You should have this one already. You just get it from casual playing.

Bzuhzzzzzzzuhzzzzzuhzzzz:




Easy. Just time your jump and you've got it.

Headshot:




Usually best to obtain in a match with 100 HP and Snipers, as headshots are fatal in that setting (as well as those sniper kills helping with White Death).

Xiao Xiao:




Well. . . I mean. . .
Beginner Strategies
Movement

Ok. Now movement might seem simple, but so many things can be varied and changed with these to achieve victory (vicotory? :P). When you play, you need to start moving immediately as soon as the 3 second timer finishes. Use those three seconds (maybe more if someone is loading) to plan out your movements! For example, in Castle 2 playing as Yellow, you might want to block punch jump from your starting point onto the rotating platform next to you, then block punch jump onto the small side platform and then punch jump onto the main top middle platform, like so:


As shown in this gif, you would want to be constantly punching where you want to go to be faster.

Jump types:

There are three different kinds of jumps, each with a walljump variant and a reverse variant. I will explain each and the pros and cons of each jump.

First of all, let me explain reverse variants. Jumping pulls you up to higher places (W or Up Arrow by default [although I personally prefer the spacebar]). Reverse jumps are pulling you down - always holding the down key (S or Down Arrow by default).

Normal Jump. This jump is just a normal, default jump. Use this only if you're trying to jump up a small little ledge, or if you just want to barely grab a weapon from a platform without poking your head out of cover.

Pros: Useful for light, small jumps for bridging small distances.

Cons: Cannot carry you very high, not very useful for fast movement.

Walljumping with this jump is not reccomended. Don't do normal jump walljumps.

This does not have a reverse variant.

Punch Jump. This jump carries you higher than the normal jump. Use this one for medium-sized jumps, for the same things as normal jumps but slightly higher.

Pros: Higher than the normal jump, useful for bridging medium-sized distances.

Cons: Can't jump high enough to reach most special areas in maps.

Walljumping with this one is. . . finnicky. You can use it for shorter walljumps.

Reverse punch jumps are better known as punch slams. These are useful for getting to a lower part of the map quickly.

Block Punch Jump. This one is the best one. You should use this almost all the time. It lets you reach areas faster and easier than most other players.

Pros: Highest jump, can bridge almost all distances.

Cons: Not useful when trying to stay behind cover.

Block Punch Walljumps are very fast and useful. Always use these, as they get you the farthest the fastest.

Reverse block punch jumps are the most useful reverse jumps. They are also useful as "Mario Jumps" (see Intermediate Strategies). You can use these reverse jumps to take a player who is walking by below by surprise. They are also useful for knocking down a walljumping player.


Strategies!

Weapon Jumps

Weapons can be jumped off of if you land on them - either as you pick them up, or with another weapon in hand. If multiple weapons are falling, you may pull of multiple weapon jumps - although this is rather difficult.

Reloading

If you memorize ammo counts, you can recognize when your weapon is almost out of ammo. If your weapon has only one or two shots left, throw it and pick it back up again to refill the ammo. This is especially useful with low-ammo weapons like the Snake Launcher and the RPG.

Quickdraw

This one is only useful with more inaccurate weapons. If a weapon is picked up while moving and then fired fast enough, all inaccuracy is removed - the weapon will shoot directly at the cursor, regardless of recoil. This is especially useful with the Revolver and the Deagle, as up to 6 shots can be fired in quick succession in one direction.
Intermediate Strategies
Here I'll introduce the term Signature Technique. A Signature Technique is a strategy developed by or mainly used by a single person. I shall attribute most of these to players as their Signatures.


Bodysurfing

LoafYT's Signature Technique

This tactic allows you to both reach incredible heights (physically, haha) and deal significant damage to your opponent. To perform this trick, you must position yourself to punch your opponent into the air and then navigate in midair to areas in which you can punch them upward again and again.

Weapon Blocking

Signature: ???
This tactic allows you to defend against players with guns' bullets. If a player shoots at you, ensure that they hit your weapon instead of you. If you can, make the bullet hit the end of your weapon - you will drop the weapon if it hits the part you're holding. This is especially useful with Spears, as they can be used as mobile cover.

Mario Jump

Signature: ???
This is essentially a hit-and-run tactic, letting you deal damage and then escape. The way this tactic works is that you jump from above your target, then as you land on them, punch them, and then jump off of their body. This lets you get away from them before they can retaliate.

"Attack Rocket" Minigun specific strategy
Kuino's Signature Technique

If you have a minigun, it is often difficult to control. However, there is a way to easily deal a lot of damage to opponents below you. With the minigun, reach a high point from which to shoot opponents. Now, tap shoot repeatedly, so that you do not go up or down but merely hover while shooting. This makes you essentially a turret.

ThrowShooting

Signature: ???
This tactic is used if an enemy is charging you while you have a weapon. If you are sure you will hit the enemy, it is useful to fire and throw simultaneously to deal more damage - they will be jarred by the bullet and won't see the throw coming.

Point Preparation

Signature: ???

This tactic lets you save the time you would normally use to turn your gun at an enemy - before you pick up a gun, point your cursor where you want the gun to point so that you can immediately shoot when you get it.
Advanced Strategies
Throwhopping











My Signature Technique

Throwhopping is a very advanced technique that requires lots of practice and extreme precision if using smaller weapons. It allows you to cross massive spike pit or lava pit gaps. This is especially useful on unfair custom maps.

To perform your first throwhop, you must have a weapon to use. Larger weapons like rocket launchers and miniguns are easier to use for this. Of course, with a minigun, you'd be better off just mingun-firing across the pit. Same goes for shotguns. You also cannot use spears, swords, or blink daggers, as they bounce off surfaces.

You can use two methods for the first hop:


The Slow but Safe Method:










Throw your weapon into the air with such an arc so that it lands a Block Punch Jump away from you on the lava or spikes. Block Punch Jump so you can weapon jump off the weapon and then follow the steps for the consecutive throwhops.



The Riskier but Faster Method:










WARNING: This requires precision aiming to make your weapon land on top of the spikes/lava and not bounce off or get stuck between spikes.

Jump off the edge of the platform at the pit, then as you are in mid-jump, throw your weapon at where you want to land. You can then land on the weapon, jump on the weapon until pickup cooldown wears off, and then weapon jump off. From there, follow the steps for the consecutive throwhops.



Consecutive throwhops:

WARNING: As with the Riskier but Faster Method, this also requires precision aiming for the same reason.

After you pick up the weapon via weapon jump, throw the weapon at where you will land. Land on the weapon, then jump on it until the pickup cooldown wears off and weapon jump again. Repeat.

Here is a map to practice your throwhopping skills on: http://steamcommunity.com/sharedfiles/filedetails/?id=1320951354

Digging










My Signature Technique (yeah I know all the Advanced techniques are mine)

This is a technique that is very difficult to pull off. It requires two players. One player must be pushed into the ground by the other. This is easiest to do with bullets and then punches in quick succession. This allows one player to stay under the ground and move around to pop back up behind the enemy and win.

A slower version of the above gif:











Weapon Riding

(gif here soon!)

My Signature Technique

This is a very difficult technique. It involves jamming yourself into a weapon during the cooldown between being able to pick up. If you do it, it can carry you to the top of the map as if you had wings.
Boss Strategies
Blue Boss:

Beating it: This boss is relatively easy to beat. Just dodge and shoot until Bounce phase, then shoot (Bounce does no damage).

Playing as it: This is really difficult. Try to get up close and maximize damage during Shotgun and Rapid-Fire phases, and hide during Bounce phase.

Yellow Boss:

Beating it: This boss is pretty easy to beat. Remember to pause between each Revolver shot to lessen inaccuracy. Watch out for the lasers.

Playing as it: Shoot lasers parallel to the floor - if the players aren't fast enough, they die easily.

Red Boss:

Beating it: Difficult. Shoot it during the Pew phase, get behind cover during the Ring phase, and just RUN during the Saw phase.

Playing as it: Hide during the Pew phase, shoot them from behind cover during the Ring phase, and corner them during the Saw phase to kill them easily.

Rainbow Boss:

Beating it: Pretty easy. Shoot a lot during the Pew phase, jump over the waves during the Wave phase, and get in the circle during the Implosion phase. You can block the Implosion back at the boss!

Playing as it: Shoot the players from the side during the Pew phase (it's harder to dodge that way). Move up and down to stagger waves during the Wave phase. Try to hit the player with the Implosion, it will cause large damage. Beware of players blocking Implosion back at you!
To-do!
- Add lots more images and gifs

- Add info on melee techniques and winning fist-to-fist battles.

- Add more map strats and add weapon strats
98 Comments
Chickenlord Jul 16, 2024 @ 3:05pm 
how do i find the files for the deleted weapons
Merscyyyy Dec 4, 2023 @ 12:34pm 
VAY HAYATSIZ PİÇ
SequencedLife Aug 31, 2023 @ 12:02pm 
;(
Yellowsam Aug 14, 2023 @ 6:57pm 
The Sawed-Off can push you into and though walls and floors (I've tried ceilings but it's too hard)! There are 2 lava maps (3&5) that I use this strategy on, although it works on any map. If you find it hard, try thinner walls. Some walls don't like this. /:
Veryfungi3221 Jul 4, 2023 @ 4:35pm 
@Heckin' Captain Main
okay, i might try those.
that was pretty fast...
Heckin' Captain Main Jul 4, 2023 @ 3:31pm 
@veryfungi3221 Ricochet is possible online, you just have to predict and compensate for the desync. Blocking about 0.2 seconds early should do the trick most of the time (timing depends on ping but 0.2 is a good baseline in my mind), it maybe a little janky but it works sometimes. Spam blocking can also work but it's way more inconsistent. If you can I'd recommend hooking up an extra controller and trying to pull it off in local play as it's way easier to parry due to there being no desync.
Veryfungi3221 Jul 4, 2023 @ 3:10pm 
the ricochet achievement is kind of impossible in normal play due to the constant, ungodly desync, you wont get the achievement even if you kill someone with it on their screen, good guide though
JWxd1210 Jul 4, 2023 @ 11:30am 
@<color=#fff>Kaitahuri</color> SUCCESSOR
Mira! 🩷  [author] Jul 1, 2023 @ 3:07pm 
awesome
CHEIF 01 Jun 22, 2023 @ 5:32pm 
The boss stuff was helpful:steamthumbsup: