Stick It to the Stickman Wiki emblemStick It to the Stickman

Stick It to the Stickman All Moves: Full List Guide

Our Stick It to the Stickman all moves list names every move from the wiki category, groups them by role, and explains how to use them in a run today.

Advertisement

Searchers typing Stick It to the Stickman all moves are usually building a loadout and want the complete menu in one place. The game's wiki keeps a Move category page that is exactly that menu, and this article turns its raw list into something you can actually plan a run around. It also points out which moves the community actually uses, and which ones are just fun to watch.

This Stick It to the Stickman all moves breakdown groups every saved move by what it does: punches, kicks, ranged attacks, and the joke moves that still have real uses. Everything below is drawn from the saved category page, with usage notes labeled as community experience wherever the wiki does not describe them. The list uses the exact names from the saved page, so you can search the wiki for any move directly without guessing at spelling.

The wiki's Move category lists 33 move items in total. The category page also lists Ranged Move, Gun, and Machine gun as related navigation sections, which hints at how the game separates melee attacks from ranged tools. Reading the category as one page is faster than chasing individual move articles, and the nav sections hint at how the game separates melee from ranged.

The Melee Core

Melee moves are the backbone of every build. The saved category lists Normal Punch, Serious Punch, Karate chop, Karate Strike, Uppercut, Jump Kick, Roundhouse Kick, and Roll, and community reports describe them as the bread-and-butter chain that carries you through the office.

The kick family controls space, while punches convert openings into damage. Serious Punch is the community's favorite single hit for bosses, and Roll is the reposition tool that keeps you alive in crowded rooms. Community players also report that Karate Strike chains cleanly out of Normal Punch, which is the earliest practical combo in the game, and one worth learning before anything else on the list.

One pattern community players notice immediately: the list mixes practical office violence with fighting-game references, and the practical moves are the ones you unlock early. A Stick It to the Stickman all moves checklist is most useful in the mid game, when you are deciding which late moves deserve a permanent slot.

Melee moveCommunity role
Normal PunchFast, safe poke
Karate chop / Karate StrikeCheap combo filler with good reach
Jump Kick / Roundhouse KickSpace control and crowd breaks
Serious Punch / UppercutHeavy boss damage

The Ranged and Tool Moves

The category's ranged side covers Gun and Machine gun, plus the item-flavored tools Delivery Parcel and Mail Bomb. Community reports describe ranged moves as your answer to enemies that punish melee, and the parcel moves as area denial that works even mid-combo.

Ranged moves consume resources or have cooldowns, so the community habit is one ranged move per loadout, never three. A machine gun clears rooms, but it cannot be your only answer to a boss. The wiki's navigation lists Ranged Move separately, and community threads treat ranged as a support slot rather than a primary style, because enemies close distance fast in this game.

Delivery Parcel and Mail Bomb are the wildcards: community reports describe parcel setups that stall entire rooms while a melee partner cleans up, and Mail Bomb as a finisher with setup time. Both reward planning more than reflexes.

Ranged or tool moveWhat it does in practice
GunReliable single-target damage
Machine gunRoom clearing at cost
Delivery ParcelSlows or stalls an area
Mail BombBurst damage with setup

The Weird and Wonderful Moves

The Stick It to the Stickman all moves list would be boring without the office jokes, and the wiki delivers. The saved category lists moves such as Delivery Parcel, Downsizing, Fart, Force Choke, Gossip, Gun, Hadouken, Jump Kick, Karate chop, Karate Strike, Levitate Objects, Machine gun, Mail Bomb, Normal Punch, Point, Ponder, Roll, Roundhouse Kick, Serious Punch, Shoryuken, Uppercut, You're Fired, and You're Special. Yes, Fart, Gossip, and Ponder are real moves, and community players insist all three have genuine combat uses.

Force Choke and Levitate Objects are the standouts: crowd control that works on nearly every enemy type. Hadouken and Shoryuken are the fighting-game homages that do exactly what their names suggest, and players report both scale with the same stats as punches, which makes them easy to slot into an existing melee build. Point and Gossip look like taunts but community reports tie them to niche setups.

Community reports also warn that some of these moves unlock late, so chasing a themed build too early can stall a run. Treat the joke moves as garnish until your core four slots are filled.

Weird moveCommunity use
FartKnockback and area denial
Force ChokeHolds dangerous enemies in place
Levitate ObjectsControls crowds without touching them
You're Fired / You're SpecialThematic finishers with real damage

Building a Loadout From the List

A full Stick It to the Stickman all moves review ends the same way every time: pick one poke, one heavy, one crowd tool, and one ranged answer. Community reports describe that four-slot formula as the most consistent way to cover every room type without wasting slots on redundant damage, and it works on every difficulty the game offers.

Before committing, test each candidate on the first floor. The wiki's list does not include frame data or costs, so the community rule is simple: if a move whiffs twice in real play, it is not your poke. The four-slot formula also leaves room for one wildcard, which is where the themed moves earn their keep.

One more community habit: re-check the category after each major update. The wiki is community-maintained and new moves appear with patches, so a Stick It to the Stickman all moves list from an old patch may be missing the newest additions entirely. The full list lives on the saved Move category page.

SlotSuggested pick
PokeNormal Punch or Karate chop
HeavySerious Punch or Uppercut
CrowdForce Choke or Levitate Objects
RangedGun or Machine gun

FAQ

Where does the Stick It to the Stickman all moves list come from?

It comes from the game's community wiki Move category page, which lists 33 move items in total along with related sections for guns and ranged moves. New moves appear with patches, so the list grows over time.

Which move is best for bosses?

Community reports name Serious Punch as the favorite boss-killer, paired with Roll to reposition between the boss's big swings. Bring Roll to dodge the big swings and punish the recovery, and the fight becomes a rhythm instead of a race.

Are the joke moves actually useful?

Yes. Players report Fart, Gossip, and Ponder all have real applications, especially Fart for knockback and area denial in crowded rooms. The community joke is that they are why the game got made, and every one of them still shows up in serious builds.

How many moves should a loadout have?

The community formula is four: one poke, one heavy, one crowd control tool, and one ranged answer, which covers every room type without redundant damage. It also leaves room to experiment with one wildcard.

Advertisement

Related Articles

Continue Reading