Stick It to the Stickman All Moves and Upgrade Tiers
A player-compiled look at Stick It to the Stickman's punch, kick, projectile and utility move lines, and what each line's final tier changes.
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Short answer: as of 2026-10-18, the official Steam page advertises "a massive selection of sick moves, deadly weapons, and devastating superpowers" but does not name a single move, so there is no authoritative roster to copy. The fullest player-made breakdown is the moves and upgrade tiers page on stick-stickman.wiki, last updated 2026-09-24. That page sorts the lines it documents into punch, kick, projectile and utility groups and gives each line three tier names. Those lines are collected below, rewritten and regrouped.
Two things to keep in mind. The stick-stickman.wiki page is a player compilation, and it does not state which build it was written against — the game launched on Steam on 2026-09-23, so a later patch could have moved a tier around. The Steam Community guides hub for the game, as of 2026-10-18, surfaces achievement, secret-character and perk-combo write-ups rather than a dedicated move reference.
How the move system fits together
- A move arrives at tier one and can be promoted twice, so one line carries three versions of itself.
- The interesting step is the last one: the page's observation is that a move's top tier tends to redefine what the tool is for, not just enlarge its numbers.
- The attack button uses whatever move is selected at the time.
- Selection cycles through your list, so a combo is a run of different moves rather than one button mashed repeatedly.
- Ranged moves are limited by ammo. Run dry and the move sits unusable until you find more or promote it.
- Damage comes as punch, kick or projectile; anything that isn't one of those three is classed as utility.

Punch lines
| Line (tier 1 → 2 → 3) | What the final tier does |
|---|---|
| Uppercut → Shoryuken → Dragon Punch | Top tier adds a flaming strike and a short lunge forward |
| Karate Chop → Karate Strike → 100 Palm Punch | Turns into a two-hit swing that shoves hard |
| Slap → Slap Parade → Thunder Clap | One contact becomes a wide area clap |
| Ponder → Normal Punch → Serious Punch | The long charge-up finally lands as real damage |
The page rates the uppercut family as the game's most dependable launcher: it starts life as a plain anti-air answer, and its final tier adds burn while shifting where you end up standing.
Kick lines
| Line (tier 1 → 2 → 3) | What the final tier does |
|---|---|
| Forward Kick → Bicycle Kick → Street Sweeper | The chain grows from two strikes to three |
| Roundhouse Kick → Spin Kick → Helicopter Kick | Reach widens from a single enemy to a sweeping arc |
| Jump Kick → Fly Kick → Stampede Kick | A travelling kick that mows through a crowd |
Kicks shove bodies around, and since walls and windows hurt, the page argues that where a kick sends someone matters as much as the number attached to it.

Projectile and ranged lines
| Line (tier 1 → 2 → 3) | What the final tier does |
|---|---|
| Coffee Mug Toss → Delivery Parcel → Mail Bomb | The thrown object detonates |
| Gun → Machine Gun → Mini Gun | Chews through ammo far faster |
| Knife Throw → Shuriken → Hadoken | A blade becomes a blast of energy |
Missed ranged shots usually leave your combo intact, which the page names as the reason to carry one even when its damage is unimpressive — the price is ammo.
Utility lines
| Line (tier 1 → 2 → 3) | What the final tier does |
|---|---|
| Point → You are Fired → Downsizing | The same order lands on several co-workers at once |
| Strangle → Force Choke → Levitate Objects | Works at range instead of in melee |
| Dodge Roll → Teleport → Black Hole | The escape turns into something that traps enemies |
| Hammer → Ax → Chainsaw | A slow slam becomes a continuous grind |
| Bored → Normal Side Hop → Serious Side Hop | What starts as repositioning ends as a dodge |
According to the same page, Levitate Objects and Black Hole bail out more struggling runs than any other pair of moves, and its summary judgement is that utility picks, not damage picks, decide how a run ends.
Perks sit on their own screen
Move picks and perk picks are drafted separately, and a perk never eats a move slot. Favourite perk picks on that page are more max HP, less incoming damage, healing from kicks, ammo returned on kills and extra experience. Because perks stack on each other, an early boring health pick can outperform a flashy move taken late.
Drafting advice from the player page
- Spend your first two promotions on a single punch or kick line.
- Get a ranged move in soon after, even a weak one; the page's reasoning is that keeping combos alive is worth the slot.
- Once floors start crowding, add a utility move.
- Finish one line to its top tier before opening a fourth.
- Save rerolls for drafts where all three offers are tier-one repeats.
These are player recommendations rather than rules the game states anywhere.
FAQ
What are all the moves in Stick It to the Stickman?
As of 2026-10-18, the official Steam page does not name individual moves, so there is no authoritative list to check against. The tables above reproduce the lines documented on stick-stickman.wiki — a player compilation, not a confirmed complete roster.
Do moves really have three tiers each?
The player notes on stick-stickman.wiki describe three tiers per line, with the last one redefining the move. That page records no build number, so a later patch may have changed a line.
Is the perk draft part of the same choice screen?
No. The same player notes put move picks and perk picks on separate screens, and perks don't consume a move slot.
Which line should I push to tier three first?
The drafting advice on that page favours finishing one line early, and rates the uppercut family as the most dependable launcher. Treat it as a recommendation rather than an official rule.
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