Guides & Strategy
Everything you need to go from first fight to final boss. Super Stick Hero has real depth — a Tekken-style four-button command system, a Ki super gauge with six specials, weapon movesets, and ten phase-shifting bosses — and these guides break all of it down with concrete, tested advice. Start with the basics, then dig into the system deep-dives and per-boss strategy.
Core guides
Beginner's Guide
Start here. Movement, the four attack buttons, blocking, the Ki gauge, combos and scoring — every core system in the order players learn it.
Move List
The command reference: basic and directional normals, the six Ki specials, weapon movesets, and input notation.
Combo & Juggle Guide
Notation, bread-and-butter combos, juggle theory, canceling normals into Ki specials, and meter economy.
Advanced Tactics
Neutral, spacing and footsies, block-versus-dodge defense, oki, crowd control, and playing efficiently for score.
Systems & reference
Enemy Types
The four archetypes — Fighter, Scout, Brute and Berserker — their stats, behavior, and how to counter each.
Weapon Guide
Sword, Staff and Nunchaku compared: reach, speed, damage, matchups, and when to pick one up or drop it.
Campaign Walkthrough
A stage-by-stage plan for the eighteen named stages, plus tips for the endless procedural mode beyond stage 18.
Fighting Game Glossary
Thirty-plus genre terms — neutral, footsies, oki, i-frames and more — each defined and tied to Super Stick Hero.
Boss deep-dives
Ten bosses gate the campaign, each with a three-phase AI, signature moves, juggle resistance and grab immunity. Every boss has a full strategy page covering its stats, phase behavior, how to counter each signature move, and the specials to save for it.
- Iron Fist — The Unbreakable Wall (Stage 5) — Your first boss. A slow, heavy-hitting wall that teaches you to punish recovery.
- Shadow Lord — Whisper of the Void (Stage 10) — A teleporting mix-up boss. Discipline over aggression — punish the teleport, don’t chase.
- Storm Monk — Eye of the Tempest (Stage 11) — A staff zoner who owns mid-range. Get inside safely and never jump at him.
- Venom Fang — The Crawling Poison (Stage 12) — A poison boss that beats turtles with chip and DoT. Stay mobile, clear the cloud.
- Titan — The Living Mountain (Stage 13) — A slow super-armored wall. Don’t trade into armor — whiff-punish and depth-dodge.
- Phantom Blade — The Severing Wind (Stage 14) — A parry boss. Break patterns, mix in throws, and never repeat a blockstring.
- Frost Sovereign — The Eternal Winter (Stage 15) — The anti-rushdown wall. Ice shards and freeze bursts keep you out; patience gets you in.
- Inferno Warlord — The Unquenched Blaze (Stage 16) — The opposite of the Sovereign. He never stops coming — defense and spacing keep you alive.
- Void Harbinger — The Hollow Star (Stage 17) — The last guardian before the Dragon King. Gravity drags you into 1.9× punishes — positioning is everything.
- Dragon King — Final Apex (Stage 18 (and every 5th stage after)) — The final boss. 800 HP, 2.0× damage, infinite meter. Patience and Ki conservation win.
Ready to put it into practice? Play Super Stick Hero now, or see the full boss roster.