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Weapons have a regular fire and an EX attack, which can be used in exchange for one card from the super meter.

List of Weapons


"Standard issue weapon. Long range with average damage."
Description

Peashooter - An average damage weapon with unlimited range. It has a light blue color and looks like a laser beam. The standard issue weapon that is given to the player. It travels straightforward at a high velocity, for a boss that can give you a lot of horizontal distance to dodge, it is a good choice.

EX: Mega Blast - Fires a large, slow-moving blue fireball that deals considerable damage. It will hit a target three times before disappearing, it is a good burst of damage that can be aimed in the usual eight directions.


"Short range with great damage -- if you can keep close to your target."
Description

Spread - A high damage spread gun that works best if you can get close to your target. Shots disappear after a short distance. It has a red color and looks like some small pyramids. Best used to deal high burst damage when the opportunity presents itself, especially when that boss is stationary. In the game's code, this weapon is called 'spreadshot'.

EX: Eight Way - Fires 8 large spikes that deal high damage, but move very slowly. It is best when using against background bosses like Chauncey Chantenay, Goopy's Tombstone and Beppi's Balloons and Carousel.


"Long range with below-average damage. No aiming required."
Description

Chaser - Fires small, slow-moving projectiles that home in on the nearest target. Deals about half the damage compared to Peashooter. It has a lime color and looks like a star with a small tail. Best used when the concentration is better allocated to dodging. EX: Chaos Orbit - Spawns a four slightly bigger projectiles that circle the player and protect them from incoming enemies. when there is one orbit already, using another EX will replace the original orbit and those will automatically home in on the closest hitbox. It is good when some bosses have minions like Baroness' jelly bean or Rumor's worker bees.


"Medium range and good damage with a slower rate of fire."
Description

Lobber - Fires a lobbed projectile that arcs upwards, and falls back down and bounces on the floor until it bounces three times and pops, deals great damage, but has limited range, each shot deals about three times more than Peashooter. It has a violet color and looks like a sphere. It is good against bosses that doesn't move a lot. It doesn't required a lot of aiming as it seems. It also has the property to set up some damage as it bounces on the ground. It is very effective against Grim Matchstick in all phases. In the game's code, this weapon is called 'bouncer'.

EX: Kablooey - Like a Lobber shot, but bigger and have an Area-of-Effect damage which deals the same damage in the area. It can easily take out groups of minions at a range but it is still affect by gravity and shooting it upward or the top corners may miss the target far away, it does not bounce like the normal version attack as well and goes through some platforms like clouds in Grim Matchstick fight and platforms in Rumor Honeybottoms fight.


"Hold attack to increase damage. No rapid fire, so precision is key."
Description

Charge - A high-damage, high-velocity shot that requires the player to hold down the firing button for maximum effectiveness. It has an orange color and looks like a wave for the uncharged projectile and two waves twirling each other for the charged projectile. Releasing the shoot button before the charge is complete will fire a small, light damage projectile. It needs a lot of precision to use and it it will do quick work to bosses if you master it.

EX: Radial Barrage - Releases a short-range, but a big Area-of-Effect burst of damage from the player, it is very good at the phase of the Phantom Express, especially in the last phase, that is The Head Of The Train.


"Great coverage with average damage. Aim backward for maximum range."
Description

Roundabout - Fires a boomerang-like projectile that moves in the direction it is fired for a moment, but proceeds backwards for a long distance at a much higher velocity. It has a turquoise color and looks like a slotted ring. Best used when firing backwards or fleeing obstacles and to set up damage, this is the second option to chaser for bosses players want to focus on dodging as you still have to line with the boss most of the time, but it deals way more damage. In the game's code, this weapon is called 'boomerang'.

EX: Jumbo Rebound - Launches a larger, thicker and closed version of the standard shot that will try to go back to the player. You can dodge it and it will chase you until all seven hits are used up or it touches the player again, there is a glitch that one extra hit will be counted to start the count down so eight hits worth of damage can be dealt in total.

Fires small bullets with high velocity that deal normal damage. EX - Fires a rocket with a chopper mouth which starts slow but picks up speed after a short distance, and chomps in regular intervals whatever it comes into contact with. It is best used when the boss has a big horizontal hitbox like Hilda Berg.

Lobs a small bomb from the plane in a downward arc that does above average damage. It has an Area-of-Effect damage and it can stack with the direct hit. It will best when you don't want to stay in a straight line horizontally from the boss. EX - Fires a barrage of magnets that home-in on nearby enemies and explode only visually. It is best used when there are too many minions on screen and you want to clear the screen.

When the plane is in shrink form, they can still shoot a short range weapon, and they are weak, it is just to sneak in some chip damage when in mini form, or to complete the Bravo Zulu P-26 achievement .

Super attacks can only be activated once the player has filled their super meter with 5 cards through parrying objects or damaging enemies. There are only three, and they are each extremely powerful, and to be used carefully.

Super Art I - Energy Beam - After a brief pause, stalls the player in the air and fires a large stream of liquid from the head of the player. Fires exclusively horizontally, dealing massive damage. It stuns the boss slightly every time it hits.

Super Art II - Invincibility - After a short animation, the player is allowed 4.85 seconds of invincibility.

Super Art III - Giant Ghost - The player spawns a ghost counter-part of themselves which constantly spins, dealing high damage per hit. The ghost is controlled by the player without removing control from the player's original character. This can make it difficult to manage both characters on screen via a single controller. The ghost will disappear after 7 seconds and leave a heart for you to parry and fill the super meter. It also give the boss a short stun every time it damages them, giving more time for the player to react and to deal damage.

Aeroplane Super - Super Bomb Morph - Transforms the player into a giant bomb, slowing movement speed slightly. While all other attacks are temporarily disallowed, if the player hits the target, massive direct and Area-of-Effect damage is dealt. However, any object that comes in contact with the player will detonate the bomb. This can be used strategically to take a hit when you would take damage, it will still clear the screen and count damage the boss for quite a bit.

Attack Damage per hit Damage per Second
Peashooter 4.0 30.00
Peashooter EX - Mega Blast 8.333... x 3 hit (max 25 damage)
Spread 1.24 x 5 projectile (max 6.2 damage) 41.33
Spread EX - Eight Way 4.3 x 8 projectile (max 34.4 damage)

Chaser

2.85 17.10

Chaser EX - Chaos Orbit

7 x 4 projectile (max 28 damage)
Lobber 11.6 33.14
Lobber EX - Kablooey 28
Charge (uncharged) 6.0 22.50
Charge (max) 46.0 35.38 (perfect charges)
Charge EX - Radial Barrage 26.0
Roundabout (the direction is irrelevant) 8.5 31.875
Roundabout EX - Jumbo Rebound 5.0 x 7 hit (max 35 damage)
Super Art I - Energy Beam 14.5 x 5 hit (max 72.5 damage)
Super Art III - Giant Ghost 5.1 x 31 hit (max 158.1 damage)
Plane Peashooter 4.0 40.00
Aeroplane Peashooter EX - Chomper Missile 15.0 per chomp
(max damage depends)
Aeroplane Mini-Bomb (direct hit and explosion) 11.5 x 2 (max 23 damage) 37.30
Aeroplane Mini-Bomb EX 6.0 x 9 projectile (max 54 damage)
Shrink Fire 2.0 20.00
Aeroplane Super - Super Bomb Morph

(direct hit and explosion)

38.0 x 4 (max 152 damage)
Axe Parry 16.0

Gallery

Trivia

Cuphead_-_All_Weapons_&_Super_Arts

Cuphead - All Weapons & Super Arts

  • Almost all the weapons mentioned here have different names on the Debug Mode
    • Peashooter = Peashot
    • Spread = Spreadshot
    • Chaser = Homing
    • Roundabout = Boomerang
    • Lobber = Bouncer
  • Most of the EX weapons are stronger than Super Arts in term of total damage of five EX compared to one super.
    • However, using five EX attacks can take longer and leaves Cuphead more vulnerable to attacks, while the Super Art I and the Aeroplane Super render Cuphead invulnerable for a short amount of time.
  • In the E3 2014 trailer, Cuphead shot the now unused Exploder.
  • The mini-planes aren’t equipped with a secondary weapon, EX attack or the ability to use Super, as it is a tool to sacrifice damage in return for better control while being smaller, thus replacing the dash in normal gameplay.
  • There are 6 confirmed weapons that aren’t used in the game. Arc, Exploder, Wide Shot, Laser, Arcade Peashooter, and Star Gun.
  • Lobber, Kablooey, and the aeroplane's Mini-Bomb are affected by gravity.
  • It takes a total of 160 damage dealt to Enemies to fully charge one card, or every 25 seconds using the coffee charm.
  • Aeroplane Peashooter has slight higher Damage per Second than the Mini-Bomb. This means that the Aeroplane Peashooter is generally better for sustained fire on a target, and the Mini-Bomb can be used to take out minions while damaging the boss at the same time (such as Cala Maria's eels).
    • The respective EX are also relatively close base on damage output, three chomps from the missile deal the same amount of damage as missing one homing magnets, if the boss isn't wide enough for at least three Peashooter EX chomps, shooting Mini-Bomb EX is usually better, especially pointblank and when there isn't much minions.
  • Plane Peashooter EX can hit a hitbox again with a small cooldown, however if it is moving away at just the right time, because the EX stun its movement for a bit each hit, it can hit a lot more time. Examples like Hilda Berg coming back to transform into a zodiac or Djimmi right after popping out from the sarcophagus when his hitbox is moving back at the right speed. While this is not a glitch, it is certainly an exploit of game mechanics.
    • A more advance version require two hitbox and at least on needs to be constantly changing. This is a lot rarer but in Hilda's last phase with her UFOs moving diagonally upward and her own hitbox, the EX is only moves forward a little for each time the UFO hitbox position change while also slowed by he EX attacking it. For Dr. Kahl's Robot, the first part of first phase his chest and abdomen hitbox can line up perfectly to make the EX attack both and get completely stuck, trivializing them.
  • It is possible to parry while using Super Art I, with the glitch of parrying and taking damage at the same time causes softlocks, this can create situations like the cup Brother keeps spinning in mid-air.
  • In single player mode, a bug of Jumbo Rebound allows it to deal 40 damage instead of the intended 35. Reason being the first hit start the damage counter to count to 35 instead of counting toward to total by default.
    • A similar bug is present when playing co-op, which causes Jumbo Rebound to disappear after dealing 10 damage, instead of 17.5(20 with the extra hit mentioned) damage. Reason being not only does the damage is halved, the counter erroneously divided the damage cap by four instead of two, making the cap 8.75. With four hits of the EX, it will disappear as it reaches the cap. With it being the hardest EX to use effectively, on average it hits two or three times only you do not control it at all (which only net one more hits anyway), it becomes completely worthless for an EX, even overshadowed by Super Art I in terms of damage.
  • Unlike the EX attacks, the Super Arts are unaffected by the damage reduction when using either of the heart charms.
  • Before Patch 1.2, Kablooey hitting the ground explodes twice, with it being an Area-of-Effect attack, this effectively doubles the damage for bosses having hitbox close to the ground. Hitting bosses directly does the same damage as the Area-of-Effect but both damage will not count twice like plane Mini-Bomb or plane Super Art, except with a lot of precision, Kablooey can hit the ground and the hitbox of the boss in the same frame, dealing triple the damage. Since the EX exploding twice on the ground has been patched since then, the precise version only deal twice the damage. This bug has been dubbed "Double/Triple Damage Lobber EXploit" by speedrunners, generically called Lobber EXploit.
  • In legacy version, parrying reset cooldown of every weapon because of a bug, not just Charge, because of the method Charge optimally deals damage, the effect of cooldown resetting becomes extremely pronounced, the issue is also exaggerated when trying to rapidly deal damage with Whetstone and shooting, especially with the glitch below where your attack rates matter.
  • Peashooter is the only unbuyable weapon because there must be a single weapon to start off with.
  • There is a bug in the legacy version when you switch weapons, the cooldown of the weapon continues to count down. Switch weapons back and forth basically means shooting both of your weapons at once, doubling you damage output potential. Each combination of weapons has a different rhythm of swapping, switching too fast while the cooldown of the other weapon is not off does nothing and you could be shooting the original weapon instead, too slow will lose out on damage as the bullet could be fired. On the level of Tool Assisted Superplay/Speedrun, if the cooldown of the weapon lines up to the frame, the weapon with the higher damage per shot is shot first. This bug has been dubbed "Weapon Swap Glitch" by speedrunners, WSG for short.
    • Lobbers and Roundabouts are ideal for speedrunner as they have long cooldown and each shot is powerful, about four to five times a second is ideal for shooting the most bullets. This combination also has the second and third best sustained damage per second, good EXes (especially with Lobber EXploit) and the ability to set up huge amount of damage already on the field because they bounce and return respectively and a boost to card generation.
    • Another notable combination is weapon swap between the plane weapons. This example clearly demonstrated swapping as quickly as possible is not the best damage output because the glitch is not immediately firing a bullet after a swap. Since Mini-bomb have such a slow fire rate and Peashooter shoots constantly, the optimal swapping is a quick double tap of weapon swap to fire Mini-bomb every time it is off cooldown, just to fire Peashooter as much as possible. This is an edge case as plane only have two primary weapons and they have a drastically different cooldown period with comparable damage output, no pairs normal weapons are this extreme.
    • Besides Chaser, Charge at first glance does not seem compatible with this glitch however the uncharged shot still has a cooldown if mashed and specifically in Sally Stageplay's fight where Charge can still hit her off-screen. With Lobber (or Spread) it can still be a compliment to the damage output, however this requires mashing attack and weapon swap alternatively while having to focus on other aspect of the game to finish the fight quickly, this strategy is difficult to pull off.
    • Lobber and Spread is the best damage output pairing, it is not viable for human to optimally swapping between this pair. While Lobber is the slower fire rate part, it is still twice as fast plane Mini-Bomb, making double tapping swap a lot more frequent; Spread has a slower fire rate than plane Peashooter, meaning each burst has more impact to shoot as soon as possible and the rhythm is not as straight forward as Lobber/Roundabout. It is however the strategy used by Tool Assisted Speedrun for legacy version. Again, with Kablooey in its arsenal and Eight Way being the second most powerful when damage-boosting inside of the boss hitbox or against bosses in the background, which are usually high up in the air where .
  • When swapping weapon during the start of an EX animation, it causes a bug that make the game confused which weapon you are using, it plays the animation but shots out nothing. This can easily happen when doing WSG and was dubbed "Nothing" by speedrunners.
    • However swapping weapon during EX is not all bad. Shooting EX forces the normal bullets to stop firing for a while, by swapping weapons it bypasses the force stop and you can start shooting again, switching back to the original weapon allows you to actually fire the EX without wasting it. However, there is another force stop applied after the EX is shot, another swap will resume the firing earlier, the need of swapping again depends on the which weapon should be used, creating a smooth transition after using EXes if needed. There are multiple Swaps named after different speedrunners as they have discovered them.
    • A specific swapping technical is found for plane EXes but it is frame perfect, it needs the EX button and swap button pressed in the same frame, shooting the original weapon EX and keep shooting the swapped weapon when the EX animation is playing. Spamming EX lines up with Mini-Bombs fire rate so it is still effective in versions without WSG; Constantly firing plane Peashooter when shooting Mini-Bomb EX pointblank is always a plus. This technique also works with plane Super, increasing the damage potential when it was suppose to be downtime for normal weapons.

Inspirations and similarities

  • The Charge could be a reference to mega man's Mega Buster. As when both fired normally, they're weak. But when both charged, can deal massive damage.
  • The Chaser's EX Move could also be a Mega Man reference, this time to the Star Crash weapon from Mega Man 5. Both are circling barriers of stars, and both can be used as attacks.
  • The Chaser may also be a play on the word "Chaser," which means something added to a drink to make it stronger. This would be ironic since Cuphead and Mugman's head's contain drinks.
  • The Mega Blast, EX move for the peashooter, and Ribby's fist attack are references to the Street Fighter series, where the iconic Hadoken special attack used by Ryu, Ken, and others, is depicted as either a pair of spectral hands surrounded by energy or just a ball of energy.
    • The name of the "EX" is also a reference to Street Fighter. Using part of the super meter can strengthen a normal special attack instead of using the Super Combo, or in Cuphead case, strengthen the normal weapon instead of using Super Art.
      • Hadoken can be strengthened and become EX Hadoken - Shakunetsu Hadoken, it can hit the opponent from 1 to 3 times, just like Mega Blast hitting enemies three times before it disappears, adding another layer of reference.
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