Cuphead is Studio MDHR's hand inked run and gun built around 19 base game boss fights, six run and gun stages and three mausoleum challenges across three Inkwell Isles and Inkwell Hell. Every frame was drawn and painted by hand in a 1930s cartoon style, with a soundtrack recorded by a live jazz band. You get three hit points, no checkpoints inside a fight, and a letter grade at the end of every level.
Starting Cuphead can feel overwhelming. This guide tells you exactly what to focus on during your first hours so you don't waste time on things that don't matter yet. For the full progression path, see our walkthrough.
What Kind of Game Is This?
Cuphead is a action game built around Three hit points and no checkpoints and Pink parry. The core loop involves mastering these systems to progress through increasingly challenging content.
What to expect: Time investment in learning mechanics, experimentation, and gradual mastery. The game rewards patience and knowledge.
Choosing Your First Role
| Role | Beginner Rating | Why |
|---|---|---|
| Cuphead | Excellent for beginners | Balanced approach |
| Mugman | Excellent for beginners | Balanced approach |
| Ms. Chalice | Excellent for beginners | Balanced approach |
| Damage rush playstyle | Excellent for beginners | Balanced approach |
| Parry survival playstyle | Excellent for beginners | Balanced approach |
Our recommendation: Start with Mugman. It offers the most forgiving experience while teaching core mechanics.
Avoid Parry survival playstyle as your first pick. It requires deep knowledge of game systems to use effectively. Once you're ready, check our classes guide for all options.
First Session Step-by-Step
Step 1: Learn Three hit points and no checkpoints
Cuphead and Mugman start each fight with three hit points, and a boss level has no mid fight save, so dying in phase four sends you back to the opening. The Heart charm buys a fourth pip at the cost of damage output.
This is the foundation. Spend your first 15-30 minutes getting comfortable with how Three hit points and no checkpoints works before worrying about anything else. Our combat guide breaks this down further.
Step 2: Head to Inkwell Isle One
Five bosses: The Root Pack, Goopy Le Grande, Hilda Berg, Cagney Carnation and Ribby and Croaks, plus the run and gun stages Forest Follies and Treetop Trouble. Mausoleum I here awards the Energy Beam Super Art.
Clear the main content here before moving on. Everything teaches fundamentals you'll need later. See our maps guide for all locations.
Step 3: Get Your First Upgrade
Look for Spread: it's the most accessible early upgrade. Fires a short cone that hits for far more than Peashooter if every pellet lands, which means standing next to the boss. On large targets like Grim Matchstick or Cala Maria the whole cone connects.
Step 4: Understand Pink parry
Anything flashing pink can be slapped in mid air for a parry, which bounces you upward and awards a super meter card. Ms. Chalice parries by dashing into pink objects instead, and a clean dash parry refunds her dash and her double jump.
This is the system most new players overlook. Invest time here early. It pays off throughout the entire game.
Step 5: Push to Inkwell Isle Two
Baroness Von Bon Bon, Beppi The Clown, Djimmi The Great, Grim Matchstick and Wally Warbles, with the carnival themed Funfair Fever and Funhouse Frazzle run and gun stages. Mausoleum II holds the Invincibility Super Art.
Essential Mechanics Explained
Three hit points and no checkpoints
Cuphead and Mugman start each fight with three hit points, and a boss level has no mid fight save, so dying in phase four sends you back to the opening. The Heart charm buys a fourth pip at the cost of damage output.
Pink parry
Anything flashing pink can be slapped in mid air for a parry, which bounces you upward and awards a super meter card. Ms. Chalice parries by dashing into pink objects instead, and a clean dash parry refunds her dash and her double jump.
Super meter cards
Damage dealt and parries fill cards up to a maximum of five. One card buys an EX version of your current weapon, and a full five sets off a Super Art such as Energy Beam, Invincibility or Giant Ghost.
Two weapon loadout with one charm
You carry two weapons and one charm at a time, bought from Porkrind's Emporium with coins, and weapons can be swapped mid fight with a single button. Each run and gun stage hides five coins.
Letter grade scoring
Levels grade from D up to A Plus on time taken, hit points left, parries performed and super meter used. An S rank needs Expert difficulty, zero damage taken, at least three parries and heavy super usage.
Common Beginner Mistakes
1. Sticking with one weapon for an entire fight when phases demand different ranges
This is a common trap that costs new players significant time.
2. Spending super meter cards on EX moves and never reaching a full five card Super Art
This is a common trap that costs new players significant time.
3. Grinding a boss on Simple and wondering why the soul contract never appears
This is a common trap that costs new players significant time.
4. Ignoring pink parry objects, which are both a health free super source and a second jump
This is a common trap that costs new players significant time.
5. Buying the Heart charm early and then wondering why every fight takes twice as long
This is a common trap that costs new players significant time.
First 5 Hours Checklist
- Understand Three hit points and no checkpoints and Pink parry
- Choose Mugman as starting role
- Clear Inkwell Isle One main content
- Acquire Spread or equivalent upgrade
- Reach Inkwell Isle Two
- Parry the first pink object of every fight even when you do not need the card. Building the habit early means you reach five cards before the phase where a Super Art actually saves the run.
- Swap weapons between phases rather than committing to one. Spread for a phase you can stand next to, Charge for a phase that pushes you to the far wall, on the same attempt.
Tips for New Players
- Parry the first pink object of every fight even when you do not need the card. Building the habit early means you reach five cards before the phase where a Super Art actually saves the run.
- Swap weapons between phases rather than committing to one. Spread for a phase you can stand next to, Charge for a phase that pushes you to the far wall, on the same attempt.
- Hold a full super meter into the final phase of a long boss. Invincibility carries you through a pattern you have not learned, and Energy Beam often removes the last health bar outright.
- In Cuphead the difficulty setting gates progress: Simple mode boss fights do not award soul contracts, so a Simple clear teaches the pattern but does not advance you toward Inkwell Hell.
- For S ranks, remember the grade is capped by difficulty. Only Expert can produce an S, and it needs a no damage clear with at least three parries and heavy super usage on top.
- The Pacifist achievement wants P ranks on the run and gun stages, meaning you finish without shooting a single enemy. Parry and jump past everything and take the coins on the way.
- Every run and gun stage hides five coins, and more sit on the isle map itself. Sweeping them before the second isle pays for a second weapon plus a charm.
- Ms. Chalice is a full moveset swap, not a skin. Her dash parry, double jump, invincible roll and fourth hit point cost you the charm slot permanently, so compare her against Smoke Bomb rather than against Cuphead.
- Learn boss phase order rather than reacting. Most fights follow a fixed sequence, so once you know phase three follows a specific tell you can pre-position instead of dodging late.
- Grim Matchstick's cloud platforms and Dr. Kahl's Robot both punish greed hardest. On those two, drop to Chaser or Peashooter and take the slower kill in exchange for keeping full attention on movement.
Frequently Asked Questions
How many bosses does Cuphead have?
The base game has 19 boss levels across three isles and Inkwell Hell. The Delicious Last Course adds five more plus Chef Saltbaker and the King's Leap parry fights.
What is the best weapon in Cuphead?
Spread has the highest damage if you can stand next to the boss, Charge is the best single shot option for careful runs, and the DLC Crackshot is the most forgiving because it seeks after ricochet.
How do you get an S rank?
S ranks only appear on Expert difficulty and need a no damage clear, at least three parries, and a fast time with the super meter used rather than hoarded.
Is Mugman different from Cuphead?
No. Mugman is the second player character and plays identically. Ms. Chalice from the DLC is the only genuinely different moveset, with four hit points, a double jump, a roll and a dash parry.
Do you need the DLC to finish the base game?
No. The Delicious Last Course is a separate island you can visit at any time, and its weapons and charms carry back into the base game fights.
More Cuphead Guides
- Cuphead Cuphead Overview
- Cuphead Best Builds
- Cuphead Tier List
- Cuphead Walkthrough
- Cuphead Tips & Tricks
- Cuphead Weapons Guide
- Cuphead Combat Guide
- Cuphead Boss Guide
- Cuphead Maps & Locations
- Cuphead Crafting Guide
- Cuphead Classes & Characters
Similar Games
If you enjoy Cuphead, check out these related guides:
- Helldivers 2 Beginner's Guide: action game with similar mechanics
- Black Myth: Wukong Beginner's Guide: action game with similar mechanics
- Monster Hunter Wilds Beginner's Guide: action game with similar mechanics


