The Ultimate Guide to Boxing Arcade Games
Everything that matters about arcade boxing in one place: the punch model, the defensive vocabulary, scoring, difficulty and the six categories on this site.
20 in-depth guides on how arcade boxing games work and how to get better at them — written by the people who built the games they describe, with the numbers read out of the source code.
The best places to start.
Everything that matters about arcade boxing in one place: the punch model, the defensive vocabulary, scoring, difficulty and the six categories on this site.
Not a ranking. A set of honest recommendations organised by what you actually want from the next ten minutes.
A look inside the machine: the frame loop, the phase system, how a hit is resolved and what the opponent AI is actually doing.
Everything that matters about arcade boxing in one place: the punch model, the defensive vocabulary, scoring, difficulty and the six categories on this site.
Not a ranking. A set of honest recommendations organised by what you actually want from the next ten minutes.
The four things a new player needs, in the order they actually matter, and a route through the catalogue that teaches each one.
A look inside the machine: the frame loop, the phase system, how a hit is resolved and what the opponent AI is actually doing.
Every punch in the catalogue, with its real frame data, reach, stamina cost and the situation it is actually for.
What a combo meter is really measuring, why the curve flattens, and how to build one worth having.
The complete difficulty table used across the site, what each value changes, and why harder settings genuinely pay more.
Five drills, five different skills, and the numbers each one reports back to you.
Reflex games are not all the same. Some measure speed, some measure a decision, and the difference shows up immediately in your times.
Survival games are resource games. What carries between rounds, what does not, and how that single rule changes how you play.
Movement-first boxing games: what they ask for, why everything telegraphs, and how to handle compound obstacles.
How to improve on purpose rather than by accumulation: what to practise, how to measure it, and the three habits that hold most players back.
Three defensive answers, three different costs. How to choose between them and what each one buys you.
Why tight windows feel unfair, what latency actually costs you, and how to move from reacting to anticipating.
Where the points actually come from, which trade-offs are worth taking, and why most high-score attempts fail for the same reason.
Which input device actually suits which game, why, and the complete control reference for every game on the site.
Which games suit a phone, how the touch layouts work, and the practical differences between playing on a handset and a desktop.
Two design philosophies, not a hierarchy. What each approach models, what it leaves out, and why the arcade version is easier to learn and harder to master.
How we balance an arcade fight: the rules we hold to, the numbers they produce, and the mistakes we made getting there.
A design history rather than a chronology: where the arcade tradition came from, where simulation split off, and what the browser era changed.
Every technical claim in these guides is verified against the source code before it is
published. When a guide says the jab recovers in 0.115 seconds, that figure comes from
/js/game/combat.js. When it describes what the Expert difficulty preset changes,
those numbers come from /js/game/difficulty.js. We do not estimate, and we do not
invent statistics, studies or expert quotes — our
editorial policy and
fact-checking policy set out the rules we hold
ourselves to.
Where a guide touches on real-world boxing or the history of boxing video games, it is framed as background, it cites sources, and it distinguishes documented fact from our own opinion. We are game developers, not boxing professionals, and we say so.
The games most often referenced in these guides.