2D MMA ← All games

Fight night

Toon-shaded MMA in the browser. Strike with zone blocks and head movement, fight in the clinch, shoot takedowns, and work the ground until someone taps, sleeps or hears the final bell.

Fight Three rounds against the CPU. Pick the styles below. Play Training Sparring, block and head movement drills, combos and sprawls. Beat your best scores. Play The park Walk the street, train at the gym, buy gear and take pickup fights for cash and rep. Play Story From amateur night to a five-round title fight, with a fight camp before every bout and a rival who won't go away. Play Two players Same screen. Player 1 on the keyboard or the first controller, player 2 on a controller. Play CPU vs CPU Sit back and watch the two styles below fight it out. Watch

Play a friend online

Host a room and send your friend the code. They open this game, enter the code and join. You fight as red; they fight as blue with their own name and style. Anyone else who joins watches.

or

Fighting styles

Fifteen attributes, each one driving its part of the fight (hover a name for what it does). Your column includes park training and gear.

Your fighter

Record 0-0-0 wins, losses, draws
Park $0

    Saved in this browser only.

    ← MenuStory
    ← Menu Fight night · 3 rounds

    Red
    Head
    Body
    Legs
    Focus
    Shields
    R11:30
    Standing
    Blue
    Head
    Body
    Legs
    Focus
    Shields
    Score0

    Tap to close

    Loading the 3D scene…
    Block
    Head movement
    Keyboard. Connect a PS5 controller and press any button.

    Fight stats

    Tale of the tape

    Health and stamina bars show what each fighter can still recover to: the hatched end is gone. Spending stamina wears its max down; head shots lower the health max. Staying out of trouble brings health back, and the break between rounds restores part of both.

    Controls

    Defense chart

    Guard and head movement are held, not tapped, and blend freely. A guard in the right zone blocks; raised just before impact it parries. Head movement only counts as far as your head has actually moved off the strike's line: halfway is a graze, all the way is a clean miss and a fast, heavy counter. Leaning the wrong way walks you into it.

    Footwork matters too. Each strike hits hardest a little inside its full reach; reaching or jammed loses power. Step in and punch off the planted lead foot for more. Circle (↑ ↓) and your opponent needs a moment to turn: strikes from that angle land harder and slip past blocks. Circling to your right puts your lead foot outside theirs, which lines up your right hand and takes you away from theirs.

    Fight log