About Pixel Fighter
A browser arena fighter with eight characters, frame-accurate collision and directional hitboxes.
No download, no install, no account.
Pixel Fighter is built around the thing that makes fighting games worth learning: the neutral game.
Every attack has real startup, active and recovery frames, and hitboxes are directional rather than
approximated by a bounding circle. That means spacing matters, whiff punishing works, and the same
move can beat or lose to another depending on how the two fighters are positioned when it comes out.
Controls
| Action | Keyboard | Touch |
| Move | WASD or arrow keys | Virtual stick |
| Attack | J | Attack button |
| Skill | K | Skill button |
| Dodge | Spacebar | Dodge button |
Touch controls are fixed to the window rather than to the render surface, so thumb targets stay in
the same place regardless of how the arena is scaled on your device.
The roster
Eight fighters, each built around one clear idea rather than a grab bag of moves:
- Kaito — blade master. Balanced, fast pokes, reliable anti-air. The
character to learn the game on.
- Bram — heavy titan. Super armour during startup lets him walk through one
hit; enormous chip damage on block.
- Vesper — shadow rogue. Teleport mix-ups and aerial trajectory control, built
for cross-ups.
- Ignis — pyromancer. Zoner who fills horizontal space with persistent fire
and wins by never letting you in.
- Nova — cyber monk. Close-range rushdown with high meter gain and brutal
corner juggles.
- Tesla — mech striker. Grappler with a ranged magnetic pull that converts
airborne opponents into unblockable slams.
- Lyra — gale archer. High-angle projectile arcs that go over shields rather
than through them.
- Zephyr — wind dancer. Triple jump and the longest air combos in the game.
Meter
The super meter fills in three segments and each level does something different. Level one enhances a
special with projectile invulnerability and faster recovery. Level two is the combo breakout —
dash plus special while being hit spends two bars to blast the opponent away, which is your only
escape from a lethal juggle. Level three is the cinematic finisher.
Learning when not to spend meter is most of the improvement curve. Players who burn level one
on every knockdown never have breakout available when it would have saved the round.
Getting better
- Pick one character and stay with them for at least twenty matches.
- Stop mashing attack on wake-up. Block, watch what the opponent does, then punish.
- Learn the range of your fastest normal. Most of the neutral game is standing just outside it.
- Save two bars. Breakout wins more rounds than an extra combo does.
More
The master game guides carry the full frame data
and per-character move lists. The rest of the arcade is at
makecade.com/arcade.