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🎯Dodge Punch Training Simulator🥊

🎯Dodge Punch Training Simulator🥊

A Roblox experience owned by no one....

SimulatorENreaction timetrainingMMA

Description (written by the developer; not a statement by this register)

⚠️ *Warning* This game is very hard and for Pro/Skilled Robloxians only! ⚠️ 🎯 The game is created to improve your reaction time as well as your concentration and it can even improve your IRL dodging ability when you reached a National League in the game. Persistent is all you need to emerge victorious in this game 🥊 👑 Train your dodging skills & have an unrealistic reaction time 👑 - - - - - - - - - - How to Play [PC] (Recommended) A - Dodge left D - Dodge right S - Dodge backwards Space - Retry Round How to Play [Mobile] Tap left side of screen to dodge left Tap right side of screen to dodge right Tap lower side of screen to dodge backwards - - - - - - - - - - Note : This is a game developed by real MMA practitioner to be able to train reaction time and familiarize oneself with punches and adrenaline rush anywhere & anytime without having to spar with a partner and risk small injuries all the time.

Last updated by the developer 20 Sept 2022, 05:17 UTC.

0
playing (measured 10 Aug 2026, 19:34 UTC)
152,194
lifetime visits
23%
liked (254 👍 / 840 👎)
1,059
favourites (7.0 per 1k visits)
6 March 2022
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 19:340first reading

Concurrent players at each of our measurements (insert-on-change).

Content maturity (Roblox’s label)

MinimalMinimum age 16

As returned by Roblox on 10 November 2026. This is Roblox’s label for the experience, not a rating by this register.

All games by Roblox maturity label →

Badge funnel

WELCOME! · welcome114,461 · 100.0% win
DRILL PASSED!60,661 · 100.0% win
SCHOOL BULLY PASSED! · progression5,836 · 0.00% win
JUNIOR LEAGUE PASSED! · progression1,129 · 0.00% win
PRO LEAGUE PASSED! · progression410 · 0.00% win
DISTRICT LEAGUE PASSED! · progression153 · 0.00% win
NATIONAL LEAGUE PASSED! · progression40 · 0.00% win
WORLD CHAMP PASSED! · progression7 · 0.00% win
24K! · other4 · 0.00% win
INFINITE CHALLENGE 1ST PHASE! · progression0 · 0.00% win
INFINITE CHALLENGE 2ND PHASE! · progression0 · 0.00% win
INFINITE CHALLENGE 3RD PHASE! · progression0 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

2315 August 2026 — 23 % liked4 October 2026 — 23 % liked24 October 2026 — 23 % liked3 November 2026 — 23 % liked15 August 20263 November 2026
4 measurements spanning 80 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 22–24 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Nov 2026, 11:3823no change
24 Oct 2026, 11:3723no change
4 Oct 2026, 11:3623no change
15 Aug 2026, 07:1723first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.