SlapFIGHT Championship, October 14th 2023​

Watch SlapFIGHT Championship Live: Saturday, October 14th 8pm CST

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SlapFIGHT Championship Betting Favorites & Best Bets

Okuma 915 vs Slim Reaper

Moneyline:
Okuma 915 (-350)
Slim Reaper (+250)

Yes / No (KO, TKO):
No (-300)
Yes (+225)

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The Cannon vs Slap Daddy

Moneyline:
The Cannon (-200)
Slap Daddy (+150)

Yes / No (KO, TKO):
No (-350)
Yes (+250)

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Bubbles vs Demon

Moneyline:
Bubbles (-400)
Demon (+275)

Round O/U:
Over 7.5 (+130)
Under 7.5 (-150)

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Berserker vs Mexicutioner

Moneyline:
Berserker (-500)
Mexicutioner (+350)

Round O/U:
Over 7.5 (-150)
Under 7.5 (+130)

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Outlaw vs Slap Savage

Moneyline:
Outlaw (-150)
Slap Savage (+130)

Yes / No (KO, TKO):
No (-500)
Yes (+350)

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Black Larry vs Wildman

Moneyline:
Black Larry (-275)
Wildman (+200)

Round O/U:
Over 8.5 (-115)
Under 8.5 (-115)

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Betting on SlapFIGHT Championship

As you think about betting on SlapFIGHT Championship, there are plenty of materials out there to help. On the SlapFIGHT YouTube there are highlights and full fight replays featuring competitors in upcoming events. There are also written previews for all scheduled bouts to help gain additional insight. Also check out Pro League Network’s socials for additional content to help choose your competitor or proposition.

Head to Head Betting

Every SlapFIGHT competition features two competitors, with all fights scheduled for 10 rounds. A fighter can win the competition via Knockout, TKO, or by decision. Competitors who consistently deliver clean, solid slaps throughout the fight seem to do the best at SlapFIGHT Championship as penalties can prove to be costly. Penalties result in the loss of the next round’s slap forcing the competitor to defend twice in a row. Also, recording a penalty guarantees that you cannot win that round’s point which can determine the outcome if the fight goes to a decision.

Over / Under Round Total

The total rounds wager is a bet on how many rounds the fight will last. The round must be completed for the round to count towards action on the bet. For example, for an over 8.5 rounds bet to win, both competitors must successfully complete round 8 for that bet to win. If a fighter gets knocked out from a round 8 slap, the under 8.5 wager will be graded as a winner. A few things to consider when betting the over / under is the toughness of each competitor and how many penalties you expect a given fighter to get. It is important to consider the durability of the competitor when thinking about how many rounds they will last. One would want to bet the over on a competitor who can eat slaps and maybe look to take the under on someone who has the propensity to tap out early and get knocked down/out. If a competitor is particularly prone to penalties, one may want to bet the over as penalties reduce the number of slaps delivered. If competitors are not penalty prone, more slaps will be delivered and you may want to take the under.

Yes / No (KO, TKO)

One of the most exhilarating bets in SlapFIGHT Championship is whether the fight will end in a KO/TKO or go the distance of the full 10 rounds. When considering newer competitors, it is worth noting that they are more likely to commit infractions which make the rounds go by faster. On the flip side, one nasty club could throw off their competitor and make them more subject to a knockout.

Rules of SlapFIGHT

Format

Every SlapFIGHT Championship fight consists of two competitors. Each competitor gets the opportunity to strike and defend once per round over the span of 10 scheduled rounds.

There will be a coin toss prior to each fight, with the winner electing to either strike or defend first in each round.

Scoring

Each round throughout the match is scored by the officials. There is a maximum of 1 point awarded for every round. If a competitor lands a clean, legal slap for the round and their opponent receives a foul, they will automatically win the point for that round. If both competitors receive a foul on their turn, no competitor will receive a point for that round. The criteria for determining points when both players deliver a legal slap is based on the damage and effectiveness of the slap and the reaction and recovery of the defender – this scoring is at the discretion of the judges. Whichever competitor has more points at the end of the 10 rounds is the winner. If the score is tied at the end of 10 rounds, it will go to a judge’s decision.

The other ways to win a SlapFIGHT match are via Knockouts or Technical Knockouts. A Technical Knockout (TKO) occurs after three knockdowns. There are one or two (fighter preference) “catchers” present at each match. The role of the catcher is to support the competitor if they lose their footing or balance after getting slapped. They are there for safety; if a competitor gets slapped hard they make sure they are supported and do not hit their head on the ground.  Any time a competitor is supported by (any contact is made) their catcher, that counts as getting knocked down and the striker records a knockdown.

Additionally, if any part of the defender’s body touches the ground, the striker records a knockdown. If a competitor gets three knockdowns, that is scored as a TKO and they win the fight. The striker earns a knockout if, after slapping their opponent, the defender goes to the ground, and does not return to the barrel after 60 seconds. Recording a knockout ends the fight and results in an automatic victory.

Fouls

There are three penalties in SlapFIGHT Championship. The first occurrence of any of the fouls outlined below will warrant an infraction (warning) on the competitor. After the warning, any repeat of the same foul throughout the match will count as a penalty. Each penalty will be a loss of turn in the following round, meaning their opponent will get back to back opportunities to deliver a slap. Any round in which a fighter commits a foul disqualifies them from winning that round’s point.

Offensive Fouls:

Clubbing: Any slap that falls outside of the approved target region. The heel of the hand cannot extend any deeper than the tip of the chin.

Stepping: Both of the competitors’ feet must stay in contact with the ground throughout the completion of the slap. Pivoting on the ball of the foot is also not allowed.

Defender Fouls:

Flinching: Any body or head motion that impacts a slap and happens after being set in a defensive position. Minor movements that have no bearing on the effectiveness of a strike do not qualify as flinches.

Officials

Three officials are required to preside over every match, each with distinct roles. One referee is positioned behind the barrel closely monitoring illegal strikes (clubbing) and any flinches by the competitors. Another referee kneels in front of the barrel to observe the competitors’ footwork, ensuring they do not take unauthorized steps or pivots (stepping). The third official has a comprehensive view of the action and manages replay reviews when necessary. The third official is the one who is also responsible for scoring the fight after each slap.

Additionally, at every event, a sanctioning representative serves as a liaison between the event organizer and the competitors. This representative is responsible for resolving disputes and upholding fairness and safety during the competition. Sport Slap USA oversees the recruitment of judges and ensures that safety protocols are maintained. All referees hold MMA refereeing credentials and backgrounds in combat sports, with new referees undergoing rigorous training and serving as backup officials for their inaugural fight to uphold the sport’s integrity and safety standards.

Weight Classes

SlapFIGHT competitors are separated into one of the following weight classes for competition.

Super heavyweight – over 266 lbs

Heavyweight – 226 to 265.9 lbs

Light Heavyweight – 206 to 225.9 lbs

Middleweight – 186 to 205.9 lbs

Welterweight – 171 to 185.9 lbs

Lightweight – 155 to 170.9 lbs

Participants must weigh-in one day prior to the match and right before the match begins. If a participant fails to meet their weight specifications, the opposing competitor has the option to accept or decline the fight. If accepted, they will be granted the right to the first slap each round (by-passing the coin-toss). If a participant weighs in significantly over their specified class, the commission representative on-site may cancel the fight at their discretion.

Equipment

All competitors must wear a mouth guard and cotton ear wicks at all times. No gels, body grease, balms, or other substances may be applied to the hair, face or body by the participant. No head, facial, neck, arm, hand or finger jewelry of any kind is allowed. Hair must be pulled back such that it is not in the target area. Competitors are allowed to hold towels behind their back while receiving slaps.