Scenarios:
Official Verdict & Criteria Analysis
Unified Rules of Mixed Martial Arts
Octagon Striking Vector & Damage Zone
SLC Elevation: 4,226 ft (Pace Decay Model)
Tier 1: High-Impact Damage (KD & Stuns)
50% - 50%
Tier 2: Cumulative Striking Volume
50% - 50%
Tier 3: Grappling Threat (Subs & TDs)
0% - 0%
10-8 Threshold (Damage & Duration)
Standard 10-9 Round
Judge Panel Scorecards (Round 1)
Judge Sal D'Amato
Damage Purist
10
-
9
Red Wins Round
Judge Chris Lee
Unified Standard
10
-
9
Red Wins Round
Judge Derek Cleary
Control Sensitive
10
-
9
Red Wins Round
Cumulative Scorecard Matrix
| Round | Red | Blue | Judge Sal | Judge Lee | Judge Cleary |
|---|---|---|---|---|---|
| TOTAL | -- | -- | 29-28 | 29-28 | 29-28 |
Official MMA Unified Rules (2026 Scoring Hierarchy)
Under the official ABC Unified Rules of MMA, scoring follows a strict hierarchical evaluation:
- 1. Effective Striking/Grappling (Primary): Legal strikes that have immediate or cumulative potential to contribute toward the end of the match. Heavy impact, wobbles, and knockdowns carry vastly superior weight over light strikes.
- 2. Effective Grappling: Takedowns that lead to immediate strikes or submission attempts. Holding position without offense is not effective grappling.
- 3. Effective Aggressiveness: Attempting to finish the fight. Only considered if effective striking/grappling is 100% equal.
- 4. Octagon Generalship: Dictating pace, ring position, and counter-striking angles. Only assessed if tiers 1-3 are identical.
10-8 Round Threshold & Salt Lake Altitude Impact
Judges are instructed to award a 10-8 round when one fighter wins by a large margin across the 3 D's:
- Damage: The winning fighter landed strikes that significantly damaged, stunned, or visibly compromised the opponent.
- Dominance: Total one-sided control or positional pinning where the opponent is purely in survival mode.
- Duration: Sustained one-sided offense across a significant portion of the 5-minute round.
- Salt Lake City Altitude (4,226 ft): Thin air leads to severe lactic buildup in rounds 2 and 3. Early high-volume blitzes that don't finish often lead to massive round 3 reversals.