Section 1: Introduction
Power Slap is a regulated combat sport in which two unarmed participants take alternating turns delivering open-handed slaps to each other's face. The sport is promoted by Schiaffo LLC and sanctioned by state athletic commissions. Power Slap events are held under a comprehensive set of rules designed to ensure fair competition and participant safety.
The rules govern all aspects of competition including match structure, permitted techniques, defensive positioning, scoring, fouls, medical requirements, and equipment standards. Power Slap matches are conducted on a designated Power Slap Stage with participants positioned at a Power Slap Table. Matches consist of a defined number of rounds, with each round consisting of one alternating exchange (each participant strikes once and defends once).
Power Slap was first sanctioned as a regulated combat sport by the Nevada State Athletic Commission in 2022. The sport has since gained recognition from additional athletic commissions across the United States. All matches must comply with the applicable state or territorial athletic commission's regulations, in addition to these official Power Slap rules.
Participants must be at least 18 years of age. This document represents Version 1.03 of the Power Slap Rules. The Promoter retains discretion to modify or amend these rules with the approval of the applicable Commission.
Section 2: Equipment
Mandatory Safety Equipment
- Mouth Guard: All participants must wear a mouth guard at all times during competition. No participant may compete without a properly fitted mouth guard.
- Cotton Inner Ear Protectors: All participants must wear cotton inner ear protectors to reduce the risk of ear injury from impact.
Prohibited Items
- No head, facial, neck, arm, hand, or finger jewelry of any kind
- No headgear or hats
- No equipment on the hands, arms, or shoulders (such as braces or wraps) on the striking hand. Non-invasive wraps and athletic tape may be permitted on the non-striking hand, arm, or shoulder only.
- No body grease, gels, balms, lotions, oils, or other substances applied to the hair, face, or body. Excessive amounts of water are also prohibited.
Exceptions
Petroleum jelly may be applied solely by an authorized cutman if the cutman or supervising physician determines it is necessary for the safety of the participant. The Promoter may permit additional equipment if it has a health and safety function or is used to collect performance data, in consultation with the Executive Director and/or the Commission.
Grooming Requirements
- Fingernails must be cut below the fingertips and rounded without sharp edges
- Hair must be pulled back such that it is not in the Permitted Target Area
- Facial hair is permitted; the Promoter may set beard length restrictions
Chalk
Chalk provided by the Promoter must be used by participants on their striking hand prior to their first strike. Additional chalk is required thereafter only at the referee's instruction, based on whether the striking hand has sufficient chalk to indicate where the strike lands. Towels are provided for wiping excess chalk. The referee retains discretion to determine when chalk use is excessive.
Section 3: Playing Area
The Power Slap Stage
Competition takes place on a designated Power Slap Stage, which must meet the following minimum requirements:
- Surface area: At least 15 feet by 15 feet
- Padding: At least 1.25 inches (1 1/4") thick throughout
- Markings: Designated colored boxes for each participant's Striker and Defender positions, clearly visible on the stage surface
- Access: Stairs and chalk stands positioned adjacent to the stage
The Power Slap Table
A Power Slap Table is positioned on the stage between participants. The table serves as the reference point for participant positioning and strike alignment. Requirements:
- Diameter or width: At least 12 inches
- Height: May be adjustable based on participant height
Stage Personnel
At least two stage catchers must be present on the Power Slap Stage for each match. Their role is to limit the impact of a participant's head against the stage surface and to prevent participants from falling off the stage. If a participant falls off the stage, the match clock is paused and the referee and supervising physician evaluate whether the participant can continue. If a fall caused by a strike results in inability to continue, the match is declared a TKO for the striker.
Section 4: Players/Officials
Participants
Each match consists of two unarmed participants who must be at least 18 years of age. Participants must be licensed by the applicable athletic commission and must pass all required medical examinations. Participants must weigh in prior to the match within their designated weight class, which follows the Unified Rules of Mixed Martial Arts weight classes. Catchweight matches are permitted.
Weight Penalty
Any participant who does not make weight by the weigh-in deadline forfeits 20% of their purse to their opponent on the first offense, and 30% for each additional offense thereafter.
Corners and Coaches
The Promoter may permit participants to have at least one corner or coach beside the stage during the match. Alternatively, the Promoter may provide a neutral corner or coach. Corners and coaches may only provide verbal instructions and may use a towel to wipe chalk from the participant's face. Between slaps, corners may go on the stage adjacent to stairs and chalk stands to provide instructions.
Match Officials
- Primary Referee: Granted full authority over the match. Responsible for enforcing all rules, administering counts, assessing fouls, and determining fitness to continue.
- Secondary Referee: Sole authority to call stepping fouls, confer with the primary referee, and assist in lower body positioning instructions (such as setting a Permitted Defensive Position).
- Judges (3): Three judges score each round independently using the 10-Point Must System.
- Replay Official: When replay is in effect, the replay official observes the match on a dedicated monitor to identify instances requiring review. Reviews are conducted under a "clear and convincing evidence" standard. All match-ending sequences are reviewed.
Section 5: Rules of Play
Match Structure
The Promoter determines the number of rounds per match, with no match exceeding ten (10) rounds. Each round consists of one exchange in which each participant takes a turn as Striker and Defender. A coin toss (or alternative seeding method) determines which participant strikes first in Round 1.
Permitted Defensive Position
Before receiving a strike, the Defender must establish the Permitted Defensive Position:
- Standing parallel with the Power Slap Table, shoulders square, feet grounded, facing the Striker
- Feet aligned next to each other, substantially parallel to shoulders, with at least a portion of each foot within the Defender's designated box
- Holding the Power Slap Stick (or towel) behind their back with both hands, arms extended toward the ground
- Chin lined up with the edge of the Power Slap Table
- Shoulders must not be raised; head, neck, and chin cannot be tucked to obscure the Permitted Target Area
The Permitted Slap
A Permitted Slap is a flat, open-handed strike of the palmar side of the hand to the Permitted Target Area. The palm and fingers must make contact and impact simultaneously, with the palm (above the heel of the hand) landing in the Permitted Target Area. The heel of the hand (carpal bones) must land on or past the chin but not deeper. Strikers may not make first impact with the heel of hand or strike outside the Permitted Target Area. Fingers may be open or closed and may incidentally contact anywhere on the Defender's face or head (other than facial orifices). Strikers may not form a "cup" shape with their hand. Either hand may be used, and hands may be switched during the match.
The Permitted Target Area
The Permitted Target Area is limited to the vertical plane on the side of the Defender's face, starting above the point of the chin and ending at the eye-line. The target area excludes the eyes, ears, mouth, and temples, as well as the horizontal plane under the mandible.
The Wind-Up Rule
Before completing a Permitted Slap, the Striker must verbally announce and confirm with the referee:
- Which hand they will use to strike
- A number — 1, 2, or 3 — indicating when the strike will land:
- "1": No wind-up; line-up is permitted but not required, then strike
- "2": Line up, one practice motion, then strike on 2
- "3": Line up, two practice motions, then strike on 3
Practice motions must be executed at substantially similar pace with the announced striking hand. The hand may touch the face for alignment before or during wind-up. The Striker cannot use wind-ups to intentionally induce a flinching foul (first violation: warning; subsequent violations: penalty).
Defender Recovery
After a clean strike, the 60-second Defender recovery clock begins. The Defender must return to their box, establish fitness to continue, and be declared "Recovered" by the referee before the clock expires. The roles then switch and the new Striker must announce their wind-up and execute without material delay.
Knockdowns
If the Defender is knocked down (any body part other than feet contacts the ground) and does not immediately return to their feet (flash knockdown), the referee conducts a verbal 10-count. The Defender must rise within the count and establish fitness to continue or the Striker wins by KO/TKO. The 10-count does not toll the 60-second recovery clock, though the clock may be paused for physician examination.
Section 6: Scoring
10-Point Must System
Matches are scored on the 10-Point Must System. Open scoring may be used at the Promoter's election, in consultation with the Executive Director and/or Commission.
Scoring Criteria
Two criteria determine scoring, weighted equally:
- Damage and effectiveness of the Striker: Quality and impact of the delivered strike
- Reaction and recovery of the Defender: How the Defender absorbs and recovers from the strike
Foul Impact on Scoring
When a participant lands a strike while committing a Striker foul (illegal wind-up, clubbing, or stepping) and the opponent completes a legal strike in the same round, the fouling participant loses the round 10-8 (loss of strike value plus loss of a point for the foul). If both participants commit a Striker foul in the same round, it is scored 9-9.
Results
- Decision: Unanimous, majority, or split decision via scorecards
- Draw: Redemption draw, unanimous, majority, or split draw
- Knockout (KO): Participant does not return to feet within the 10-count or does not establish fitness to continue after rising
- Technical Knockout (TKO): Referee stops the match after determining participant is not intelligently participating or cannot continue. Includes voluntary stoppage and medical stoppage not caused by a foul.
- No Contest: Match stopped prematurely due to accidental injury or foul with less than a majority of rounds completed
- Technical Decision: Match stopped prematurely due to accidental injury or foul after a majority of rounds completed; awarded to the participant ahead on scorecards
- Disqualification: Intentional foul or series of reckless fouls resulting in inability to continue; includes automatic DQ for repeat Striker fouls
- Forfeit
Section 7: Violations/Penalties
Defender Fouls
Flinching: Any bodily movement (including shoulder blocking) or head movement after setting the defensive position that adversely affects a strike. Minor movements like clenching that do not affect a strike are not a flinch.
- If the Defender flinches and the strike does not land, the Striker may re-strike
- If the Defender flinches and the strike lands without KO/TKO, the Striker may elect to re-strike
- If the Defender flinches and the strike results in KO/TKO, the result stands
- First infraction: warning. Subsequent infractions: referee may deduct one point per round
- Three flinches in one round: automatic disqualification
- Four or more flinches collectively during a match: referee may disqualify at their discretion based on severity
- If a flinch causes the Striker to be unable to continue (as determined by supervising physician), the Striker wins by disqualification
It is not a flinching foul if the Defender moves to evade a strike being thrown inconsistent with the Wind-Up Rule.
Striker Fouls
- Illegal Wind-Up: A strike inconsistent with the Wind-Up Rule, including announced number or hand
- Clubbing: Any strike other than a Permitted Slap to the Permitted Target Area
- Stepping: One or both feet did not stay in contact with the ground through completion of the strike, including pivoting. Minor heel lifts from momentum are not stepping fouls.
Penalties for Striker fouls:
- First infraction: Point deduction and loss of strike value for that round
- Second infraction (3 rounds or fewer): Automatic disqualification
- Third infraction (more than 3 rounds): Automatic disqualification
Striker fouls may also result in disqualification — even if unintentional — if the foul adversely impacts the fouled participant's fitness to continue as confirmed by the supervising physician.
Match Fouls (Either Participant)
- Delay of Match: Any action that deliberately stalls the match with the intention of gaining an advantage (faking injury, engaging officials, failure to follow instructions)
- Failure to follow referee instructions
- Use of abusive hate-based language
Match fouls result in a warning, point deduction, or disqualification (or combination thereof) as determined by the referee based on severity and frequency.
Section 8: Safety Considerations
Pre-Fight Medical Requirements
All participants must submit the following and cannot compete unless cleared by the supervising physician:
- Blood count and lab results showing the participant is not infected with HIV or hepatitis, performed no earlier than 30 days before license submission
- Physical exam by a licensed physician at least 7 days before the first match in the calendar year
- Dilated ophthalmologic eye examination at least 7 days before the first match of the calendar year
- Brain MRI scan within the preceding 5 years
- Cerebral magnetic resonance angiography (MRA) within the preceding 5 years
- Female participants must provide a negative pregnancy test no later than 10 days before the match
Event Medical Staff
The Promoter must ensure the following safety personnel and resources are in place at each event:
- Supervising physician plus one additional physician or licensed physician assistant
- Three emergency medical technicians (EMTs)
- Three ambulances
- A suture station
- At least one local hospital arrangement
Mandatory Rest Periods
Participants must observe minimum rest periods between matches:
- 1-3 round match: Minimum 6 days before next match
- 4-6 round match: Minimum 8 days before next match
- 7+ round match: Minimum 10 days before next match
Injury During Competition
An injury to one hand or arm does not disqualify a participant if they agree to use their uninjured hand or arm for the remainder of the match. The supervising physician has the authority to recommend stoppage at any time if a participant's health is at risk.
Stage Catchers
At least two stage catchers must be present on the Power Slap Stage for every match. Their primary function is to use their best efforts to limit the impact of a participant's head against the stage surface and to prevent participants from falling off the stage. This is a critical safety feature unique to Power Slap competition.
Wagering Prohibition
Power Slap participants are strictly prohibited from placing any wagers (directly or through a third party) on any Power Slap match, including wagers on themselves. These prohibitions extend to relatives, coaches, managers, medical staff, and anyone with access to non-public participant information. Participants must immediately report any known wagering violations to Power Slap. Match fixing, collusion, or attempting to influence match results based on anything other than their merits is strictly prohibited. Violations may result in disciplinary action including termination.