DeepStrike: The world's first & best computer vision AI for combat sports
The DeepStrike AI powers Jabbr, an online app allowing fighting athletes, coaches, and enthusiasts to get high quality stats and fight highlights fully automated. Upload video footage of your fights or sparring, and get automated stats, analytics, and video highlights in return!
Predicted Round Scoring
Each round shows a percent prediction of how likely a judge is to score it for each fighter. Percent predictions above 60% show the score in the corner's respective color (red or blue). Otherwise, it remains white to indicate a potential draw round.
This prediction maps AI-generated fight stats to scorecards from 7,000 rounds judged by 500 officials. The AI weighs impact categories, pressure, and aggression to best match human judging patterns.
The somewhat conservative scorecard predictions reflect real-world judging inconsistencies. Even when a fighter dominates, there's a chance a judge may score it for the opponent.
To ensure the most neutral & unbiased scorecard prediction, the AI is deliberately restricted to only use its own fight stats for predictions. No external meta information provided; such as judges' identities, fighters' nationalities, or social media presence.
Deductions
Point deductions and knockdowns appear as negative superscript numbers next to the round score prediction. These indicate the total combined instances of a fighter being knocked down or penalized that round. Deductions factor into the AI's final scorecard prediction.
Predicted Score
The final predicted score sums each fighter's round predictions, calculated as:
(9.0 + round_score_prediction - deductions)

Landed
Total number of punches that connected with target area. This includes imperfect punches that connected but were partially blocked, slipped, lacking in power, inaccurate on target etc.
High Impact
Total number of punches that landed cleanly on target area without imperfections and with both power and visible effect.
Thrown
Total number of punches thrown.
Pressure
Percentage of round displaying pressure towards opponent. Pressure indicators are: Having opponent on the ropes or in a corner. Moving forward and making opponent move backwards. Staying and fighting in close or mid-range.
Aggression
Percentage of round displaying aggression towards opponent. Aggression indicators are: Throwing first and/or last punch in an exchange. Throwing punches with high power-commit. Throwing punches in combinations.

Landed
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a corner had a lead. A corner has to have a minimum relative advantage of 20%, and a minimum absolute advantage of 3 punches landed to get it.
High Impact
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a corner had a lead. A corner has to have a minimum relative advantage of 20%, and a minimum absolute advantage of one or more High Impact punch to get it.
Thrown
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a corner had a lead. A corner has to have a minimum relative advantage of 20%, and a minimum absolute advantage of 5 punches thrown to get it.
Pressure
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a corner had a lead. A corner has to have a minimum relative advantage of 20%, and a minimum absolute advantage of 5% pressure to get it.
Aggression
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a corner had a lead. A corner has to have a minimum relative advantage of 20%, and a minimum absolute advantage of 5% aggression to get it.

Punch Counts
Shows punches Landed, Thrown and landed with High Impact for the most thrown punches of the fighter.
Stance & Balance
Stance / Balance of the fighter, measured in 1 second intervals around punch events.
Distance
Distance during which the fighter has thrown his punches.
Landed Quality
Histogram for the quality distribution of punches landed by the fighter. Determined in terms of accuracy, cleanliness, and visible effect on target. Min refers to shots that landed but did limited damage to the extent that it could be debatable if it should be counted or not, Max are highlight worthy punches with KO potential.
Power Commit
Histogram for the power-commit distribution of punches thrown by the fighter. Determined in terms of type and effort committed to the punch. Min refers to shots that were thrown with so little intent that it could be debatable if they should be counted as a punch thrown. Max are highlight worthy shots with full rotation and body-weight committed to the punch.
Combinations & Accuracy
Percentage breakdown of punches thrown as part of a combination, and accuracy for punches thrown belonging to combinations of each length.


Singles
Singles indicate punches thrown without being part of a combination.
Combinations
The little circles denote punches that were part of a combination. The color denotes the impact of the punch.
Link Thickness
The volume of follow up punches of each category is represented by the thickness of the link.
Impact Category
The legend lists the number of punches the fighter landed within each impact category.


Predicted Round Scoring
Each round shows a percent prediction of how likely a judge is to score it for each fighter. Percent predictions above 60% show the score in the corner's respective color (red or blue). Otherwise, it remains white to indicate a potential draw round.
This prediction maps AI-generated fight stats to scorecards from 1,000 rounds judged by 50 officials. The AI weighs impact categories, pressure, and aggression to best match human judging patterns.
The somewhat conservative scorecard predictions reflect real-world judging inconsistencies. Even when a fighter dominates, there's a chance a judge may score it for the opponent.
To ensure the most neutral & unbiased scorecard prediction, the AI is deliberately restricted to only use its own fight stats for predictions. No external meta information provided; such as judges' identities, fighters' nationalities, or social media presence.
Deductions
Point deductions and knockdowns appear as negative superscript numbers next to the round score prediction. These indicate the total combined instances of a fighter being knocked down or penalized that round. Deductions factor into the AI's final scorecard prediction.
Predicted Score
The final predicted score sums each fighter's round predictions, calculated as:
(9.0 + round_score_prediction - deductions)

Landed
Total number of strieks that connected with target area, including punches, kicks, elbows, and knees. This includes imperfect strikes that connected but were partially blocked, slipped, lacking in power, inaccurate on target etc.
High Impact
Total number of strikes that landed cleanly on target area without imperfections and with both power and visible effect.
Takedowns
Total number of takedowns secured.
Submission Attempts
Total number of submissions attempted.
Control Time
Percentage of time spent controlling the opponent from the ground and clinch.

Landed
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a fighter had a lead. A fighter must have a minimum relative advantage of 20% and a minimum absolute advantage of 3 strikes landed to earn it.
High Impact
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a fighter had a lead. A fighter must have a minimum relative advantage of 20% and a minimum absolute advantage of one or more High Impact strike to earn it.
Takedowns
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a fighter had a lead. A fighter must have a minimum relative advantage of 20% and a minimum absolute advantage of 1 takedown to earn it.
Submission Attempts
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a fighter had a lead. A fighter must have a minimum relative advantage of 20% and a minimum absolute advantage of 5% earn it.
Control Time
The counters next to ⬤, ⬤, and ⬤ indicate how many rounds a fighter had a lead. A fighter must have a minimum relative advantage of 20% and a minimum absolute advantage of 5% control to earn it.

Strike Counts
Shows strikes Landed, Thrown, and landed with High Impact for the most thrown strikes of the fighter.
Thrown / Landed by Target
Target area of Thrown / Landed strikes on the opponent.
Strike Subtypes
Subtypes of strikes thrown.
Landed Quality
Histogram for the quality distribution of strikes landed by the fighter. Determined in terms of accuracy, cleanliness, and visible effect on the target. Min refers to strikes that landed but did limited damage to the extent that it could be debatable if it should be counted or not, Max are highlight-worthy strikes with KO potential.
Power Commit
Histogram for the power-commit distribution of strikes thrown by the fighter. Determined in terms of type and effort committed to the strike. Min refers to shots that were thrown with so little intent that it could be debatable if they should be counted as a punch thrown. Max are highlight worthy shots with full rotation and body-weight committed to the punch.
Combinations & Accuracy
Percentage breakdown of strikes thrown as part of a combination, and the accuracy for strikes thrown belonging to combinations of each length.


Takedowns & Submissions Timeline
Types of takedown & submission attempts / successes and the corresponding round in which they occurred. The most common takedowns and submissions are shown by default. If a less common takedown or submission was attempted, it will show in the timeline and one of the unattempted options will drop off to the 'Other' category.
Position Strikes
Strikes landed during clinch and ground positions. Strikes are broken down by Thrown, Landed, and High Impact per position in which they occured.
Control Time
Percentage breakdown of control time. Control time subtypes include Clinch control, Ground control, Neutral, and time spent controlled by the Opponent.
Grappling Strikes (Landed)
Percentage breakdown of strike subtypes landed from grappling positions. Subtypes include Punches, Knees, and Elbows relative to grappling strikes landed by the Opponent.


Singles
Singles indicate strikes thrown without being part of a combination.
Combinations
The little circles denote strikes that were part of a combination. The color denotes the impact of the strike.
Link Thickness
The volume of follow-up strikes of each category is represented by the thickness of the link.
Impact Category
The legend lists the number of strikes the fighter landed within each impact category.

