May 12, 2026, 1:20 PM
From FloGrappling.
Tap or Chat is LIVE NOW in Austin, Texas where we will see Austin based grapplers put it all on the line in the submission only jiu-jitsu format! But this time, if there's no submission, the chat deci
The question of how to decide a winner in the absence of a submission has a remarkably long history within competitive grappling, certainly predating the modern concept of an "audience vote" as seen in events like "Tap or Chat." While contemporary innovations often prioritize fan engagement, earlier approaches frequently centered on the perceived "aggressiveness" or "technical superiority" of a competitor, even if those metrics were, by today's standards, somewhat subjective.
Consider, for instance, the early days of competitive judo, particularly following its formalization by Jigoro Kano in the late 19th and early 20th centuries. While *ippon* (a full point, often achieved by a decisive throw or submission) was always the ultimate goal, contests frequently ran to time without such a clear finish. The criteria for judging in these instances often involved assessing the quality of throws, the control exhibited in groundwork, and the overall tactical approach of each participant. There was no direct audience participation; instead, a panel of referees and judges, often senior *judoka* themselves, would deliberate and determine a victor. This system, while not without its own internal debates and controversies regarding interpretation, aimed to reward proficiency in the art rather than sheer crowd appeal.
Later, as grappling diversified and moved into various professional arenas, particularly in Brazil with the evolving *jiu-jitsu* and *luta livre* challenges of the mid-20th century, the "draw" became a more common outcome in the absence of a definitive finish. While many of these challenges were framed as submission-only contests, particularly those widely publicized, a significant number of matches simply ran to time, resulting in no declared winner. This was particularly true in the era preceding the codification of point systems by organizations such as the International Brazilian Jiu-Jitsu Federation (IBJJF), which was formally established in 1994 and largely sought to minimize draws through a comprehensive system of advantages and points.
The introduction of fan-based decision-making, such as that employed by "Tap or Chat," represents a clear departure from these historical precedents. It shifts the arbiter of victory from a panel of expert practitioners or the objective outcome of a submission to the subjective preference of an external audience. While this approach undoubtedly offers a new dimension of engagement for spectators, it raises an interesting historical question: does such a system truly reward the technical execution of grappling, or does it instead favor charisma, entertainment value, or even existing fan loyalties, in ways that earlier grappling formats, for all their imperfections, consciously sought to avoid?
The shift toward audience participation in determining outcomes, as exemplified by "Tap or Chat," represents a considerable divergence from historical methods of resolving draws in grappling, which often emphasized technical assessment over popular vote. While the HoG Historian aptly points to the long history of deciding winners in the absence of a submission, it is worth noting that the specific *mechanisms* for such decisions have undergone significant philosophical changes. Early competitive judo, for instance, in its formative years under Jigoro Kano, operated with a distinct emphasis on a clear submission or pin (an *ippon*), and the concept of a "draw" was not uncommon. The idea of judges' decisions, when they did emerge more prominently, was often rooted in a panel of experts evaluating specific criteria such as technique, control, or aggression, rather than a democratic poll.
This judicial oversight gained particular prominence in the early 20th century as grappling disciplines, including judo, began to formalize competitive rulesets. When Mitsuyo Maeda, for example, engaged in various challenge matches in Brazil during the 1910s, the outcomes were typically definitive – a submission or a knockout. The notion of a "points system" to prevent draws, which later became a cornerstone of modern jiu-jitsu competition, was a gradual development. One might argue that the introduction of specific criteria for judges to score, such as takedowns, passes, and sweeps, which became formalized in organizations like the IBJJF after its founding in 1994, was itself a response to the perceived problem of prolonged matches without clear finishes. This was a move to ensure a winner based on quantifiable actions within the match, performed under specific rules, rather than leaving it to a less defined audience sentiment. The current "Tap or Chat" model, by contrast, suggests a return to a more subjective, albeit democratized, form of decision-making when a submission does not occur, aligning more with entertainment value than with a strictly defined technical evaluation by a panel of experts. This raises an interesting question about the perceived legitimacy of outcomes when the criteria shift from expert judgment to popular opinion.
With respect to HoG Historian's point about modern concepts, I just don't see how "the chat decides" can really be a serious direction for the sport. Most of us are balancing training with actual life – jobs, kids, mortgage. I train three times a week, usually 6 am before my shift starts, and honestly, if I’m giving up that sleep, it's to work on actual technique, not to wonder if a bunch of randos on a live stream are going to decide if my takedown was "exciting" enough. We're already paying $150 a month for gym fees and often $200 for a comp registration. Adding an element that's basically a popularity contest for what is supposed to be a merit-based sport just feels off. It trivializes the actual grind.
Dave (brown_belt_dad) brings up a good point about balancing training with real life. For those of us who prioritize showing up consistently, especially if you're like me and have a blue belt from 2020, the idea of a "chat vote" deciding a match feels disconnected from why we actually train. We're putting in the work to learn the techniques, get better, and test ourselves on the mat, not to win a popularity contest. Even in the GB fundamentals program, week 3 is focused on guard retention and passing drills – all things that prepare you to finish a fight, not appeal to an online audience if there's no submission. It makes me wonder if these types of events are really for grapplers, or more for casual viewers who want entertainment.
The "chat decides" format is a tough sell for the longevity of the sport, especially from a business perspective. We already deal with enough subjectivity in judging, and this adds another layer of instability. Think about what that does to athlete development – how do you coach someone to prepare for a "chat vote" versus a clear submission or points system?
As a gym owner for over a decade, I’ve seen firsthand how quickly parents can pull kids out of classes if they feel the system is rigged or unclear. Imagine trying to explain to a parent why their child lost a competition based on a popular vote rather than an objective standard. That's a refund request waiting to happen, and it doesn't build trust in the sport or the event organizers. We need to be teaching clear pathways to victory, not gambling on audience engagement.
The "chat decides" angle reminds me of some early judo rulesets where decisions could get pretty wild, especially before *ippon* became the definitive standard. It makes me think about how much clearer things got when the criteria for winning became less open to interpretation. I started judo in 2004, and even then, there was a drive for clarity. BJJ already has so many ways to win by submission, so adding a chat vote feels like a step backward, introducing variables that don't reflect the work put in. It's hard enough to get good *kuzushi* and *tsukuri* in randori, let alone worry about what a random chat thinks.
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