UFC Fight Night: Hooker vs. Parnasse · Featherweight · 3 rounds
Opening locked Aug 19, 2026 · Trevor Peek 60% · Decision · Distance · waiting on the result

EnglandKurtis Campbell
“The Pink Panther”
Unranked · 8-1 · wrestler · Switch · 24 · IQ B 69
MMA Academy Liverpool · England
Kurtis Campbell
40.2%
Trevor Peek
59.8%
Model win probability · confidence 68%
No market posted yet.
Why the model leans this way
Trevor Peek is the model side at 59.8% because the largest live edges sit where this fight is likely to be fought. Grappler historical edge: Campbell (ground 66) into Peek (TD reaction 67). Ground game is the clearest separator: Campbell 66 (C+) vs Peek 33 (D). Campbell brings 8.8 TD/15 and 1 sub wins into Peek's 79% takedown defense.
Ground game
CampbellCampbell 66 (C+) vs Peek 33 (D). Campbell brings 8.8 TD/15 and 1 sub wins into Peek's 79% takedown defense.
Takedown reaction
PeekPeek 67 (C+) vs Campbell 46 (D). When the shot comes, Peek stuffs it at 79% — Campbell is at 50%.
Punching agility
PeekPeek 64 (C+) vs Campbell 46 (D). Hand speed / output lean Peek (4.4 SLpM at 58%).
Timing & reaction
PeekPeek 66 (C+) vs Campbell 50 (C). The reaction proxy — defense plus absorb plus knockdown timing — sits with Peek.
Path · Campbell
Campbell has to wrestle early, chain the second shot, and make Peek defend the neck instead of throwing. It is the only reliable flip if the pocket goes cold.
Path · Peek
Peek has to stuff the first takedown (67 TD-reaction), keep this standing, and hunt a pocket that grades 64 on defense. Wrestling is the death lane.
A one-score fight on the model. Any three-minute pocket explosion or a stuck takedown against the grain wipes a lot of this number.
Style and location. Wrestling entries, fence control, and mat time should decide the scorecards — or the finish. Peek is built as: Pocket striker. Campbell is built as: Hybrid who can change levels — suspect hips against the shot. Fight IQ delta is -3 toward Campbell — that is composure, win-lane diversity, and whether they solve a second problem when the first look dies.
The edges that move the number. Ground game: Campbell 66 (C+) vs Peek 33 (D). Campbell brings 8.8 TD/15 and 1 sub wins into Peek's 79% takedown defense. Takedown reaction: Peek 67 (C+) vs Campbell 46 (D). When the shot comes, Peek stuffs it at 79% — Campbell is at 50%. Punching agility: Peek 64 (C+) vs Campbell 46 (D). Hand speed / output lean Peek (4.4 SLpM at 58%).
The clock is live — decision is the modal ending (48%). Minutes and control matter more than a single shot. A one-score fight on the model. Any three-minute pocket explosion or a stuck takedown against the grain wipes a lot of this number. These trait marks are derived from FightMetric rates, career method shares, and loaded bout rows — reaction time and agility are proxies, not stopwatch numbers. The model folds the same scores into win probability, so a hole on this card is a hole in the percentage.
Fight IQ, ground game, defense, counter punching, reaction, agility, and takedown reaction — scored from tape and folded into the win number above.
Wrestling entries, fence control, and mat time should decide the scorecards — or the finish.
R1
27%
R2
13%
R3
12%
Dist
48%
Most likely: Distance. Expected 10.3 minutes.
Grappler historical edge: Campbell (ground 66) into Peek (TD reaction 67).
Striking differential
-0.77 vs 1.39 SLpM−SApM (recency / opp. adjusted)
Ground game (tape)
66 vs 33
Damage ratio
0.77 vs 1.45 landed/absorbed
Takedown reaction
50% vs 79% hips on the shot
Grappling composite
TD avg × acc × def + control + submission threat (adj.)
Output (SLpM)
2.53 vs 4.51
Recency form
Opp.-adjusted last 6/6 UFC rows
Punching agility
Output × accuracy × age curve
Timing & reaction
Defense + absorb + knockdown timing proxy
Striking efficiency
46% vs 55%
Counter punching
49 vs 60
Striking defense
62% vs 59%
Fight IQ
B 69 vs C+ 66 — composure, win-lane diversity, adjustments
Reach / length
72.0" vs 70.0"
Style interaction
Grappler historical edge: Campbell (ground 66) into Peek (TD reaction 67).
Cardio proxy
Output sustainability + distance rate
Takedown mismatch
TD def 51% vs 79%
Age-adjusted curve
24 vs 31
Pocket defense (tape)
C+ vs C+
Layoff / rust
Time since last fight
Durability
0 vs 0 KO losses
Strength of schedule
Opp. quality 48 vs 48
Championship / 5-round
Three-round fight
Fighter 4702589
KO/TKO · R2 0:31
Fighter 5110465
KO/TKO · R1 1:20
Fighter 4913045
Submission · R2 0:44
Fighter 5310114
KO/TKO · R1 2:49
Fighter 5310115
Decision - Unanimous · R5 5:00
Fighter 5310117
KO/TKO · R1 0:45
Fighter 4917145
Decision - Unanimous · R3 5:00
Fighter 4786358
Decision - Unanimous · R3 5:00
Fighter 4330061
Decision - Unanimous · R3 5:00
Fighter 4040926
Decision - Unanimous · R3 5:00
Fighter 4335947
KO/TKO · R1 4:59
Fighter 5092399
KO/TKO · R2 2:37
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