Weight Classes & Weighing In

Weight Classes

65, 70, 75, 80, 85, 90, 95, 100, 105, 112, 119, 126, 135, 145, 155, 167, 185, 215, Heavy Weight
Weighing In

Wrestlers weigh in 60 minutes before a dual meet is scheduled to begin and 1-2 hours before a tournament. When there are consecutive days of competition, all wrestlers are granted an additional one pound allowance each day. Contestants cannot wrestle more than one weight class above their weigh-in weight.

Uniform & Grooming

Wrestlers wear a close fitting one-piece uniform called a singlet, light-weight shoes, and a protective headgear. A wrestler's hair must be above the top of an ordinary shirt collar in the back, and sideburns and hair must be above the bottom of the earlobe. Wrestlers also must have a face that is clean shaven. A wrestler’s fingernails must be trimmed to a length that prevents them from scratching an opponent.

The Match

High school wrestling matches consist of three consecutive two minute periods. If the score is tied at the end of the third period, there is a one minute over time period. If the score is still tied at the end of the over time period, there is a 30-second tiebreaker period.

Junior high school wrestling matches consist of three consecutive periods with the first period lasting one minute, second period lasting 1 ½ minutes, and third period lasting 1 ½ minutes.

Starting the Match

Wrestlers begin each match facing each other on their feet. The home wrestler usually wears a green ankle band while the visiting wrestler wears a red ankle band. The wrestlers shake hands and begin wrestling when the official blows the whistle.

Wrestling Positions

Wrestlers begin each period in the top, bottom, or neutral position. The first period begins with both wrestlers in the neutral position. To begin the second period, a coin toss determines which wrestler gets his choice of starting position. If the home wrestler gets to choose his starting position for the second period, then the visiting wrestler gets his choice of starting position for the third period, and vice versa. The wrestler who wins the second period coin toss has the option of deferring his choice until the third period.

Top (Offense) - The wrestler in the top position will begin at the right or left side of his opponent, with at least one knee on the mat, one arm around the waist, and one hand on his opponent’s elbow. From the top position, wrestlers try to score points by turning their opponent to his back, working toward a pin.

Bottom (Defense) - The wrestler in the down position will begin on his hands and knees in the center of the wrestling circle. From the bottom position, wrestlers try to score points by getting a reversal or escape from their opponent.

Neutral - The neutral position is one in which both wrestlers are facing each other on their feet. From the neutral position, wrestlers try to create openings in their opponents defense and try to initiate attacks and score takedowns.

Ending the Match

A match ends when one of the following occurs: fall (pin), technical fall, or time expiration. If there is no winner at the end of three periods, an overtime period begins.

Fall (Pin) - Occurs when a wrestler holds his opponents shoulder blades to the mat for two   consecutive seconds. Technical Fall - Occurs when a wrestler has a 15-point lead over his opponent.

Time Expiration - Occurs when the three periods end without a fall or technical fall. The wrestler with the most points wins the match.

Overtime - Occurs if the match score is tied at the end of three periods of wrestling. Wrestlers begin a one minute period in the neutral position. The first wrestler to score wins.
Overtime Tiebreaker - Occurs if neither wrestler scores during the first overtime period.  The tiebreaker overtime period lasts 30-seconds. The wrestler who scored the first points of the regulation match has his choice of starting in the top or bottom position. The first wrestler to score wins. If no one scores, the top (offensive) wrestler wins.

Scoring Points

Match points are scored using various moves resulting in a takedown, escape, reversal, or near fall. Points can also be rewarded when an opponent uses an illegal move or is stalling.
Takedown (2 points) - Starting from the neutral position, either wrestler can score a takedown by executing various moves that result in gaining control of their opponent on the mat.

Escape (1 point) - Occurs when the wrestler in the bottom position gets away from his opponent ending up in the neutral position.

Reversal (2 points) - Occurs when the wrestler in the bottom position executes a move that results in him being in the top position with control of his opponent.

Near Fall (2 or 3 points) - Occurs when the wrestler in the top position turns his opponent to his back past a 45-degree angle for a minimum of two seconds. In holding an opponent on his back for two seconds, the offensive wrestler is awarded two points and three points if he holds his opponent on his back for five seconds. If the defensive wrestler calls out in pain, and the match is stopped before a pin can occur, an additional near fall point is awarded to the offensive wrestler.

Team Points

When the match is over, the official raises the winning wrestler’s hand. The winning wrestler’s team is awarded the following points:

Dual Meet Scoring

Decision (winning by fewer than 8 points) - 3 team points
Major Decision (winning by 8-14 points) - 4 team points
Technical Fall (winning by 15 points) - 5 team points
Fall (Pin), forfeit, default, or disqualification - 6 team points

Tournament Scoring

Fall, forfeit, default, or disqualification - 2 points
Technical Fall - 1.5 points
Major Decision - 1 point
Advancement in the Championship portion of the bracket - 2 points
Advancement in the Consolation portion of the bracket - 1 point

Terminology

Blood Time - occurs when a wrestler begins to bleed during a match.  Each wrestler has a total of five minutes worth of blood time to get any bleeding to stop or else be disqualified.
Caution - warning given (up to 2 times without penalty) when a wrestler starts before the whistle is blown.

Default - occurs when a wrestler cannot continue for any reason.

Disqualification - occurs when a wrestler is removed from participation for flagrant misconduct, unsportsmanlike conduct, or for an accumulation of penalty points.

Dual Meet - competition between two schools in which a match occurs at each weight.

Forfeit - occurs when a team does not place a wrestler on the mat, a wrestler fails to make weight, or a wrestler fails to appear on the mat ready to compete.

Illegal Holds - considered dangerous and can cause injury. When an illegal hold is used, the opposing wrestler will be awarded points.

Injury Time - if a wrestler becomes injured, they have a total of 1 ½ minutes to tend to the injury. If a wrestler cannot continue after 1 ½ minutes, then he must default. Each wrestler is limited to two injury timeouts per match. If a third occurs, then he must default.
Potentially Dangerous - some holds are not illegal, but are determined "potentially dangerous". When a hold becomes potentially dangerous, the official will stop the action to prevent injury.

Stalemate - occurs when two wrestlers become interlocked in a position that neither wrestler can improve. The official restarts the match in the center of the circle.

Stalling - occurs when the official determines there is not enough action in the match. May occur if a wrestler is wrestling unaggressively and/or not making an attempt to stay within the 10-foot circle of the mat. May also occur if the top or bottom wrestler is not making an attempt to score points.

Warning - given with minor infractions before wrestlers are penalized points. Given most commonly when stalling is concerned.


 

"The harder I work, the luckier I get"