|
|
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"
|
|