Wrestling Basics

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How would you explain folkstyle wrestling rules to potential fans, parents, youth wrestlers, or the media so they would easily understand? I believe all of us know many people who have become serious wrestling fans after they learned about our sport. That old adage “The More You Know, The More You Will Enjoy!” certainly applies here. If our sport is to continue to grow in popularity nationwide, we must do a better job of explaining it. As Cael Sanderson has said, “Once people get it, they learn to love wrestling”. This article is written from a referee’s point of view and will help you “get it” quickly. The following definitions are my own (compiled from my coaches and many friends in coaching and refereeing in our sport), and they are rule and rule interpretation correct.

FOLKSTYLE WRESTLING BASICS BY PHIL HENNING, THE PREDICAMENT WRESTLING SCOREBOOK

FOLKSTYLE WRESTLING - A combative sport where one wrestler tries to physically control the opponent against their will without injuring them.

PHYSICAL CONTROL - To get behind the opponent’s back and arms, take them down to the mat, turn them over onto their back, and pin them. To take the opponent directly from their feet to their back and pin them. To counter the opponent’s moves to stay in the control position.

MATCH OR BOUT - When two wrestlers wrestle each other. Both wrestlers must weigh within one weight class of each other.

A MATCH in high school consists of three two-minute periods. The first period begins in neutral position with both wrestlers on their feet and facing each other. The second period begins with one wrestler choosing top, bottom, neutral, or deferring choice until the third period. The third period begins with the other wrestler choosing top, bottom, or neutral position. A college match is the same except the first period is three minutes long.

POSITIONS - Most sports have two scoring positions - offense and defense.

*** Wrestling has three scoring positions - offense, defense, and neutral.

*** You can only be in one of these positions at a time.

*** Scoring match points is just going from one position to another.

*** You can only score in certain ways from each position.

*** If one wrestler is in neutral position, the opponent must also be in neutral position.

*** If one wrestler is in the offensive position, the opponent must be in the defensive position.

MATCH STOPPED - If the wrestlers have their match stopped by the referee’s whistle, the referee will return them to the center of the mat and start them wrestling again in the same neutral, top, or bottom position that they were in when the match was stopped. For example: out of bounds, potentially dangerous situations, penalties, injuries, and coach’s conference.

NEUTRAL (FEET) POSITION - No Control - When neither wrestler has control over the other and they are both on their feet or knees and facing each other. Besides penalty points, the only way you can score from the neutral position is a 2 point takedown.

OFFENSIVE (TOP) POSITION - In Control - The wrestler who is on top of or behind the opponent and is physically controlling them. Also the wrestler on top in referee’s position. The offensive wrestler will try to physically break down the opponent and turn the opponent’s back toward the mat (45 degree angle or less) to score near fall points or to gain a fall. Besides penalty points, the only ways you can score from the offensive position are 2, 3, or 4 point near fall.

DEFENSIVE (BOTTOM) POSITION - Being Controlled - The wrestler who is underneath and is being physically controlled. Also the wrestler on the bottom in referee’s position. The defensive wrestler will try to get out of the top wrestler’s control by escaping from or reversing the offensive wrestler. Besides penalty points, the only ways you can score from the defensive position are a 1 point escape or a 2 point reversal.

MATCH POINTS – Points scored during a match. There are eight basic ways to score match points in high school and nine basic ways in college (riding time).

• TAKEDOWN - T2 - 2 points - One of the neutral wrestlers gets behind the opponent and takes them down to the mat to their stomach or side or knees or weight on all fours OR takes them directly to their back or buttocks without getting behind them and becomes the offensive wrestler. If you go from neutral to defense, you were taken down and are now on the bottom. Neutral to Offense is a two point takedown.

• ESCAPE - E1 - 1 point - The defensive wrestler gets out from underneath the opponent’s control and gets into the neutral position AND is facing the opponent. Defense to Neutral is a one point escape.

• REVERSAL - R2 - 2 points - The defensive wrestler gets out from underneath the opponent’s control and gets on top of and/or behind the opponent in one move and becomes the offensive wrestler. To earn a reversal, you do not have to return your opponent to the mat as you would on a takedown. Defense to Offense is a two point reversal.

• NEAR FALL 2 - N2 - 2 points – Awarded after the offensive wrestler turns the defensive wrestler over onto their back and holds them at a 45 degree angle or less for between 2-4 seconds (2-4 counts by the referee). Also awarded when the match is stopped due to the defensive wrestler being injured and/or screaming out to stop the match (unethical unless they are really injured) while being turned toward their back (imminent near fall) before the near fall count starts or before 2 counts by the referee. Only one set of near fall points can be awarded for each pinning hold, and they cannot be awarded until after the pinning situation has ended. Defense on Back.

• NEAR FALL 3 - N3 - 3 points – Awarded after the offensive wrestler holds the defensive wrestler within near fall criteria for five or more seconds in a row, instead of the two point near fall. Also awarded when the match is stopped due to the defensive wrestler being injured and/or screaming out to stop the match (unethical unless they are really injured) after being held within two point near fall criteria (2-4 count by the referee), instead of the 2 point near fall. Defense on Back Longer.

• NEAR FALL 4 - N4 - 4 points – Awarded when the match is stopped due to the defensive wrestler being injured and/or screaming out to stop the match (unethical unless they are really injured) after being held within near fall criteria for five or more seconds in a row, instead of the 3 point near fall. Defense on their Back Longer and Are Injured.

• PENALTY POINTS - P1 or P2 - 1 or 2 points - A wrestler in any of the three scoring positions can earn one or two penalty points when their opponent breaks the rules of wrestling. These rules include no stalling (one stall warning “S” is given before penalizing for stalling), no swearing, kicking, scratching, biting, hitting, body slamming an opponent to the mat, bending any body part beyond its normal range of motion (the referee will try to stop these situations as “potentially dangerous” before someone is injured), or using holds from the illegal holds’ list. On the penalty chart, any first penalty is 1 point. Any second penalty is 1 point. Any third penalty is 2 points. Any fourth penalty is disqualification. Unsportsmanlike conduct and flagrant misconduct can lead to immediate disqualification.

• LOCKED HANDS PENALTY - A wrestler in the neutral position or defensive position can lock hands around the torso or both legs of the opponent. But it is a penalty for the offensive wrestler to lock hands (except cradles) around the torso or both legs of the defensive wrestler unless the opponent is standing on their feet or within a near fall count. Overlapping fingers is considered locked hands by the referee.

• LOCKED HANDS AROUND THE HEAD PENALTY - It is a penalty from any of the three scoring positions to lock hands around the opponent’s head without an arm or leg included. You must also allow your opponent to breath in a headlock or the referee can stop it as potentially dangerous.

• CAUTION and CAUTION POINT - C and C1 - 0 and 1 point - A wrestler in any of the three scoring positions can earn one caution point from the opponent’s third caution on for each time the opponent is cautioned by the referee for starting too quick before the whistle OR by lining up incorrectly when starting from referee’s position or from on the feet. A wrestler is allowed two cautions before the C1 penalty points begin. Also caution points are separate from penalty points and do not count on the penalty chart towards disqualification. Scored C, C, C1, C1, C1, etc.

TEAM POINTS - DUAL MEETS - Team points scored depend on the margin of victory of each match and are scored after each match is completed.

• FALL (noun) or PIN (verb or noun) - 6 team points - Awarded to the team whose wrestler holds both of the opponent’s scapulas to the mat for two consecutive seconds in high school and one second in college. The match is over as soon as the fall occurs, and the one who is pinned loses automatically even though they may have been way ahead in match points at the time. The referee slaps the mat when a fall occurs. You can pin or be pinned in any of the three scoring positions.

• TECHNICAL FALL - 5 team points - Awarded to the team whose wrestler has scored 15 match points more than the opponent has scored. The match is stopped as soon as the 15 point margin is achieved, except in a pinning situation where the referee will allow the offensive wrestler to try to score the fall. In college only, the winning wrestler has to have scored near fall points during the match to receive the technical fall team points. If no near fall points were scored, this 15-point-margin-win would be a major decision.

• MAJOR DECISION - 4 team points - Awarded to the team whose wrestler wins by a margin of 8-14 match points more than the opponent has scored. Also in college, a 15-point-margin-win with no near fall points.

• REGULAR DECISION - 3 team points - Awarded to the team whose wrestler wins by a margin of 1-7 match points more than the opponent has scored.

• DRAW OR TIE - There are no more ties in wrestling as the match will be decided by sudden victory overtime from the feet and/or by tie breakers from referee’s position.

• DISQUALIFICATION - 6 team points - A wrestler wins a match by disqualification when the opponent is disqualified from the match because of too many penalties OR when a wrestler is illegally injured by an opponent’s illegal hold and cannot continue wrestling. If you were injured by an opponent’s illegal hold (not a technical violation like locking hands or grabbing the uniform), you will win the match by DQ. It will not do a wrestler any good to intentionally try to injure an opponent because they will lose.

• INJURY DEFAULT – 6 team points – A wrestler wins a match by injury default when the opponent is injured accidentally during the match and cannot continue wrestling.

• FORFEIT - 6 team points - A wrestler wins a match by forfeit when the other team does not have a wrestler to compete against them in a dual meet.

TEAM POINTS - TOURNAMENTS

• ADVANCEMENT POINTS - 2 team points for each win on the championship side of the bracket and 1 team point for each win on the consolation side of the bracket. You do not receive advancement points for a bye unless you win your next match after the bye. Also, you do not receive advancement points for winning your 1st, 3rd, 5th, or 7th place matches.

• EXTRA MARGIN OF VICTORY POINTS

o 1 extra team point for each major decision (8-14 match point victory margin).

o 1.5 extra team points for each technical fall (15 or more match point victory margin).

o 2 extra team points for each fall, forfeit, default, or disqualification.

• PLACING POINTS

o 1st place = 16 team points

o 2nd place = 12 team points

o 3rd place = 9 team points

o 4th place = 7 team points

o 5th place = 5 team points

o 6th place = 3 team points

o 7th place = 2 or team points

o 8th place = 1 team point

WRESTLING BASICS FOR PARENTS/FANS

General Wrestling Scoring Procedures

Takedowns are scored when one wrestler brings his opponent down to the mat from a standing position and is considered having "control". Additional points are awarded when a wrestler takes his opponent directly to his back. Common takedowns include single legs, double legs, high crotches, headlocks, shrugs, fireman's carries, and many more.

Reversals are scored when a wrestler, controlled by his opponent on the mat, executes a move that allows him to assume a controlling position on top of the opponent, thus reversing the situation. Common reversals include switches and Peterson rolls.

Exposing an opponent's back to the mat is a scoring technique in all styles of wrestling. A wrestler must not only tilt the rival's back toward the mat, breaking a 90° angle, but also hold the back in this position to score points. Common "pinning combinations" include the half-nelson, arm bar, and cradle.

Escapes are scored when a wrestler, controlled by his opponent on the mat, frees himself and moves to a standing position, facing the opponent. Common escapes include the standup and the sit-out.

The 3 Periods of a Match

Generally all matches are 3 periods in length or six minutes. A match will end when one wrestler scores a pin fall over another or time expires after the third period.

Sample Match

At the start of a tournament match wrestlers will usually be given colored anklets. Generally, one wrestler will wear a green anklet while the other wrestler will wear red. The significance of the colors is that they correspond to the colors worn by the referee. The referee will have a green band on one wrist and a red on the other. As the match proceeds, the referee will signal the award of points to a wrestler by holding up that wrestler's color.

As you look at the wrestling mat you will notice a large circle going around the perimeter of the mat, this is the out-of-bounds indicator. Each wrestler must stay within the circumference of this larger circle to score points. In most cases you will also notice a smaller circle within the larger one, this is referred to as the center of the mat. Contained within the center of the mat are 2 parallel lines or a box, this is the starting point for each period.

Period 1

After the wrestler has his/her anklet on and proceeds to the center of the mat the referee will ask the timer, score keeper, and the wrestlers if they are ready. If everyone is ready to begin the referee will ask each of the wrestlers to shake hands and get ready to start. To start a match each wrestler will be in the "Neutral" position. The neutral position is where both wrestlers face each other in a standing position. Each wrestler is required to have at least one foot on the neutral line before the match is allowed to proceed. Once the wrestlers are in the starting neutral position, the referee will blow his whistle to start the match.

From the neutral position, each wrestler is attempting to score points on his/her opponent by taking that opponent down. If a wrestler is successful in taking down the opponent and is in control of the opponent the referee will award that wrestler 2 points for a "takedown". To indicate the points, the referee will hold up the hand with that wrestlers corresponding color and flash 2 fingers up and then down towards the mat. It should be noted that a wrestler must be in control of the other wrestler to score the takedown points. Generally this means that the scoring wrestler is on top, behind, or in some way free of his/her opponents advantage.

Once a wrestler has taken down his/her opponent they must now try to turn that opponent to their back. A wrestler who has successfully taken down his/her opponent must continue to wrestle or be warned for "stalling". The same applies to the wrestler who was taken down, they must try to escape the control of the top wrestler. If a wrestler receives 2 warnings for stalling his/her opponent will receive 1 point on the next stalling warning. Stalling warnings carry over from one period to the other and are accumulated during that entire match. If a wrestler receives too many stalling deductions they automatically lose the match.

As the top wrestler (the one who took down his/her opponent) continues to wrestle they will use various holds to turn over their opponent, one such hold is the half nelson. This is when the top wrestler threads his/her arm under the arm and over the head of their opponent. By doing so a wrestler can "expose" (turn their opponents back past a 90 degree angle with the mat) their opponent and score points. If the top wrestler successfully exposes his/her opponent for more then 2 seconds without the continuation of a move he/she will score 2 "Near Fall" points. However, if the top wrestler can expose his/her opponent for more then 5 continuous seconds they will receive 3 near fall or "back points". The referee will award the amount of back points/near fall points a wrestler receives by holding up the corresponding colored arm and indicated with his/her hand the points and tapping their back.

Period 2

If the first period expires with no pin/fall, the referee will stop the wrestlers and bring them back to the center of the mat. At this point the referee will flip a coin or colored disk and ask a wrestler to "call-it". If the wrestler wins the coin toss it is "their choice" as to how they would like to start the second period. A wrestler could choose to defer his/her choice until the third period and allow his/her opponent to choose how they will start the period. The choices a wrestler could make are top, bottom, or neutral. If the wrestler chooses the neutral position each wrestler will be starting as they did in the first period. Each wrestler is facing each other as they start. However, if the wrestler so chooses they could start in the bottom position. The objective of the bottom wrestler is to either reverse their position with the top wrestler or escape from the top wrestler. The bottom wrestler may execute some common moves such as a sit-out, switch, or a stand-up. If a wrestler successfully executes a switch for example they will end up on top of the other wrestler and receive 2 points for the executed move. If the bottom wrestler executes a stand-up and can break free from the control of the top wrestler they will receive 1 point for an escape. The referee will generally signal that the bottom wrestler is free by indicating no control.

If the wrestler chose the top position they must try to turn their opponent to their back. As the two wrestlers continue to wrestle there may be a point in the match when the referee determines that neither wrestler can complete or advance a move. In this case the referee will call a stalemate and break/stop the wrestlers moving them back to the center of the mat to start over. If the wrestler on top ever locks his arms around the bottom wrestler while still being on the mat and not having control of at least one arm the top wrestler will be called for locked hands. If this happens the referee will stop the match and award the bottom wrestler one point. At any point in the match a wrestler may not grab or hold the clothing of his /her opponent.

Period 3

After the second period expires, the wrestler who has not made a choice on how to start a period chooses the starting position of this period. As the period begins the referee will ask the bottom wrestler to get set. The bottom wrestler will have to place their knees on one line and their hands in front of the other line located in the center of the mat. After the bottom man indicates to the referee that he/she is set the referee will allow the top wrestler to get position. If the top wrestler tries to get into position too soon or either wrestler moves before the referee indicates to start then that wrestler will be cautioned for a false start. If the wrestler is cautioned again, the other wrestler will be awarded a point.

As the wrestlers continue the match they are each trying to score points or pins/falls. If a wrestler attempts to score a point on another wrestler with an illegal move (i.e. a full nelson), the referee will blow the whistle and stop the match. The referee will award the offended wrestler a point and start the match again from the center of the mat. If one wrestler has control over another and is trying to score, they may unintentionally be in a position where the move they are executing is legal but potentially dangerous. If this occurs the referee will stop the match and again move the wrestlers back to the center of the mat.

Throughout the match wrestlers will be performing different moves. A wrestler can only score on the move if they are in-bounds. A wrestler is considered in-bounds if three points of their body and their opponent's body are within the larger circle. If one wrestler tries to execute a move and their opponent or their own body carries over the outer circle, the referee may blow his/her whistle and have the participants move back to the center of the mat. The referee may or may not award points to a wrestler if the referee deems the move completed before the wrestlers moved out-of-bounds.

Wrestling is a physically demanding sport with many emotions. As wrestlers do combat with each other, sometimes emotions can take over and cause one wrestler to over react. If a referee determines that an individual is or has over-reacted they will blow the whistle and call a technical violation. Depending on the infraction, the offending wrestler may have a point deducted from their score or forfeit the match.

During the season, if you have any questions about scoring, moves, or potential infractions please do talk to the coaches of the team. The coaches will do their very best to address any questions you may have.