Scholastic Wrestling Article Index for
Scholastic
Website Links For
Scholastic
 

Information About

Scholastic Wrestling




Scholastic wrestling is a term used in reference to the rules for wrestling at the junior high and high school levels in the United States.


GENERAL

A match is typically wrestled on specialized foam mats which cushion the wrestlers during the match. The mat is usually marked to indicate the circle where the match takes place, with a smaller circle within the outer and a rectangle within the inner circle; the rectangle has two white lines for the long sides, and the shorter sides are two different colors, often red and green. A match starts when both wrestlers have placed one foot on their respective color-which is assigned by the referee at the start of the match-and the referee has blown his whistle. Rounds last a certain amount of time (typically two minutes in a high school match). At the end of the first round, a coin is flipped to determine who chooses the positioning of the second round; the winner of the coin toss may choose to either begin the round standing and facing his opponent, on the ground and in control of his opponent, on the ground while under the control of his opponent, or finally may decide to allow the other wrestler to choose. After the second round, whichever wrestler was not given the choice during the second round makes the decision of which position in which to start. If the score is tied after three rounds, the match goes into overtime with two shorter rounds being wrestled. In the first round, the wrestlers begin from a standing position and whichever wrestler scores the first point wins the match. If the score is still tied after the first overtime round, a second is wrestled from the ground, with same rules applying in regards to whichever wrestler receives the first point wins the match. If the score is still tied after two overtime rounds, the match is won by whichever wrestler was in control of his opponent at the end of the second overtime.

The starting position from the ground is often referred to as "referee's position". In referee's position, one wrestler places himself on hands and knees, with his palms being on or over one of the long sides of the inner rectangle and his knees being behind the other side of the rectangle. The second wrestler positions himself next to the bottom wrestler, with the closer hand on the first wrestler's elbow and the further hand wrapped around the back of the first wrestler and placed upon his stomach. The second wrestler places the knee closest to the opponent's elbow on the ground and his further knee up so that the bottom of the foot rests on the mat. An alternate starting position, referred to as an "optional start", occurs when the second wrestler indicates he wishes to do so to the referee by showing the referee both of the wrestler's hands placed in a diamond formation. In the alternate position, the first wrestler is again on his hands and knees but the second wrestler remains standing, placing his hands on his opponents back.

There are three main ways in which to win a wrestling match: through Pinning your opponent, by being ahead by 15 or more points at any time during the match, or by having the most points after time has expired in the match. In event of a tie, an overtime round is played wherein the first wrestler to score a takedown or any other point wins; if neither opponent scores during the first overtime, a second round is wrestled from the ground in "referee's position" and whoever scores the first point wins. If the score is still tied after both overtime rounds, whichever wrestler was in control of his opponent at the end of the second overtime wins the match.

Wrestling teams often compete against each other in competitions commonly called "dual meets". In a dual meet, each team sends their best wrestler at each weight class to wrestle the best wrestler at that weight from the other team. Aside from each individual match being won or lost, teams also receive points based on how well each of their wrestlers fare in their matches: In a typical American high school dual meet, 3 team points are awarded for a "minor" victory, 4 points are awarded for a "major" victory, 5 points are awarded for a "tech" - an extremely large discrepancy in points which ends the match if reached at any time- and 6 points for a Pin. If a team cannot field a wrestler to compete against the opponent from the other team, the forfeiting team forfeits six points to the other team. Points may also be awarded by the referee at any time if any wrestler or coach displays bad sportsmanship. Whichever team accumulates the most points by the end of all matches wins the dual meet.

Typical wrestling gear includes a "singlet", which is a highly flexible uniform made of spandex or other such material which looks like a pair of skin-tight overalls shorn off just above the kneecap. Wrestlers are also required to wear headgear to protect the ears at all times during a match. If a wrestler's hair is deemed to be too long in length by the referee that wrestler is required to wear some kind of hair-restraining cap or net under his headgear. Most organizations also allow a wrestler to wear another layer of spandex, Under Armor, or other such material under the singlet as long as it matches the colors of the singlet and does not present a hazard to either wrestler. Wrestlers also wear specialized shoes which are extremely flexible and have very strong grips on the bottom in order to prevent the wrestler from sliding around while grappling with his opponent. These shoes often have very slick tops in order to allow the wrestler to quickly swing his feet under or out from under his torso while on the mat. Wrestlers also have the option of wearing headgear to protect their ears. It is also common for wrestlers to wear knee pads, a soft smooth cushion on their knees, to allow them to slide better when attacking.

Some common wrestling vernacular follows:

Shooting- this is a reference to a physical attack on the legs of your opponent from a standing position. A successful "shot" places the wrestler very close to his opponent's legs with his arms in control of one or both of the opponents legs. Variations of the shot include: the "double", where both of the attacking wrestler's arms grab at both of the opponents legs; the "hi-c" or "high-crotch" where one hand is used to pull the opponent closer while the other hand reaches for the opposite leg of the opponent; a "single" where the attacker swings an arm in an attempt to hook the closest leg; and an "ankle-pick" where the attacking wrestler attempts to hold his opponent's ankle in place while at the same time displacing the weight of his opponent as so to make him fall to the ground.

Turning- Turning is where a wrestler is on top of and in control of his opponent and attempts to "turn" his opponent over so that his back is at a 45-or-less-degree angle to the mat, scoring points for the wrestler in control. Up to three points at a time may be scored in this manner. Once an opponent has been "turned" for a full three points, the controlling wrestler must change to a different move or break whatever locks he has with his hands in order to turn his opponent again for more points.

Escaping- An escape is any move which releases the bottom wrestler from the control of the top wrestler, scoring the escapee one point. Some common escapes include simply standing up and breaking away from the opponent, sitting on one's rear and scooting and flipping until you are facing your opponent, and slowly turning your body to face your opponent.

Switch- A switch is used to describe the plethora of moves used to change control to the bottom wrestler's favor. Unlike an escape, where the bottom wrestler tries to break the top wrestler's control, a switch is where the bottom wrestler attempts to get on top of his opponent and switch positions with him/her. This is often accomplished by shuffling quickly on one's knees in order to get behind your opponent and then slowly freeing your upper body from your opponent's grasp. A switch is worth two points.

Tech- A Tech is a win by 15 or more points, which if obtained at any point during the match immediately ends the match in favor of the wrestler on the advantegeous side of the point gap.

Major or minor- a Major or minor victory describes the number of points a wrestler has over his opponent at the end of a match. From one to seven points is a minor victory, and from eight to fourteen points is a major victory.

Sprawl- Spawling is when one wrestler throws his legs backwards at an angle in other to protect them from attack. He will usually land on his opponents back with his stomache.

Tieing up- Tieing up is process of two wrestler's interlocking hands in order to try and gain an angle or opening to attack from the neutral position.

The following are illegal moves, positions, and styles. that are illegal for any wrestler to do in a match. Points may be awarded to either wrestler as a result.

Locking Hands- Locking hands around your opponents body while they are in the down position is forbidden unless the wrestler is in nearfall position (tilted 45 degrees or more towards their back). Usually no points will be awarded for this in either direction, but the ref will signal that hands are being locked. The ref will not intervene until the top wrestler begins to gain point by turning his opponent. The referee will then interven and the top wrestler will gain no points and the wrestlinbg will go back to the original psoition. IF the wrestler having his hands locked around him escapes or switches, he is still awarded points. This is often called a "free move" because the bottom wrestler cannot lose anything if he his attempt to escape puts him on his back.

Illegal Headlocks- A headlock is illegal if the wrestler is not locked around both the arm and the head. A one point reward will usually be awarded to the wrestler receiving the illegal headlock.

Potentially Dangerous - If one wrestler's or the combined rsuts of both wrestler's molves create a situation where either wrestler is in danger of receiving a serious injury, the refereee will blow the whistle and the match will resume from the previous position.

Stalling- Stalling is when one wrestler avoids any wrestling. If in the neutral position, the wrestler trying to stall will usually grapple with his opponent and run out of bounds. If the staller is on top, he will usually break down the other wrestler, but make no attempt to turn the wrestler. If the stalling wrestler is on bottom, he will keep his arms and legs very tight and not allow anything to be done on him without attempting to escape or switch. The staller is usually warned once or twice. On a second or third offence, the other wrestler may be awarded points. Still, some wrestler's strategy consists of gaining a minor lead and then stalling until the end of the match. This is ecspecially popular when the skill difference is very minor and in heavy weight matches.

Out of bound- Not technically an illegal move. Whenever one wrestler moves out of the limits of the circle, the referee will blow the whistle. The match will pause and wrestling will resume when both wrestler's go back to the middle of the circle. Going out of bounds is a strategy for escaping a move that could potentially harm you.

Weight Classes- the highschool weight classes are as follows.

96-103

104-112

113-119

120-125

126-130

131-135

136-140

141-145

146-152

153-160

161-171

172-189

190-215

216- 275

Weighs ons occur directly before a dual meet or tournament. Some dual meets use the "honor system" where a wrestler weighs in the morning where is weight is recorded by the school's nurse. The wrestler is allowed to gain three pounds before the official weigh in. Starting in January, some divisions will add to pounds to all weight classes, allowing wrestler's to change their weight class. Some tournaments also offer allowances. An allowance is weight added on to each weight class. Allowances are usually one pund, seldomly two.


DIFFERENCES FROM FREESTYLE AND GRECO

A major difference in rules for Scholastic wrestling that are unique to this style:
  • It is forbidden for the dominant wrestler to clasp his hands except for in the act of pinning an opponent

  • There are no points awarded for riding time.

  • When lifting an opponent so that his feet leave the mat and then throwing him down for takedown points, one's body must return to the mat along with his (this rule is for the sake of safety). A German Suplex , or double helix, as seen in Greco-Roman or Freestyle is forbidden and is cause for immediate forfeit, as well as many Judo-style throws where the thrower remains standing upright after having hurled the opponent.

  • double nelsons, wings, and connecting both arms under the person's body in top position is strictly forbidden

  • In the event of a tie following the three periods, each of which is two minutes in length, the bout goes to a one minute overtime period starting from the neutral position, the winner being the first to score a takedown.

  • If the score is still tied after the one minute overtime period, both wrestlers start in referee's position, the wrestler who received the first ofensive points (Ex. take down or reversal) receives choice of either top or bottom position. A 30 second overtime period then begins. This is also a sudden victory period, however if neither wrestler scores, the wrestler in the top position wins on a "ride-out".

  • In Connecticut and also in New Jersey according to new rule changes, The overtime is performed differently. There is a one minute period standing up, and the first person to score wins. If nobody scores, then there are 2 thirty second periods in the referees' position. The wrestler who wins the coin flip has the choice of top, bottom or defer. The periods are scored as during the regular match and are only stopped in the instance of a fall, technical fall, disqualification, or forfeit



SCORING

Takedown: 2 points

Reversal:2 points

Escape: 1 point

Nearfall: 2 points (2-4 seconds with shoulders exposed to mat as 45 degree angle or less)

Nearfall: 3 points (5 or more seconds with shoulders exposed to mat as 45 degree angle or less)