All of the terms are used to distinguish
collegiate wrestling from the styles of wrestling practiced in other parts
of the world, and from those of the Olympic Games: Freestyle wrestling and
Greco-Roman wrestling.Collegiate wrestling, like its international
counterpart, freestyle wrestling, has its greatest origins in
catch-as-catch-can wrestling and, in both styles, the ultimate goal is to
pin the opponent to the mat, which results in an immediate win. Collegiate
and freestyle wrestling, unlike Greco-Roman, also both allow the use of the
wrestler's or his opponent's legs in offense and defense. Yet collegiate
wrestling has had so many influences from the wide variety of folk wrestling
styles brought into the country that it has become distinctly American.
Layout of the Mat
The match takes place on a thick rubber mat that is shock-absorbing to
ensure safety. A large outer circle between 32 to 42 feet in diameter that
designates the wrestling area is marked on the mat. The circumference line
of that circle is called the boundary line. The wrestling area is surrounded
by a mat area or apron (or protection area) that is at least five inches in
width that helps prevent serious injury. The mat area is designated by the
use of contrasting colors or a two-inch wide line, which is part of the
wrestling area and included in bounds. The wrestlers are within bounds when
any part of either wrestler is on or inside this boundary line.
The mat can be no thicker than four inches nor thinner than a mat with the
shock-absorbing qualities of a two-inch thick hair-felt mat. Inside the
outer circle is usually an inner circle about 10 feet in diameter,
designated by the use of contrasting colors or a two-inch wide line,
although this is no longer specified by the NCAA Wrestling Rules and
Interpretations. Wrestlers are encouraged to stay near the center of the mat
within the inner circle, or else they risk being penalized for stalling
(that is, deliberately attempting to slow down the action of the match).
Each wrestler begins action at one of two one-inch starting lines inside the
inner circle that is three feet long. Two one-inch lines close the ends of
the starting lines and are marked red for the wrestler from the visiting
team and green for the wrestler from the home team.The two starting lines
are 10 inches apart from each other and form a rectangle in the middle of
the wrestling area. This rectangle designates the starting positions for the
three periods. Additional padding may be added under the mat to protect the
wrestlers, especially if the wrestlers are competing on a concrete floor.
All mats that are in sections are secured together.
Equipment
A singlet is a one-piece wrestling garment made
of spandex that should provide a tight and comfortable fit for the wrestler.
It is made from nylon or lycra and prevents an opponent from using anything
on the wrestler as leverage. The singlets are usually light or dark
depending on whether the wrestlers are competing at home or abroad, and they
are usually designed according to the institution's or club's team colors.
Wrestlers also have the option of wearing leggings with their singlets.
Recently, some college wrestlers have begun to wear short-sleeved,
tight-fitting shirts with accompanying shorts made out of spandex or lycra.
A special pair of shoes is worn by a wrestler
to increase his mobility and flexibility. Wrestling shoes are light and
flexible in order to provide maximum comfort and movement. Usually made with
rubber soles, they help give the wrestler's feet a better grip on the mat.
Headgear, equipment worn around the ears to
protect them, is mandatory in collegiate wrestling.Headgear is worn to
decrease the participant's own risk for injury, as there is the potential to
develop cauliflower ear.
In addition, special equipment, such as face masks,
braces, mouthguards, hair coverings, knee pads, or elbow pads may be
worn by either wrestler. Anything worn that prevents normal movement or
execution of holds is prohibited. |
The Match
A match is a competition between two individual wrestlers of the same weight
class. The match consists of three periods totaling seven minutes, with an
overtime round if necessary if the score is tied at the end of regulation.
The main official at the wrestling match is the referee, who is in full
control in matters of judgment at the competition and is responsible for
starting and stopping the match; observing all holds; signaling points;
calling penalties such as illegal holds, unnecessary roughness, fleeing the
mat, or flagrant misconduct; and finally observing a full view of and
determining the fall. There can also be one assistant referee (especially at
tournaments) that helps the referee with making any difficult decisions and
in preventing error. Also, scorers are there to record the points of the two
individual wrestlers. Finally, a match or meet timekeeper with assistant
timekeepers are present to note the match time, timeouts, and time advantage
and work with the scorers.
Match scoring
In collegiate wrestling, points are awarded mostly on the basis of control.
Control occurs when a wrestler has gained restraining power over an
opponent, usually, by controlling the opponent's legs and torso. When a
wrestler gains control and maintains restraining power over an opponent, he
is said to be in the position of advantage. Scoring can be accomplished in
the following ways:
Takedown (2 points): A wrestler is awarded two
points for a takedown when, from the neutral position, he gains control by
taking the other wrestler down to the mat in bounds and beyond reaction
time. This is most often accomplished by attacking the legs of the opponent,
although various throws can also be used to bring a wrestler down to the
mat.
Escape (1 point): A defensive wrestler who is
being controlled on the bottom is awarded one point for an escape when the
offensive wrestler loses control of the opponent while any part of either
wrestler remains in bounds. An escape may be awarded when the wrestlers are
still in contact.
Reversal (2 points): A defensive wrestler who is being controlled on
the bottom is awarded two points for a reversal when he comes from the
bottom/defensive position and gains control of the opponent either on the
mat or in a rear standing position. Reversal points are awarded on the edge
of the wrestling area if control is established while any part of either
wrestler remains in bounds.
Near Fall: Near fall points are similar to the
points awarded for exposure or the danger position in the international
styles of wrestling, but the emphasis for near falls is on control, not
risk. Near fall criteria is met when: (1) the offensive wrestler holds the
defensive wrestler in a high bridge or on both elbows; (2) the offensive
wrestler holds any part of both his opponent's shoulders or scapulae
(shoulder blades) within four inches of the mat; or (3) the offensive
wrestler controls the defensive wrestler in such a way that one of the
bottom wrestler's shoulders or scapulae, or the head, is touching the mat,
and the other shoulder or scapula is held at an angle of 45 degrees or less
to the mat. The referee counts the seconds off. Only one near fall is scored
for a wrestler using the same pinning combination, regardless of the number
of times the offensive wrestler places the defensive wrestler in a near fall
position during the situation. Near fall points are also known as "back
points." Much of the criteria for the near fall was used in a former scoring
opportunity known as predicament in collegiate wrestling.[46] When near fall
points are given after the opponent is injured, signals an injury, or bleeds
excessively, it is a consequence of what is sometimes referred to as the
scream rule.
(2 points): Two points are given when near fall
criteria is met for two to four seconds. Two points can also be granted in
cases where a pinning combination is executed legally and a near fall is
imminent, but the defensive wrestler is injured, signals an injury, or
bleeds excessively before the near fall criterion is met.
(3 points): Three points are given when near
fall criteria is met for five seconds or more. After five seconds, the
referee awards three points and stops counting. When a near fall criterion
is met that is between two and four seconds, and the defensive wrestler is
injured, indicates an injury, or bleeds excessively, three points are also
awarded.
(4 points): Four points are given when a
criterion for a near fall is met for five seconds, and the defensive
wrestler later is injured, indicates an injury, or bleeds excessively.
Penalty (1 or 2 points): One or two points can
be awarded by the referee to the opponent for various penalty situations.
"Unsportsmanlike conduct" by the wrestler includes swearing, teasing the
opponent, etc. "Unnecessary roughness" involves physical acts during the
match that exceed normal aggressiveness. "Flagrant misconduct" includes
actions (physical or nonphysical) that intentionally attack the opponent,
the opponent's team, or others in a severe way. Illegal holds are also
penalized accordingly, and potentially dangerous holds are not penalized,
but the match will be stopped by the referee. Also, "technical violations"
such as stalling, interlocking hands, and other minor infractions are
penalized. With some situations, such as stalling, a warning is given after
the first occurrence, and if there is another occurrence the penalty point
is given. In other situations, there is no warning and penalty points are
automatically given. In general, after a certain number of occurrences where
penalty points are given, the penalized wrestler is disqualified.
Imminent Scoring: When a match is stopped for
an injury during a scoring situation (e.g. a takedown, reversal, or escape),
and the referee determines that scoring would have been successful if the
wrestling had continued, an injury timeout is charged to the injured
wrestler and the applicable points are given to his non-injured opponent.
This is also a consequence of the scream rule.
Time Advantage or Riding Time (1 point):
Whenever a wrestler is controlling an opponent on the mat in such a way that
prevents an escape or a reversal, he is gaining time advantage (or riding
time). An assistant timekeeper then records the time advantage of each
wrestler throughout the match. At the end of the third period, one point is
awarded to the wrestler with the greater time advantage, provided that the
difference of time advantage between the two wrestlers is one minute or
more. Points for time advantage are awarded only in college competition.
Victory Conditions
A match can be won in the following ways:
Win by Fall: The object of the entire wrestling
match is to attain victory by what is known as the fall. A fall, also known
as a pin, occurs when one wrestler holds any part of both of his opponent's
shoulders or both of his opponent's scapulae (shoulder blades) in continuous
contact with the mat for one second at the college level. The fall ends the
match immediately, and the offensive wrestler who secured the fall is
declared the winner. Falls (or pins) can be attained in many different ways.
The most common way of securing the fall is through the various nelson
holds, in particular, the half nelson. Other techniques used to secure falls
are cradles, the headlock (head and arm), single or double armbars (bar
arms), the "back bow" and the leg Turk, the reverse body lock, the
guillotine, the leg split (also known as the banana split or spread eagle),
the spladle, the figure-4 to the head, the straight body scissors, and the
double grapevine (also called the Saturday night ride).
Win by Technical Fall: If a fall is not secured
to end the match, a wrestler can win a match simply by points. If a wrestler
can secure an advantage of 15 points over an opponent, then the wrestler can
win the match by technical fall. A technical fall is very likely when one
wrestler has great control over the other wrestler and is able to score near
fall points repeatedly. If the 15-point advantage is gained while the
offensive wrestler has his opponent in a pinning situation, the match would
continue to allow the offensive wrestler to secure the fall. If the
offensive wrestler is unable to secure a fall, the match ends once a near
fall situation is no longer seen by the referee or when the wrestlers return
to the neutral position.
Win by Major Decision: If no fall or technical
fall occurs, a wrestler can also win simply by points. If the match
concludes, and a wrestler has a margin of victory of eight or more points
over an opponent, but under the 15 points needed for a technical fall, the
win is known as a major decision.
Win by Decision: If the match concludes, and a
wrestler has a margin of victory of less than eight points over an opponent,
or wins the first point in a sudden victory period in overtime without
gaining a fall, default, or a win by an opponent's disqualification, the
wrestler then wins by decision.
Win by Default: If for any reason, a wrestler
is unable to continue competing during the match (e.g. because of injury,
illness, etc.), his opponent is awarded victory by default. A wrestler can
concede a win by default to his opponent by informing the referee himself of
his inability to continue wrestling. The decision to concede the win by
default can also be made by the wrestler's coach.
Win by Disqualification: If a wrestler is
banned from participating further in a match by virtue of acquiring
penalties or for flagrant misconduct, his opponent wins by disqualification.
Win by Forfeit: A wrestler also may gain a
victory by forfeit when the other wrestler for some reason fails to appear
for the match.In a tournament, the wrestler could also win by a medical
forfeit if for some reason his opponent becomes ill or injured during the
course of the tournament and decides not to continue wrestling. For a
wrestler to win by forfeit or medical forfeit however, he must appear on the
mat in a wrestling uniform.The existence of the forfeit condition encourages
teams to have at least one varsity (and one junior varsity) competitor at
every weight class. The wrestler who declared the medical forfeit is excused
from further weigh-ins but is eliminated from further competition. |