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Transcript of Wrestling 101
113 138 170 285
120 145 182
126 152 195 To compete in a "weight class" the wrestler may not exceed the class and must weigh-in at or just below (Example 106 lbs. Weight Class: 105.7 = wrestle; 106.1 = forfeit) Weigh-Ins Weighing-In Dual Meets: Wrestlers weigh-in between 1 hour to 15 minutes before the start of the school day.
Tournaments: Wrestlers weigh-in between 1-2 hours before the tournament begins. When there are consecutive days of team competition, all wrestlers are granted an additional one pound allowance per day. Contestants cannot wrestle more than 1 weight class above their weigh-in weight. A wrestler is required to establish a certified minimum weight before he is ever allowed to compete in a match. This minimum weight determined by a State Assessor (PHS - October 27th, 9am @ North Georgia College) and is sent in to the state association.
A wrestler also cannot recertify at a lower weight during the season, unless appealed to GHSA per state rules. (A 2 lbs. growth allowance is added at each weight class on 12/25 and 1 lb is added on 2/1/13. Weight Control (con't) Weight Control The National Federation of State High School Associations (NFHS) has mandated a weight certification program.
GHSA must utilize a weight-management program that includes a specific gravity (hydration) not to exceed 1.025; a body fat assessment no lower than 7% males/12% females, and a monitored weekly weight loss plan not to exceed 1.5% a week.
The National Wrestling Coaches Association has created a web-based weight certification program to assist schools with the administration of this mandate. Wrestlers must wear a close fitting one-piece uniform known as a singlet (with or without tights) and light, heel-less shoes that are laced above the ankles. They must also wear protective head gear.
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 must be clean-shaven. A shaved head can be no more abrasive than a clean-shaven face, or the wrestler must wear a legal hair cover.
No jewelry is allowed The Wrestler's Uniform & Grooming THE MATCH Wrestling Mats: Have a 10ft. center circle, a 28ft. circular wrestling area, and 1-4 inches of padding.
Head gear Equipment The Referee The referee has full control of the match and his decisions are final. Referees make decisions based on the rules and guidelines found in the NFHS Wrestling Rules Book.
A referee supervises all tournament weigh-ins or weigh-outs, and begins and ends each period.
He awards points, issues warnings, and he declares the winner of each match.
The referee oversees all aspects of the match, his primary concern is for the health and safety of the wrestlers. The Referee (con't) During the match, the referee indicates which wrestler has the position of advantage (which wrestler is in control) by pointing to him.
When a wrestler makes a move for which he is to receive points, the referee holds up fingers to indicate how many points the wrestler is to be awarded.
If the wrestler receiving the points is on the home team, the referee holds up the hand with the red band, the green band is dedicated to the visiting wrestler.
Points are recorded by the official scorer seated at the scorer's table. The Referee (con't) During the match, the referee must make sure that the wrestlers stay in-bounds (in the circle).
When a supporting part of both wrestlers is out-of-bounds, the referee stops the wrestling, and the wrestlers return to the center of the mat.
Wrestlers will then restart in the same positions (offense/defense) they were in when they went out-of-bounds. The Length of the Match High School Varsity wrestling matches consist of three consecutive 2-minute periods.
Some JV matches and consilation tournament matches consist of 3 periods of a 1:2:2 format.
Overtime: Consists of one, 1 minute period followed by 2, 30-second tiebreakers, if necessary, and one, 30-second ultimate tiebreaker, if necessary. Starting The Match Wrestlers begin each match on their feet, neutral position, facing each other.
Usually, the home wrestler wears a green band around his ankle and the visiting wrestler wears a red band.
The wrestlers shake hands, and when the referee blows the whistle , they begin wrestling. Wrestling Starting 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 decides which wrestler gets his choice of starting positions. The winner of the toss either chooses the start position or defer choice for the 3rd period. Neutral Position Neutral- The neutral position is one in which neither wrestler has control. In the neutral position, both wrestlers are on their feet, facing each other. The home wrestler has one foot on the green starting line and the visiting wrestler has one foot on the red starting line. Defense (bottom wrestler) Defensive position or bottom wrestler: If the wrestler is down, then he is the bottom wrestler, and he is in the defense position (also known as the position of disadvantage). When a wrestler is in the defensive position, he is on his knees in the center circle. Offense (top wrestler) Offensive or top wrestler: If a wrestler is up, he is the top wrestler. The top wrestler is in the offensive position, also known as the position of advantage.
In the offensive wrestling position, the wrestler is at the right or left side of his opponent, with at least one knee on the mat.
The offensive wrestler's chin is on or above the spinal column of his opponent's back, and his arm is placed loosely around his opponent's body. Top Wrestler (con't) The offensive wrestler can also position himself on either side or the rear of the opponent. (Alternate Start)
In this position, the wrestler is able to support all of his weight on both feet, one knee, or both knees.
When in this position, the wrestler places his hands on his opponent's back between the neck and waist. Scoring Points Takedown Takedowns Escape (1 point) Reversal (2 points) Near Fall ( 2 or 3 points) Throughout the match, wrestlers are awarded points for the following moves; takedown, escape, reversal, and near fall.
The points awarded for these moves accumulate throughout the match.
The referee can also award points to a wrestle if his opponent has used an illegal hold or if his opponent is stalling. Takedown (2 points)- A takedown occurs when a wrestler, starting from the neutral position, gains control of his opponent on the mat.
Takedowns can be accomplished by attacking on opponent's legs and/or upper body.
The headlock and the hip-lock are examples of upper body attacks.
The double leg attack, low single leg attack, high crotch attack, and high single attack are all examples of leg attacks.
The fireman's carry is an example of a takedown that combines a leg attack and an upper body attack. Escape (1 point)- When the wrestler in the defensive position moves to a neutral position, he's awarded one point for an escape.
The stand-up, the sit-out, and the inside shoulder roll are all examples of escapes.
The stand-up is the most commonly used escape. The wrestler in the defensive position is awarded 2 points for a reversal when he gains control of his opponent.
This can take place while the defensive wrestler is on his feet or while he is on the mat. Wrestlers can sometimes turn an escape into a reversal, as they often do with the Granby roll or the Peterson roll.
The switch is probably the most common reversal. Near Fall (2 or 3 points)- Points for a near fall are awarded when a wrestler has control of his opponent in a near pinning position. This occurs when the defensive wrestler is in one of the following positions: 1) both of his shoulders are restrained four or fewer inches from the mat.
2) one shoulder is touching the mat and the other is held at a forty-five degree angle to the mat.
3)he is in a high bridge or he's supported on both elbows. If the near-fall criteria is met for two seconds, a 2-point near fall is earned.
If the near fall criteria is met for five seconds, a 3 point near fall is earned. (If, after the near-fall criteria is met, the defensive wrestler is injured and the match stopped, a 3-point near fall is awarded.) Near Fall End of the Match A match ends when one of the following occurs; 1. A fall (pin)
2. A technical fall (score of 15 or more pts.)
3. Time expires.
4. Disqualification (illegal move, etc)
5. Default (Injury) Fall (pin) Fall (pin)- A fall (pin) is awarded when a wrestler holds any part of both his opponent's shoulders (or scapulas) to the mat for two consecutive seconds. Common pinning combinations are; 1) Far Side Cradle - opponent's head and far knee are clamped together.
2) Near Side Cradle - opponent's head and near knee are clamped together.
3) Half Nelson - Wrestler gets his arm under his opponent's arm, up over his neck or head in order to get his opponent turned. Falls or Pins Technical Fall Technical Fall- A technical fall is awarded when a wrestler has a 15 point advantage over his opponent. Time Expires Time Expires- If there has not been a fall or technical fall by the end of the third period, the winner of the match is determined by the number of individual points scored.
The Wrestler with the most points wins the match by decision.
If time expires and there is no winner, wrestlers will then wrestle overtime. Overtime Overtime- The one-minute overtime period begins immediately after the regulation match.
The wrestlers start in the neutral position, and the wrestlers who score first is declared the winner.
If no winner is declared by the end of the 1-minute overtime, there is a 30-second tiebreaker. The wrestler who scored the first points in the match has a choice of starting position.
As soon as the referee blows the whistle, both wrestlers try to score as quickly as possible. If no score occurs within 30-seconds, the offensive wrestler is declared the winner. Team Points Once the match is over, the wrestlers return to the 10ft. circle and the referee declares the winner by raising his/her hand.
The winning wrestler's team is awarded the following points. Dual Meet 3pts = Decision (win by less than 8pts.) 4 points= Major Decision (win by 8-14pts.) 5 points= Technical Fall (win by 15 or more) 6 points= Fall (Pin) - Always ends the match Individual Tournament Scoring Decision- 2 points (advancement points)
Major Decision- 3 points (2 advancement points and 1 bonus point)
Technical Fall- 3 1/2 points (2 advancement points and 1 1/2 bonus points)
Fall (pin)- 4 points (2 advancement points and 2 bonus points) Infractions, Penalties, and Injury Time-Outs Illegal holds are dangerous and they can cause injury. When a referee sees an illegal hold being used, he awards one point to the offender's opponent. Illegal holds include, but are no limited to: Slam- lifting and returning an opponent to the mat with unnecessary force.
Hammerlock- pulling an opponent's arm too high on his back or pulling his arm away from his back.
Headlock- locking arms or hands around an opponent's head without encircling an arm.
Full Nelson- locking arms under both arms of an opponent and behind his head.
Intentional Drill- forcing a wrestler who is standing to fall back forcibly to the mat, while having a scissors-hold (legs crossed encircling the body) on him. Illegal Holds Other illegal holds include;
Bending, twisting, or forcing a wrestler's head, knee, or limb beyonf the normal limits of movement.
Pulling back a thumb or finger
Using any hold as punishment Potentially dangerous holds Some holds are not illegal, but they are potentially dangerous.
Potentially dangerous holds occur when a body part is forced to the limit of its normal range of movement.
The referee will caution a wrestler against forcing a potentially dangerous hold into an illegal hold. The refereee, however, will not stop the wrestling action unless it is necessary to prevent an injury.
Potentially dangerous holds include the double wristlock, scissors, toe holds, and the guillotine. Technical Violations Technical violations include assuming an incorrect starting position, a false start, the grasping of clothing or headgear, interlocking hands, and leaving the wrestling area without first receiving the referee's permission to do so.
When a wrestler commits a technical violation, he may be given a caution (warning), or he may be penalized one point. Conduct Infractions When a referee witnesses one of the following conduct infractions, he takes the appropriate action;
Unnecessary roughness- physical acts that exceed normal aggressiveness (e.g., a wrestler uses his forearm or elbow on his opponent's head). The offending wrestler may be penalized one point.
Unsportsmanlike Conduct- any unsportsmanlike physical or nonphysical act occurring before, during, or after a match. These acts include failure to comply with the directions of the referee, shoving, swearing, taunting, baiting, throwing headgear, and spitting. The offending wrestler is penalized one point for the first offense. More Conduct Infractions Penalties /Warnings Flagrant Misconduct- any physical or nonphysical act that's considered serious enough for disqualification. These acts, which can occur before, during, or after the match, include biting, hitting, butting, kicking, and elbowing. The offending wrestler is disqualified on the first offense.
Stalling- wrestling un-aggressively and/or not making an honest attempt to stay within the 10-foot circle. When a referee recognizes stalling (the wrestler is playing the edge of the mat, avoiding contact, not trying to improve position, not trying to secure a takedown, etc.), he warns the offender. Further violations are penalized.
Penalties and Warnings are:
Awarded to the offender's opponent. One (1)pt. for the first offense.
One (1)pt. for the second offense.
Two (2)pts. for the third offense.
Fourth offense = Disqualified Injury Time-Outs Wrestling Terms Seven Basic Wrestling Skills More Terms What Every Coach Wants You To Know Proper Nutrition Guidelines First Aid for Minor Injuries Injury Time-Outs Skin Care Injury time-outs are cumulative
A wrestler is limited to two time-outs totaling a maximum of 1 1/2 minutes.
If a second injury time-out is taken, the opponent will have his choice of position for the restart.
The number of bleeding time-outs is determined by the referee. If the referee feels it's necessary, he will stop the match.
If the bleeding is not controlled within five minutes, the match is terminated and the opponent is awarded the match by default. Bye- a wrestler advances to the next round without wrestling. A wrestler is given a bye when there are not enough wrestlers in a weight class to fill each line of the tournament bracket.
Decision- a win by the wrestler who has scored the most points. It is a regular decision if the winner's score exceeds the loser's score by fewer than 8 points. If the winner's score exceeds the loser's score by 8-14 points, it's a major decision.
Dual Meet- a competition between two schools in which there's a match in each of the 14 weight classes.
Seed- seeded wrestlers are acknowledged as superior wrestlers. Seeds are usually selected according to criteria established by the tournament director and/or by a vote of the participating team coaches. Seven Basic Wrestling Skills- the US Wrestling Federation has divided wrestling skills into the following categories:
Stance- having a good body position during moves and counterattacks, and in various starting positions.
Motion- keeping proper position and balance when defending and attacking.
Changing Levels- raising and lowering the body to attack and defend.
Penetration- moving forward to penetrate an opponent's defenses and to gain a takedown.
Lifting- lifting an opponent off the mat
Back-step- the action (footwork, level changes, etc.) taken to begin back-step throws (headlock, hip-lock, etc.)
Back-arching- throwing an opponent from his feet to his back. Stalemate- two contestants are interlocked (in a position that will not result in a pin) and neither wrestler is able to improve his position. The referee starts the wrestlers again in the center of the circle.
Supporting Points- the parts of the wrestlers body that are supporting his weight. Supporting points can be the feet, knees, hands, the side of the thighs, and the buttocks.
Tournament- A competition which involves 3 or more schools. PHS Athletic Eligibility
Students must meet certain academic requirements in order to be eligible to play a sport.
Guidelines followed are determined by GHSA and Pickens County School District.
Any questions regarding PHS athletic eligibility guidelines, please contact the athletic office.
The Importance of Conditioning
Wrestlers should follow a conditioning program that combines weight training and aerobic excersise (like running) during the off-season.
Conditioning is important, not only for performance enhancement, but also for injury prevention.
Encourage your son to work diligently to develop a strong conditioning regiment. Wrestling is a strenuous, physically demanding sport. It is, therefore, important for wrestlers to eat a healthy diet that includes vegetables, fruits, meat, and foods high in complex carbohydrates (e.g., pasta, potatoes).
It is also extremely important for your son to drink enough fluids, particularly when practicing. The meal the night before a macth is especially important for strength and endurance; it should be a nutritious meal high in carbohydrates.
If your son is having difficulty maintaining weight while eating a healthy diet, you and your son should talk to the coach. Injuries are a part of every sport. Wrestlers are most likely to get minor cuts, sprains, bumps, and bruises. Clean minor cuts with soap and water, and then apply an antiseptic ointment and a Band-Aid. For minor bumps, bruises, and sprains, eleveate the area and put an ice pack (not heat) on it as soon as possible. Apply the icepack for 15-20 minute, wait 45 minutes and apply again. All injuries should be reported to the coach. Preventing injuries should, of course, be of utmost importance to everyone. Athletes can avoid injury by:
1. Being in good condition when the season starts.
2. Having the correct equipment.
3. Stretching properly before all practices and matches.
4. Drinking enough water.
5. Getting the proper rest and nutrition.
6. Working closely with the trainer. As a precaution against communicable diseases from skin to skin contact.
Shower after each practice or competition with an antibacterial soap.
Competition uniform and practice uniform, including headgear and towels, should be cleaned after each use with an antibacterial soap or cleaner.
Coach Antonini must be informed of any skin disorder, and the wrestler must be seen by a doctor (preferably a dermatologist) for diagnosis, if necessary, treatment.
A doctor's written verification of treatment, and a release to wrestle, may be requested by the referee before a wrestler is allowed to compete.
To protect wrestlers, wrestling mats should be cleaned before each practice and competition with a disinfectant. From the neutral position, wrestlers change levels in order to create openings in their opponent's defenses.Wrestler's in this position also try to initiate attacks and score takedowns by using setups like the collar tie, wrist tie , and arm drag. It is important for a defensive wrestler to control his opponent's hands, and to go for an escape or a reversal as quickly as possible. Equipment Schools often provide wrestlers with a singlet (uniform) and protective headgear. Wrestlers need to buy socks and wrestling shoes. Each wrestler, of course, also need to have a water bottle with his name on it.
There are rules governing the use of special equipment (e.g., face masks, braces, support). Equipment does not permit the normal movements of joints is not permitted. Equipment that prevents opponents from applying normal holds is also not permitted. Any equipment which is hard and/or abrasive must be covered and padded. How to Best Help Your Athlete The best way to help your athlete is to provide encouragment and to be positive, both at home and in the stands. Know that you are the most important person in your son's life and that your son wants you to be proud of him. Be in the stands for all dual meets and tournaments, and cheer loudly! If there's a problem at any time during the season, have your son talk to his coach. If the problem is not resolved, or if it is of a serious nature, call the coach yourself. Developing Student-Athletes Tips for parents 1. The wrestling coach's job is to develop athletes and to win matches.
2. As a parent, it is your job to monitor your son's academic progress and to encourage him to be successful in the classroom. The follow tips will help you do that. Tips for Parents Make sure that your son knows that his acedemic progress is important to you. Attend all open houses and parent conferences. Know wgen each grading period ends, and see aoll progress reports and report cards as soon as they came out.
Do not just assume that someone will call you if there's a problem. If you do not see a progress report or report card, call the school and request a copy immediately. Be interested. Tips for success Make sure your son's courses are appropriate for him. Help your son choose his courses carefully. If any of his courses are too difficult, too easy, or inappropriate, talk to his counselor.
If your son hopes to wrestle at a Division I or Division II college, talk to your son's counselor to make sure that sure that he's taking the course he needs to be eligible. Help your son set goals. Tips for success (continued) Sit down with your son at the beginning of each grading period and help him set realistic academic goals for that term.
Setting goals gives your son something to work for, and it helps him understand what your expectations are. Tips for success (continued) Talk to your son about time management. Playing any sport requires a substantial time commitment. In order to be able to get everything done, athletes must develop good time management skills. Encourage your son to use all of the time he's given in school to study and to work on homework. Help your son create a study plan, and then help him identify anything that might sabotage his plan (e.g., lying down on the couch to watch television before homework is done). Tips for success (continued) Offer to help! Offer to help with homework, but don't give more help than is wanted. Your son may not ask again.
Keep in mind that it is your son's responsibility to get his homework done and to prepare for tests. Tips for success (continued) Make your son accountable It's human nature to be tempted to "slack off" when we're not held accountable. Your son needs to know that you care and that you are monitoring his academic progress. He needs to know that successes will be recognized and that poor performances will be noticed. Go over every progress report and report card with him, and contact the teacher if your son has a low grade in a class. Tips for success (continued) Work with the school. Teachers, counselors, coaches, and principals are there to help your son get the best education possible. A divorce, health problem, or death in the family can affect your child's attitude and performance. If such a circumstance should arise, call the school and tell them what's going on. If you have a concern that relates to a specific class, call the teacher. For other concerns, call your son's counselor.