Wrestling is a sport of control, strategy, and physical prowess. While the ultimate goal is to pin an opponent, matches can also be won through accumulating points. One of the most decisive ways to win is by achieving a technical fall, often called a "tech." This article will help you understand the fundamentals of wrestling so you can follow along.
A technical fall, often referred to as “tech,” is one of the most decisive ways to win a wrestling match. Unlike a pin or decision, a tech victory is awarded based on point differential rather than complete control or time expiration.
In wrestling, a “tech” or technical fall occurs when a wrestler gains a margin of superiority by scoring a predetermined point advantage over their opponent, typically 15 points in collegiate and high school wrestling, leading to an early end of the match.
With the wrestling post season just around the bend are you still struggling to dive in and understand the basics of the sport? It’s incredibly hard, frustrating, and time consuming to understand a new sport, let alone have fun while doing it. First and foremost, Iowa is a wrestling state.
There’s a large portion of Hawkeye fans that are still hesitant to dip their toes into the wrestling waters because it’s such a daunting and niche sport. If this is you, don’t worry! There is a rich history you need to know so, you’re not alone. This is, after all, the oldest sport in the world. I’m here to help you understand the fundamentals so you can follow along with what many of us are hoping to be an NCAA Championship run starting on March 7 in New Jersey with the Big Ten Conference tournament.
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The RULES OF WRESTLING explained for beginners and parents
Scoring System in Wrestling
The sport of wrestling has its own language, its own scoring system and its own complex way of assigning point values to actions. Individual wrestlers can earn between one and four points for a given move, and the wrestler with the most points at the end of seven minutes can earn between three and six points for his team. Between riding time, pins and everything in between, there's a lot to understand about wresting scoring.
Individual wrestlers can score points through various actions:
- Takedown (2 points): When one wrestler takes the other wrestler down to the mat from the neutral position and controls them from the top.
- Escape (1 point): When a wrestler on the bottom escapes to the neutral position.
- Reversal (2 points): When a wrestler on the bottom reverses their opponent to the top position.
- Near Fall (2 or 4 points): When the bottom wrestler's back is exposed to the mat at a 45-degree angle or less for a count of at least two seconds (2 points) or five seconds or more (4 points).
- Riding Time (1 point): A "riding time" point is awarded at the end of a match if a wrestler has over one minute of total time in control.
Penalty points can also be awarded to the opponent for violations such as illegal holds, unsportsmanlike conduct, or stalling.
What is a Technical Fall?
According to the NCAA rule book, “A technical fall occurs when one wrestler scores 15 or more points.” As soon as one wrestler scores at least 15 points more than his opponent, the match is over, even if time remains on the clock.
The criteria for a technical fall vary depending on the governing body and style of wrestling. The data shows that folkstyle wrestling (collegiate and high school) requires a larger point gap for a tech fall compared to freestyle and Greco-Roman. This reflects the more controlled, defensive nature of folkstyle, where point accumulation is slower.
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Common Misconceptions
There are a few common misconceptions about technical falls:
- Myth: A 15-point lead must be sustained for multiple seconds.
- Myth: A tech counts as a pin. A pin requires holding both shoulders to the mat, while a tech is based solely on point differential.
- Myth: You can lose a tech after reaching the point gap.
Match Format
Sanctioned high school wrestling matches consist of three two-minute periods with no rest between periods. The wrestler with the most points at the end of the third period is declared the winner. If a wrestler pins his opponent at any time before the end of the third period, the match is over and the winning wrestler earns a win by fall (pin). Even though wrestling is widely recognized as an individual sport because of the head-to-head competition, it's also a team sport that utilizes a team scoring system to decide the winning team in a particular match.
Individual Scoring
The individual matches are broken up into three periods, with no break between periods. The first period has a duration of 3:00 minutes, while the second and third periods are 2:00 minutes each.
- Takedown (2 points): This is the most common form of scoring. This is when wrestler A takes wrestler B down to the mat from neutral position and controls wrestler B on top.
- Escape (1 point): If wrestler B is able to get out from the bottom position and face wrestler A.
- Reversal (2 points): If wrestler B is able to reverse control over wrestler A and end up in the top position and in control.
- Near fall (2 or 4 points): Near fall points are awarded when wrestler A begins to expose wrestler B’s shoulders to the mat at a 45-degree angle or less or has both of wrestler B’s shoulders 4 inches or less above the mat. The referee usually lays on the mat and counts with a big motion of his arm. 2 counts equal 2 points and 4 counts equal 4 points. 1 count alone will not score any near fall points, whereas 3 counts only scores 2 points. It’s either a full 2 counts for 2 or a full 4 counts for 4.
- Feet to back (4 or 6 points): While in neutral one wrestler can throw the other straight from their feet to their back. A 2-point takedown is awarded and depending on the near fall count, near fall points may be added to it.
- Pin/ Fall: When both shoulder blades of an opponent’s back are on the mat. This will immediately end the match and the pinning wrestler wins with bragging rights.
- Riding Time: When wrestler A gets a takedown on wrestler B and begins to “ride” from the top position, a riding time clock begins. Upon reaching 1:00 of riding time, one point is awarded to wrestler A at the end of the match. If wrestler B is able to escape, riding time is stopped. If wrestler B reverses A, then the clock will being to count backwards. After reaching :00, it will go in B’s direction. Riding time has a max of one point and is only awarded at the end of the match. Giving up several minutes of riding time is an embarrassment. The Hawks have perfected embarrassing their opponents.
Team Scoring in Tournaments
The number of wrestlers per bracket will vary depending on the size of the tournament. For example, the NCAA tournament will have 33 wrestlers per 10 weight classes. The goal for each wrestler is ultimately to win the tournament, but there are still a number of ways to score team points along the way. The team scoring is vastly different than that of a dual meet between two teams because it’s not uncommon for a wrestler to compete 4+ times in a single tournament.
To become an All-American our Hawkeyes must place in the top eight of the NCAA tournament.
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There are two primary sources for acquiring team points at the tournament:
- Placement points- a minimum set of points per the end placement.
- Advancement points- a varying amount of points per win during the tournament.
Here's a breakdown of placement and advancement points:
| Placement | Placement Points | Advancement Points | Total Points |
|---|---|---|---|
| 1st | 16 | 4 | 20 |
| 2nd | 12 | 4 | 16 |
| 3rd | 10 | 3.5 | 13.5 |
| 4th | 9 | 3.5 | 12.5 |
| 5th | 7 | 3 | 10 |
| 6th | 6 | 3 | 9 |
| 7th | 4 | 2.5 | 6.5 |
| 8th | 3 | 2.5 | 5.5 |
| 9th - 12th | - | 2 | 2 |
| 13th - 16th | - | 1.5 | 1.5 |
Additional team points are awarded for matches won by major decision (1 point), technical fall (1.5 points), or pin/medical forfeit/injury default/disqualification (2 points).