| Scholastic wrestling
(often referred to as Folkstyle Wrestling)
is a term used in reference to the wrestling
style at the pee wee, middle
school and high
school levels in the United
States. The rules in Folkstyle lean on the conservative
side that differ from those in the International styles of
wrestling (Freestyle
and Greco-Roman).
Folkstyle places restrictions on several positions and moves
to help limit the chance of injury while maintaining the
spirit of the sport.
General
A match
consists of two wrestlers of the same weight class who compete
in three two-minute periods on a large square mat with the
wrestling area defined by two circles. The outer circle
(roughly 5 feet from the edges of the mat) represents the
boundary of the wrestling area and is 28 feet in diameter. The
inner circle is 10 feet in diameter and is located in the
center of the mat. The inner circle serves as the starting
area. Within the inner circle, you may find a small rectangle
with the short ends in two contrasting colors (usually red and
green). The wrestlers begin the match with one foot on these
lines.
A wrestler may win a match by a fall or
“pin” (holding the opponents shoulder blades to the mat
for a simulated 2 second count), technical fall (get ahead of
your opponent by 15 or more points), major decision (at the
end of three periods, be ahead of your opponent by 8 to 14
points), decision (at the end of three periods be ahead of
your opponent by 7 or fewer points) or
forfeit/disqualification.
At the end of the first round, a coin or
disk with contrasting colors (usually red and green) is
flipped to determine who chooses the positioning of the second
round. The winner of the toss may choose to either begin the
round in the Neutral position (both wrestler on their feet,
facing each other), the down or “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--or the top position--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 the stomach, the knee
closest to the opponent's elbow on the ground and the further
knee up so that the bottom of the foot rests on the mat—or
finally may decide to allow the other wrestler to choose. An
alternate starting position, referred to as an "optional
start", occurs when the top 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. After the second round,
whichever wrestler did not choice the period’s starting
position, will do so for the third period. If the score is
tied after three rounds, the match goes into overtime with up
to three overtime periods, one 1 minute and two 30 second
periods being wrestled. In the first round, the wrestlers
begin from the neutral position and whichever wrestler scores
the first point wins the match. If the score is still tied
after the first overtime round, a second overtime is wrestled
same as the first but for 30 seconds. If still no winner is
determeind, another coin toss is conducted and the winner
chooses the top or bottom position. If the bottom man is able
to score he/she wins, if they are unable to score, the
wrestler in the top position wins.
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" decision, 5 points are awarded for a
"technical fall" - an extremely large discrepancy in
points (15 or more) 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.
Weight
Classes
The typical weight classes are below. In
order to wrestle at 125 for example, you must “weigh in”
the day of the competition at 125.0 or less. Wrestlers are
allowed to wrestle at a weight class even if they qualify for
one below; such as wrestling at 125 even though they weigh 118
(qualifying them for the 119 weight class). Wrestlers may
shift weight classes throughout the season, however in order
to compete in the end of year championship tournaments at a
certain weight class, the wrestle must have the majority of
their “weigh ins” at that weight class. For example, if a
wrestler has wrestled 15 matches and wishes to wrestle at 125
in the championship tournament, a they must have weighed in at
the 125 weight class a minimum of 8 times. This is called
“certifying”.
103lbs - 112lbs
- 119lbs - 125lbs - 130lbs
- 135lbs - 140lbs
145lbs -
152lbs - 160lbs - 171lbs -
189lbs - 215lbs - 285lbs
Gear
Singlet:
A one piece, skin tight, spandex-like uniform cut just above
the knees and the torso portion resembling a tank top.
Sometimes, a wrestler may be allowed to wear a skin tight
shirt under the singlet if a valid reason is given to the
referee.
Headgear: A head piece made of
non-abrasive material which covers the ears and is held in
place with a chin strap.
Wrestling shoes: light and very very
flexible with a non marking “gripping” sole designed for
use on a wrestling mat.
Wrestlers may wear full length tights,
knee pad and or braces or other protective gear if the referee
deems it necessary and safe.
Scoring
Takedown: 2 points—Taking your
opponent from the neutral position to the mat while
maintaining control of him/her.
Reversal: 2 points—When a wrestler in the bottom position is
cable to move into the top position.
Escape: 1 point—Wrestler in the bottom position is able to
move to his/her feet break the top wrestler's control and turn
and face their opponent.
Nearfall: 2 points—exposing your opponent’s shoulders to
the mat for 2-4 seconds at a 45 degree angle or less.
Nearfall: 3 points—exposing your opponent’s shoulders to
the mat for 5 or more seconds at a 45 degree angle or less.
There are also penalty points that may
be awarded for certain situations and rule violations.
back
to top
|