Thursday, March 1, 2012

Prep for State

Guys, i am going to review some commonly missed points, and reference your rulebooks, so get them out, and let the debate begin.

Locked hands calls. 7-3 art 3
Remember to give reaction time on takedowns.
If the defensive wrestler is in the process of scoring an escape or reversal, keep the match moving. As soon as the offensive wrestle beats the move in progress, stop the match, and award the point for technical violation.
The hands do not have to be locked, just overlapping.
Offensive wrestlers can not lock hands around two legs after control has been established, unless the defensive wrestler is on his feet.

Fall/near fall 5-11

For a fall to occur, any part of both shoulders, or scapula must be in contact with the mat for a silent two second count.

2 points near fall are awarded when near fall criteria has been met for a period of 2 seconds.

3 points near fall are awarded when near fall criteria has been met for a period of 5 seconds or longer.

Near fall criteria is as follows.

Any part of both shoulders or scapulas within 4 inches of the mat.

One shoulder or scapula touching the mat, and the other shoulder or scapula forming a 45 degree or less angle.

A high bridge.

Both elbows on the mat.

Remember, only the wrestler with advantage can score near fall points. Defensive wrestlers can be awarded a fall, but can not achieve near fall till they have earned a reversal. Near fall points can not be awarded during a scramble for a takedown (a takedown must be awarded before near fall points can be earned).

Near fall points are awarded when the defensive wrestler gets out of the near fall situation, and achieves a clearly defensible position. You can not award 2 sets of near fall points for the same situation (even if it is David Taylor).

Potentially Dangerous

Any legal hold that becomes illegal due to the action of the defensive wrestler should be stopped for potentially dangerous.
As a wrestler steps in to front trip on a trapped arm side, stop the match for potentially dangerous.

Anytime a joint is moved to the limit of the natural range of motion with a legal hold, you should consider stoppage for potentially dangerous.

If anyone wants to argue a stoppage for potentially dangerous give an immediate coaches misconduct. Safety of the wrestlers comes first.

Stalemates.
Do not hesitate to call a stalemate when the action has stopped due to an equal position for both wrestlers. If neither wrestler is able to advance, call a stalemate.

Fleeing the mat.
Utilize the flee call to force action on the mat. If a wrestler is leaving the wrestling area, to avoid a scoring situation, and they have a reasonable choice of directions to go call the flee. It is technical violation, and results in one point.
Do not call a flee if the defensive wrestler is in near fall criteria for a period of 2 seconds or more, and he forces his way out of bounds.

Stalling.
If you see stalling in the first period, call it. It will solve the problem for the rest of the match.

Communication.
Give the wrestlers plenty of verbal clues. State them loud enough for the coaches to hear. Suggested terms include ACTION, CENTER, WRESTLE. On restarts tell wrestlers that you are looking for points.

Please post any comments you have hear, or bring up other points of emphasis that you have experienced.