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Sports Glossaries

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-A-
action
The referee's command to begin wrestling.
ankle lace
A hold in which the wrestler grasps the opponent by the ankles with his arms and exposes the opponent's back to the mat.
arm bar
A method of turning an opponent from stomach to back on the mat by wrapping an arm around the opponent's elbow and using the leverage of that hold to flip him over.
arm throw
A move in which a wrestler throws the opponent over his shoulder by holding the opponent's arm.

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-B-
body lock
A hold in which a wrestler locks his arms around the opponent's body and takes him to the mat.
body throw
A move in which a wrestler locks his arms around the opponent's body and throws him to the mat.
bottom position
In par terre, the wrestler who is on hands and knees is in the bottom position.
bout
A match between two wrestlers, which is made up of two periods of three minutes each. A bout ends before the regulation time in the event of a fall, a technical fall, an injury default, or a disqualification. If the bout is tied or neither wrestler has three points after time expires, there is an overtime period.
breakdown
The act of getting an opponent to the mat on his stomach or side.
bridge
An arched position adopted by a wrestler, with his back above the mat, usually to avoid being pinned but sometimes as an offensive move.
bridge out
An escape move in which a wrestler rolls from a bridge onto the stomach.

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-C-
catch as catch can
Another name for freestyle or folkstyle.
central circle
The inner circle, 1 meter in diameter, on the wrestling mat.
central wrestling area
A circle, 8 meters in diameter, inside the passivity zone.
classification points
In a tournament, wrestlers are awarded classification points for each bout won. The points are used to determine seedings in the final round. The following table is used:
OutcomeScore
Victory by fall5 points
Technical fall4 points
Injury default4 points
Disqualification4 points
Decision3 points
The loser of a match by decision or technical superiority wins 1 point of he or she accumulated any technical points during the bout. In the case of an overtime period, the winner and the loser both receive the same number of classification points as the number of technical points in the bout.
control
A wrestler who has a dominant position that restricts the opponent's mobility is said to be in control.
cradle
A hold in which one arm is around the neck of the opponent, the other around the neck, with the hands gripped tightly together.
cross-face
A hold in which the wrestler's forearm is pressed across the opponent's face.
crotch lift
A hold in which the arms are wrapped around the opponent's upper thigh, often used to turn the opponent over for a pin.

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-D-
danger position
A position in which a wrestler's back is at less than a right angle to the mat.
default
A win declared because of the opponent's disqualification or injury.
decision
A victory in which the winner leads the opponent by 1 to 9 points. Compare technical fall.
disqualification
A wrestler may be disqualified for brutality or unsportsmanlike conduct.
double-leg tackle
A move in which a wrestler takes the opponent down by grasping both of the opponent's legs and pulling them.
duck-under
A takedown move in which the wrestler ducks under the opponent's arm to get behind him and then uses a lift, throw, or trip to take the opponent to the mat.

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-E-
escape
If an athlete gets out from being under control in the bottom position and gets to his feet, facing his rival, it is an escape, which scores one point.
exposure
Turning an opponent's shoulders to the mat, thus exposing him to the possibility of a pin.

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-F-
fall
When both of the opponent's shoulders are in contact with the mat (a pin), a wrestler is awarded a fall, which wins the match in international wrestling. In college wrestling, the pin must be held for one second, in high school wrestling for two seconds.
fireman's carry
A takedown move in which the wrestler brings the opponent temporarily over his shoulders, then to the mat.
folkstyle
A style of wrestling generally used in high schools and colleges, which is similar to freestyle wrestling but with more emphasis on control and safety.
freestyle
A style of wrestling in which the legs may be used to execute attacks and the opponent's legs are a legitimate target for attack. Also known as "catch as catch can." Compare Greco-Roman.
full nelson
A hold in which both of the wrestler's arms are passed under the opponent's armpits and both hands are on the back of the opponent's head; illegal in amateur wrestling. See also half nelson.

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-G-
grand amplitude
Descriptive of a throw in which a wrestler lifts the opponent completely off the mat, sweeps him through the air in a curve, and brings him down in the danger position.
grapevine
A hold in which a wrestler wraps a leg around one of the opponent's legs, often preparatory to a throw.
Greco-Roman
A style of wrestling in which the wrestler may not attack the opponent's legs nor use his own legs to execute attacks.
gut wrench
A moved used when the opponent is face down on the mat. The wrestler puts both arms around the opponent's mid-section, gripping as tightly as possible, then goes into the bridge position and rolls the opponent over his own torso onto the back.

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-H-
half nelson
A hold in which the wrestler's arm is passed under the opponent's armpit and the hand is on the back of the opponent's head. See also full nelson.
headlock
A hold in which an arm is around the opponent's neck and the hands are locked together. The opponent's arm must be gathered into the hold to prevent accidental choking.

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-I-
injury default
A win rewarded to a wrestler when the opponent cannot continue to compete because of an injury. Worth four classification points.
injury time
A period during which a match is halted because one of the wrestlers is injured or bleeding. If the wrestler cannot continue within two minutes, the match ends with an injury default.

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-L-
leg shot
A quick move, involving a level change, in which a wrestler thrusts toward the opponent's legs in an attempt to get a lock on one or both of them.
level change
Bending at the knees to raise or lower the hips in order to get into a new position for a hold or takedown move.
lift
To take an opponent entirely off the mat.

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-M-
mat
The mat for international wrestling competition has a central wrestling area, 9 meters in diameter, with a center circle 1 meter in diameter. Inside the contest area is a red band, 1 meter wide, known as the passivity zone.
match
1) A series of matches between two teams, involving wrestlers from different weight classes. 2) A bout.
meet
An organized competition involving wrestlers from two or more teams.

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-N-
near fall
If a wrestler exposes the opponent's shoulders four inches or less above the mat or has one of the opponent's shoulders on the mat and the other at an angle of less than 45 degrees to the mat, it is a near fall, worth two technical points.
neutral position
The position wrestlers take at the beginning of a match, standing and facing each other, but not in contact. Also known as standing position.

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-O-
open
A command from the referee telling a wrestler to change his position and adopt more open tactics. If the wrestler doesn't respond, the referee will issue a caution for passive obstruction.
overtime period
If the score is tied or neither wrestler has three points when time runs out on a bout, a three-minute overtime period begins immediately. The first wrestler to score a point wins.

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-P-
passive obstruction
If a wrestler continually obstructs the opponent's holds, holds both the opponent's hands, continually lies flat on the mat, or deliberately runs off the mat, it is passive obstruction. The opponent is given three choices: 1) To place the offender in the bottom position in par terre; 2) To continue the bout from the neutral position; 3) To assume the down positon in par terre.
par terre
A re-starting position in which a wrestler is on the mat, on hands and knees, and the other wrestler kneels beside him, with both hands on his back. (French for "on the ground.")
passivity
Another name for passive obstruction.
passivity zone
The outer band, 1 meter wide, outside the central wrestling area.
penalty points
Points used in a negative scoring system, under which the wrestler with the fewest points wins. They're essentially the same as technical points, but they go to the other wrestler. For example, the wrestler who suffers a near fall is given two penalty points.
pin
Forcing both of the opponent's shoulders to the mat. The result is a fall, which wins the match.
protection area
The border of the mat, extending at least 1.5 meters beyond the passivity zone, to help prevent injury if a wrestler is thrown outside the ring.

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-R-
referee's position
See par terre.
reversal
If the wrestler in the bottom position completely reverses the situation and comes to the top position in control, it is a reversal, worth one point.
riding time
In high school and college wrestling, the amount of time a wrestler is in control of the opponent. One minute of riding time is worth a point.

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-S-
single-leg tackle
A move in which a wrestler takes the opponent down by lifting one of the opponent's legs.
singlet
The one-piece uniform worn by wrestlers. One wrestler wears red, the other blue.
slam
To lifting the opponent from the mat and bring him back down with unnecessary force; illegal in amateur wrestling.
sprawl
A move used to counter a leg shot. The wrestler throws the legs back and arches the hips into the opponent to break the hold.
standing position
See neutral position.

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-T-
takedown
When a wrestler takes the opponent to the mat from the neutral position, it is a takedown, worth one point.
technical fall
If a wrestler accumulates a lead of 10 points or more, it is called a technical fall and that wrestler wins the match. Also known as technical superiority.
technical points
Points awarded during a match that help determine the outcome. The following system is used: Five points for a grand amplitude throw to an immediate position of danger; three points for taking the opponent from a standing position to an immediate position of danger; two points for a near fall; one point for a takedown, an escape, a reversal, or for applying a correct hold without causing the opponent to touch the mat with head or shoulder. Not to be confused with classification points. See also penalty points.
technical superiority
A win by technical superiority is the same as a technical fall.
throw
Any move in which a wrestler lifts the opponent from the mat, then brings him back down.
tie-up
Any move in which a wrestler grabs the opponent's upper body to gain control.
tilt
To turn the opponent so that his back goes from an angle of 45 degrees or more to less than 45 degrees.
top position
In par terre, the wrestler who is kneeling with hands on the opponent's back is in the top position.
tournament
A series of bouts to determine championships in various weight classes. A wrestler is eliminated after two losses. Elimination rounds continue until only three wrestlers remain in each pool. Finalists are seeded by classification points. If any of the finalists have not wrestled each other, they meet in a bout. Technical points or penalty points from previous matches are then carried over and added to the points accumulated in the final round.

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This page last updated Monday, 17-Dec-2007 12:26:05 PST
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