How Pins Are Won In High School Wrestling

what constitutes a pin in high school wrestling

In high school wrestling, a pin is a move that constitutes a victory condition. It involves holding an opponent's shoulders or scapulae (shoulder blades) to the mat for a prescribed period, typically two seconds. This move results in an automatic win, regardless of the points scored by the opponent. High school wrestling, often referred to as folkstyle wrestling, has slightly different rules compared to freestyle and Greco-Roman wrestling, which are seen in the Olympics and internationally. The pin is a fundamental aspect of wrestling, and the wrestler who executes the first takedown has a significantly higher chance of winning the match.

Characteristics Values
Type of wrestling Folkstyle
Level High school
Duration of pin 2 seconds
Referee count 3 slaps on the mat
Opponent's position Both shoulders on the mat
Opponent's movement Must raise one or both shoulders off the mat
Near fall points 2 points for 2 seconds, 3 points for 5 seconds
Defensive pin Judged differently, with refs giving more time to top wrestlers

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Holding opponent's shoulders or scapulae on the mat for a prescribed period

In high school wrestling, a pin is a move that can be used to win a match. It involves holding an opponent's shoulders or scapulae (shoulder blades) on the mat for a prescribed period. This is typically two seconds for high school and collegiate wrestling, and one second in college. The referee will make a three count before the opponent is released from the pin. If the opponent manages to raise one or both of their shoulders off the mat, the count is broken.

To achieve a successful pin, the attacker may use a variety of techniques such as the half nelson or three-quarter nelson. In the half nelson, the attacker is on top of the opponent with both wrestlers facing the ground. The attacker's arm is positioned under the opponent's shoulder and across and behind their neck, lifting their shoulder while pressing down on their neck. Simultaneously, the attacker drives forward to roll the opponent onto their back. With the opponent on their back, the attacker tightens their arm around the opponent's neck and may also control their lower body by hooking their free arm in the opponent's crotch or around their thigh.

The three-quarter nelson is similar to the half nelson, but the attacker's other arm goes under the opponent's body from the same side, across to the other side of the neck, and locks with the first hand behind the neck. Again, the attacker drives forward to roll the opponent over. Once accomplished, the attacker can maintain the three-quarter nelson for the pin or convert to a half nelson.

Another technique is the cradle, where the attacker grabs the opponent's neck with one arm and wraps their other arm's elbow behind the opponent's knee. The attacker then locks both hands together, forcing the opponent's knee toward their face, and rolls them onto their back.

Near falls, or near pins, are also rewarded with points. This occurs when both shoulders are held for two seconds within four inches of the mat, or one shoulder touches the mat while the other is at a 45-degree angle. If a near fall lasts for two seconds, the wrestler earns two points, and if it lasts for five seconds, they earn three points.

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Illegal tactics to gain leverage

In high school wrestling, a pin is a move where a wrestler holds their opponent's shoulders or scapulae (shoulder blades) to the mat, resulting in an automatic victory. The opponent can break the count by raising one or both of their shoulders off the mat.

While achieving a pin is a legitimate strategy, wrestlers may attempt to gain leverage through illegal tactics. Here are some examples:

  • The Stone Cold Stunner: This iconic move, popularized by Stone Cold Steve Austin, involves grabbing the opponent's head, dropping down to the mat, and pulling the opponent's head down onto the wrestler's shoulder. This can be used to stun the opponent before pinning them.
  • The People's Elbow: This finishing move, associated with Dwayne "The Rock" Johnson, involves running to the ropes, bouncing off them, and then dropping an elbow onto the opponent's chest. The move is known for its theatrics, as The Rock often removes his elbow pad before executing it.
  • The Chokeslam: Made famous by The Undertaker, this move involves lifting the opponent by the throat and forcefully slamming them down onto the mat. It is a high-impact manoeuvre that can cause serious injury if not performed correctly.
  • The Spear: Popularized by Goldberg, this manoeuvre involves running at the opponent and tackling them to the ground. Similar to the Chokeslam, it is a high-impact move that can result in severe injury if not executed properly.
  • Using the ropes for leverage: Wrestlers may attempt to gain extra leverage by propping their legs or arms on the ropes while attempting a pin. This tactic is illegal and can give them an unfair advantage by putting more weight on the opponent.
  • Grabbing the opponent's clothing: Wrestlers may try to gain an advantage by grabbing onto the back of their opponent's clothing or tights. This illegal move can provide additional leverage during a pin attempt.
  • Joint locks: While not all joint locks are illegal, certain movements involving arm locks, leg locks, spinal locks, wrist locks, or small joint manipulation are prohibited. These can be dangerous and cause injuries if not performed correctly.
  • Full nelson: This hold, where both of the wrestler's arms are passed under the opponent's armpits with hands on the back of the opponent's head, is illegal in amateur wrestling.

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Near falls (or back points)

Near falls, also known as back points, are awarded when a wrestler almost gets their opponent pinned. In other words, a near fall occurs when the defensive wrestler's shoulders are forced to the mat, but not for the prescribed period of time, which is two seconds in high school wrestling. The offensive wrestler can score two points by holding the bottom wrestler in a near-fall situation for two seconds. If the offensive wrestler can maintain this hold for a continuous five-second period, they are awarded three match points.

In collegiate wrestling, near falls are also referred to as exposure points, awarded to encourage wrestlers to take risks in an attempt to pin their opponents. The offensive wrestler can score two points by causing the defensive wrestler to spring into a high bridge, lean back on their elbows, expose their shoulders four inches or less to the mat, or have one shoulder on the mat and the other 45 degrees or less above the mat.

Near falls are an important aspect of wrestling strategy, as they can quickly turn the tide of a match. For example, in one famous NCAA wrestling match, Mark Perry performed a reversal against Johnny Hendricks with one minute remaining in the third period. This put Perry in a position to earn back points, which ultimately gave him the win.

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Penalty points

In high school wrestling, penalty points are awarded to an opponent if a wrestler commits certain infractions. These infractions include illegal holds, which are defined by the referee, and potentially dangerous holds, which the referee may ask a wrestler to release without necessarily awarding penalty points.

In high school wrestling, defensive pins are judged differently from regular pins. If the attacking wrestler is attempting a pinning combination or getting back points, and they still have control, the referee will give them more time to get their shoulders off the mat. If the defensive wrestler has control and is preventing the attacking wrestler from moving, the referee will call the pin more quickly. High school referees are generally more lenient than college referees.

In American scholastic or folkstyle wrestling, a pin must be held for two seconds. Folkstyle wrestling, also known as scholastic wrestling, is the type of wrestling done in American high schools. In American collegiate wrestling, a pin must be held for only one second. In Greco-Roman and freestyle wrestling, the two shoulders of the defensive wrestler must be held long enough for the referee to "observe total control of the fall", which usually ranges from half a second to about one or two seconds.

In addition to pins, near falls, or back points, can also be scored. A near fall occurs when both of the opponent's shoulders are held for two seconds within four inches of the mat, or when one shoulder touches the mat and the other shoulder is at a 45-degree angle. A near fall that lasts for two seconds earns two points, and one that lasts for five seconds earns three points.

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Defensive falls

In wrestling, a fall is a decisive victory achieved through various techniques and maneuvers. A pin, or fall, is a victory condition in various forms of wrestling that is met by holding an opponent's shoulders or scapulae (shoulder blades) on the wrestling mat for a prescribed period. In Greco-Roman and freestyle wrestling, the two shoulders of the defensive wrestler must be held long enough for the referee to "observe total control of the fall". This usually ranges from half a second to about one or two seconds. In American collegiate wrestling, a pin must be held for one second, and in American scholastic (or folkstyle) wrestling, a pin must be held for two seconds.

Wrestlers can accumulate points and assert their dominance by employing techniques such as snapdowns, gut wrenches, and crucifix wrestling. Snapdowns are explosive moves used to bring an opponent to the mat by forcefully pulling down on their head or neck. By quickly reacting to an opponent's movement and capitalizing on their openings, a wrestler can execute snapdowns to gain an advantage and accumulate points toward a technical fall. Gut wrench wrestling involves applying pressure to an opponent's midsection or "gut" to control them on the ground and potentially score points. By leveraging strength, technique, and body positioning, a wrestler can manipulate their opponent's position, disrupt their balance, and expose their back for a potential pinfall.

Crucifix wrestling is a technique used to control an opponent by trapping both of their arms, rendering them immobile. By immobilizing an opponent's arms, a wrestler can restrict their movement, limit their defensive options, and set up pinning combinations or scoring opportunities, increasing the likelihood of attaining a technical fall. Skilled wrestlers utilize variations of the crucifix to control their opponents and secure falls.

Frequently asked questions

A pin, or fall, is a move where a wrestler holds their opponent's shoulders or scapulae (shoulder blades) on the wrestling mat for a prescribed period of time.

In American scholastic or folkstyle wrestling, a pin must be held for two seconds.

A near fall, or near pin, occurs when both shoulders are held for two seconds within four inches of the mat, or one shoulder touches the mat and the other is at a 45-degree angle.

A pin ends a match, so no individual match points are necessary. However, the winner's squad receives six team points.

Defensive pins are judged differently than regular pins. High school refs are generally more lenient than college refs, giving wrestlers more time to get their shoulders off the mat.

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