In the history of wrestling, the division of heavyweight has changed several times. At present, there are seven levels of freestyle and classical respectively. One is 14 men's level competition. Level 4 women's freestyle wrestling became the event of the 2004 Athens Olympic Games. Therefore, the Beijing Olympic Games will produce 18 wrestling world champions, including 4 women.
In greco-Roman wrestling, athletes are not allowed to attack their opponents below the chest. In freestyle, you can attack each other's feet, which is a bit like judo. The rules of women's wrestling are actually the same as men's freestyle wrestling. But in the women's competition, it is forbidden to strangle the opponent.
The purpose of each round of wrestling is to throw opponents shoulder to shoulder and keep them for a long time until they win by 10 points (technical advantage); Or win by getting more points than your opponent after the game. In Greco-Roman wrestling, it is forbidden for players to grab each other's belts, attack each other with their legs, or attack each other's legs. Freestyle wrestling allows these movements.
Weigh before the game
You must weigh yourself the day before the game, which lasts for 30 minutes. Before weighing 1 hour is the time for routine physical examination. Athletes' weight must match the weight of the level in which they participate in the competition. If the weight is unqualified, they will be disqualified. Athletes who take part in the weighing must be healthy, with short nails, no beard, no sweat and short hair, or comb backwards under the guidance of the referee, and check when weighing. In all competitions, each level is only weighed once. Wrestlers can't get into the wrestling mat covered in sweat; Don't apply grease to your body; Don't wear anything that may hurt your opponent, such as rings, bracelets and earrings.
Today's wrestling competition is divided into different heavyweights, adopting two different forms: freestyle and classical. Mats and a large enough circular playground were preserved.
deliver a judgement
Composition of Referee Group In all competitions, the executive referee group of each competition consists of the following personnel: 1 executive referee 1 in-court referee 1 sideline referee. In any case, two referees of the same nationality/region are not allowed in the executive referee group of a match. It is forbidden for referees to judge the competitions of athletes in their own countries/regions.
Referee group
The venue record table used by the executive referee and the border referee is used to comprehensively record the scores obtained by the athletes of both sides using this action. All recorded action scores and warnings must be as accurate as possible in order to be consistent with the specific stage of the competition. The referee and the referee must sign their own records. The execution of the referee should have the ability to use the technology and special skills specified in the relevant chapters of the international referee regulations.
Referees should wear red sleeves on their left arm and blue sleeves on their right arm. After the athlete uses this action, the referee on the field should indicate the score of this action with his finger. The red player raises his left hand when scoring, and the blue player raises his right hand when scoring. After the athlete uses the action, the referee scores with his finger: 1. Gestures: Raise your arms, make a fist and give out your thumb. 2 o'clock gesture: raise your arms and extend your thumb and forefinger. Gesture 3 points: Raise your arms and extend your thumb, forefinger and middle finger. 5-point gesture: raise your arms and spread your palms.
Wrestling rules
Weighting of wrestling events: Weigh each level one day before the competition for 30 minutes.
Draw lots: athletes weigh themselves and draw lots when they get out of the scale, and then arrange competitions on this basis.
Initial ranking order: If one or more athletes do not participate in the weighing or are overweight, the athletes' serial numbers will be rearranged according to the principle of from small to large after weighing.
Arrangement: Match in groups according to the numbers drawn by athletes. Arrange them in the order of drawing lots, such as 1 to 2, 3 to 4, 5 to 6, and pair them in turn.
Competition elimination: the competition will be divided into two groups according to the number of participants, until each group produces the last winner, and the championship and runner-up finals will be held. Except for the athletes who lost to two finalists in the competition and made 3~8 resurrection matches, the losers in other competitions will be eliminated, and their final rankings will be arranged according to the rankings obtained.
Wrestling score
In wrestling, when one side falls into different states, the other side gets different technical scores. The technical points of wrestling are: "1, 2, 3, 5."
1 fraction
(1) Control the opponent to land at three points by moving to the back of the opponent and landing on the mat (second hand, one knee or both knees, one hand);
(2) When standing or kneeling, use correct movements to avoid putting your opponent in a dangerous state (shoulder and back on the ground at the same time);
(3) Move behind the opponent and control the opponent;
(4) Stop with the opponent's back to the mat, and support the mat with one hand or both hands;
(5) The opponent fouls when using the action, but the action is still successful;
(6) The opponent evades out of bounds, evades grasping, refuses to take a correct starting posture, uses a foul action or has immoral behavior;
(7) Put the opponent in a dangerous state for 5 seconds or more;
(8) The opponent stepped into the preparation area with one foot;
(9) The other party intentionally refuses to cuddle;
(10) The opponent suspended the game due to injury, but there was no bleeding.
2 points
(1) When kneeling, the athlete makes his opponent in a dangerous state or instantly falls on his shoulder with correct actions;
(2) make the other person's shoulders roll;
(3) When the opponent is in danger, escape out of control;
(4) The defender uses a foul action to prevent the attacker from completing an action or falling on his shoulder;
(5) When the attacker uses this action, his shoulder touches the ground or rolls instantly;
(6) Defensive athletes put their opponents in danger by fighting back when standing.
3 points
(1) When standing, athletes directly throw their opponents into a dangerous state with actions, but the range is small;
(2) All actions to pick up the opponent from the mat and immediately put him in a dangerous state, but the amplitude is small. Even if the attacker kneels on one knee or both knees on the mat;
(3) The athlete uses large-scale movements, but does not directly or immediately put his opponent in danger. Note: When using the action, if the defending athlete keeps one hand touching the mat and is immediately put in a dangerous state, the attacking athlete should get 3 points.
5 points
(1) All large-scale movements used in standing state directly and immediately put opponents in danger; (2) When kneeling, the attacking player lifts his opponent off the mat surface and puts his opponent in danger directly and immediately by making a big move.
1.6. Winning method
(1) The wrestling match is divided into three sets, and the best of three sets is adopted. Each game is 2 minutes, and the interval is 30 seconds. The coach can sit in the chair next to the red and blue corners of the game pad to direct the game.
(2) The player who scores more points in each game wins the next game. If the first two games are tied, there will be a tiebreaker in the third game, and the side of the tiebreaker will win the whole game.
(3) If the score is the same at the end of a game, the athlete who gets the big technical score wins; If the technical scores of both sides are the same, the winner will win.
(4) Greco-Roman wrestling, when the game goes to 65,438+0 minutes, the players kneel and raise their trunks, and the referee decides which side will attack first by throwing cards. After 30 seconds, the original defender becomes the attacker, until the time is up, and the outcome is decided by the score.
(5) Freestyle wrestling ends every game. If the score is 0: 0, there will be cuddling. The referee decides which side to attack. Once the attacker scores within 30 seconds, the game is over and the attacker is judged to win; If the attacker fails to score within 30 seconds, the game is over, and the opponent is given 1 point to judge that the defender wins.
Round:
There are two rounds of wrestling, each three minutes, with a 30-second break in the middle. If there is no tie after two rounds, we will play overtime for 3 minutes. If it is still a draw, the referee will decide the final result.
When the referee announced the result, the players from both sides came to the center of the mat and the referee raised the winner's arm.
If after the first round, both sides are still 0-0, then toss a coin to decide. The winner takes the attack position first. After the game starts, the attacker has one minute to tackle the opponent. If he fails, the opponent scores. If neither side takes action, the attacker scores one point. This rule can prevent both sides from ending the game 0-0.
Negative rules
If one player does not take the initiative to attack or hinder the opponent's attack, he will be warned. In this case, players who are not warned can choose their opponents to start the game in a prone or standing position. Many athletes will choose the former at this time, because it gives them a chance to go around behind their opponents and put their hands on their shoulders. This action needs the cooperation of different techniques. When an athlete evades the competition with a serious negative attitude, the referee can punish him.
Special winning mode
Technical advantage wins
In a game, the score difference between the two sides is 6 points. No matter whether the competition time has come, the competition will end immediately, and the winner with the highest score will be judged.
High score technology wins
In order to encourage athletes to use high-scoring technical moves, the wrestling rules stipulate: "In a match, players who use this move will get 5 points for one technical move or 3 points for two technical moves. No matter whether the game time has passed or not, the game is over and the player with high score wins. "
Win by landing on both shoulders
In the competition, either side throws the other side to the ground side by side, and controls the other side to make its shoulder land 1 sec, and the controller wins the whole competition.