A
Advantage
Controlling position over your opponent, whether on feet or mat.
Ankle Pick
A takedown where you grab your opponent's ankle while controlling their upper body.
Archetype
A wrestler's style classification (Offensive, Technical, Defensive, Scrambler, Grinder, Complete). Learn more β
Arm Bar
A pinning combination that traps the opponent's arm while turning them.
Arm Drag
A setup move where you pull your opponent's arm across their body to create an angle for attack.
B
Back Points
Points earned in freestyle/Greco for exposing your opponent's back to the mat (2-3 points).
Base
Your foundation on the mat. "Building base" means getting to hands and knees to resist being turned.
Bonus Points (Team)
Extra team points for winning by pin (6), tech fall (5), or major decision (4) instead of regular decision (3).
Bracket
The tournament structure showing all matches and progression. Tournament Scout β
Breakdown
A move to flatten your opponent from their base to their stomach.
Bye
Automatic advancement to the next round without wrestling (given when bracket is uneven).
C
Cement Mixer / Cement Job
Slang for pinning someone decisively. "He got cement mixed."
Choice (Position Choice)
The option to start a period in top, bottom, neutral, or defer. Won by coin flip or previous period scoring.
Collar Tie
A grip on the back of your opponent's neck/head, commonly used in tie-ups.
Consolation Bracket (Consols)
The bracket for wrestlers who lost in the championship bracket but can still place.
Cradle
A pinning combination where you lock your opponent's head and leg together.
Crossface
Driving your forearm across your opponent's face/jaw to turn their head and create an angle.
Cut (Weight)
Losing weight to make a lower weight class. Should be done safely! Learn safe practices β
D
Decision (Dec)
A win by 1-7 points. Worth 3 team points.
Default
A win when opponent cannot continue due to injury.
Defer
Passing position choice to the 3rd period instead of choosing in the 2nd.
Disqualification (DQ)
Removal from match for illegal actions, unsportsmanlike conduct, or excessive penalties.
Dominance Score
MatMetrics metric measuring how decisively a wrestler wins matches (pins, tech falls, major decisions).
Double Leg
A takedown attacking both of your opponent's legs simultaneously.
Dual Meet
A team competition between two schools, one match per weight class.
Duck Under
Going underneath your opponent's arm to get behind them for a takedown.
E
Rating
A skill rating system (1500 average) that predicts match outcomes. Learn more β
Escape
Getting free from bottom position to neutral. Worth 1 point in folkstyle.
Exposure
Turning your opponent's back toward the mat. Scores 2-4 points in freestyle/Greco.
F
Fall (Pin)
Holding opponent's shoulders to the mat for 1-2 seconds. Ends the match immediately. Worth 6 team points.
Fireman's Carry
A takedown where you lift your opponent onto your shoulders and throw them to the mat.
Fleeing the Mat
Intentionally leaving the wrestling area to avoid action. Results in a penalty.
Folkstyle
American scholastic wrestling style used in high schools and colleges. Compare styles β
Forfeit
A loss without wrestling, typically when a team has no wrestler at that weight.
Freestyle
International Olympic wrestling style. Allows leg attacks, rewards explosive throws.
Funk / Funky
Unorthodox, unpredictable wrestling style. Often involves scrambles and unusual angles.
G
Granby Roll
A bottom escape/reversal where you roll over your shoulder to free yourself.
Greco-Roman
Olympic wrestling style where you cannot attack the legs. Upper body only.
Gut Wrench
A Greco-Roman move from par terre where you roll your opponent repeatedly for points.
H
Half Nelson
A hold where your arm goes under opponent's armpit and onto their neck. Used for turns.
Hand Control
Grabbing and controlling your opponent's wrists/hands to prevent their attacks.
Headgear
Protective ear guards worn during wrestling to prevent cauliflower ear.
Head-and-Arm
A throw where you control opponent's head and arm together, used from various positions.
High Crotch
A single-leg takedown variation where you attack higher on the thigh.
I
Illegal Hold
A move that's not allowed (e.g., full nelson, slamming). Results in a penalty point.
Injury Time
Time allowed for a wrestler to recover from an injury during a match (varies by rules).
L
Leg Ride
Controlling opponent on the mat by inserting your legs (hooks) between theirs.
Level Change
Lowering your hips to set up a shot or attack. Essential for good takedowns.
Live Wrestling
Full-speed practice wrestling (as opposed to drilling at reduced intensity).
Locked Hands
In folkstyle, you cannot lock hands around opponent's body unless controlling a leg. Penalty if you do.
M
Major Decision (MD)
A win by 8-14 points. Worth 4 team points.
Mat
The wrestling surface. Competition mats have a center circle and out-of-bounds area.
MatchIQ
MatMetrics prediction system that uses Glicko-2 ratings and archetypes to predict match outcomes. Try it β
N
Near Fall (Back Points)
Points for holding opponent's back at a 45-degree angle. 2 points for 2-4 seconds, 3 points for 5+ seconds.
Neutral Position
Both wrestlers standing, facing each other. Where matches start.
Novice
A beginner division, typically for wrestlers with less than 1-2 years experience. Learn more β
O
Open Division
Open to all experience levels. More competitive than novice divisions.
Out of Bounds
When wrestlers leave the wrestling area. Action stops and restarts in center.
Overtime
Extra period(s) when match is tied. Rules vary by level and style (sudden victory, riding time, etc.).
P
Par Terre
Ground wrestling position in freestyle/Greco. One wrestler on hands/knees, other behind.
Penetration Step
The deep step forward when shooting for a takedown.
Pin (Fall)
Holding opponent's shoulders to the mat. The ultimate goal and instant win.
Pummel / Pummeling
Fighting for inside position in a tie-up, working to get underhooks.
Push-Out
In freestyle/Greco, forcing opponent out of bounds scores 1 point.
R
Referee's Position
Starting position for 2nd/3rd periods: one wrestler on hands/knees (bottom), other behind (top).
Reversal
Going from bottom to controlling position. Worth 2 points.
Riding Time
In folkstyle, accumulated time controlling opponent on the mat. 1+ minute advantage = 1 point.
Round Robin
Tournament format where everyone wrestles everyone in a pool.
S
Scramble
Chaotic, high-speed exchange where both wrestlers fight for control.
Seed
A wrestler's ranking/placement in a tournament bracket. #1 seed is the top-ranked.
Setup
A move or fake to create an opening for your real attack.
Shot
An attack for a takedown, typically involving a level change and penetration step.
Single Leg
A takedown attacking one of your opponent's legs.
Singlet
The one-piece uniform worn for wrestling competition.
Sprawl
Defensive move throwing your legs back and hips down to stop a shot.
Stalling
Not actively wrestling or avoiding action. Results in warnings then penalty points.
Stance
Your position on your feetβhow you stand ready to wrestle.
Stand-Up
An escape from bottom position where you stand up and turn to face your opponent.
Sudden Victory
Overtime where first to score wins. Used in college wrestling.
Switch
A reversal from bottom where you pivot and go behind your opponent.
T
Takedown
Taking opponent from feet to the mat with control. Worth 2 points (folkstyle) or 2-4 points (freestyle).
Technical Fall (Tech Fall)
Winning by a set point margin (15 in folkstyle, 10 in freestyle, 8 in Greco). Worth 5 team points.
Tiebreaker
Rules for determining winner when tied: criteria or additional overtime periods.
Tie-Up
Hand fighting position where wrestlers grip each other, jockeying for position.
Tilt
Turning opponent onto their back for near-fall points without fully pinning them.
U
Underhook
Having your arm under opponent's arm in a tie-up. Considered advantageous inside position.
Unsportsmanlike Conduct
Penalty for bad behavior (arguing, taunting, etc.). Can result in points or DQ.
W
Weigh-In
Official weight check before competition to ensure wrestlers make their weight class.
Weight Class
Weight categories wrestlers compete in to ensure fair matchups. See all classes β
Whizzer
An overhook defense used to fight off a single leg or create space.
Wrestleback
Consolation bracket matches that allow placing even after a loss.