Pros and Cons of Wearing Head Gear

Despite its name, most headgear is actually made to protect the ears and not the entire head, though there are a few brands that do provide more protection against concussion than traditional wrestling headgear.

Repeated rubbing, bruising, hitting of the ears (as is common in wrestling) can cause hematoma in the ears which makes them look puffy, swollen, and bruised. This is more commonly known as cauliflower ear and wearing headgear is the best way to prevent that from happening. For more info on what cauliflower ear looks like, checkout this video.

If you like to read research studies, you can view the definitive research study on wrestling injuries from the NIH with the NCAA, which analyzed thousands of practices and matches over a period of 16 years.

On the plus side, headgear is effective at preventing cauliflower ear and some headgear is effective at preventing concussions (See headgear like LDR). These two points cannot be overstated as they can both lead to more serious medical conditions with repeated occurrences.

Another study done with NCAA wrestlers shows that wrestlers who do not wear headgear are nearly 3 times more likely to develop cauliflower ear than those who do wear headgear.

Many would argue these two pros alone more than makeup for any cons which have also been well documented, both in research and anecdotally from surveying wrestlers at all levels, including:

  1. It’s harder to hear through the headgear

  2. Ability to hear beeps and instructions given different levels of ambient noise

  3. Cost is prohibitive

  4. Few design options

It is worth noting that several research studies have debunked the reported noise issues – citing the overall level of noise in wrestling competitions as the cause for the wrestler’s inability to hear referee whistles or their coach’s voice, not a direct result of the headgear.

Item #4 has been somewhat mitigated by additional styles that have come onto the market, especially for youth wrestling, in the past ten years.

#3 is, of course, specific to the wrestler and their family situation. Again, it’s worthwhile to check with your coach or club leader to see if they have gently used headgear that have been passed down from prior team members for use by others. Like shoes, it’s common to leave behind headgear for other younger wrestlers to try before they buy their own. Many clubs have a used-gear bin for this purpose.

Most folk style and scholastic events require wrestlers to wear headgear during events, so you’ll likely need to invest in a pair for those activities anyway. It’s highly recommended that you wear headgear during practice as well, since that is where the bulk of your time on the mat is spent.

Styles of Wrestling

There are many styles of wrestling in the United States and around the world. In youth wrestling, there are several commons styles including:

Folk Style

Folk style is also called scholastic wrestling. This is the main competition style for youth wrestling up through high school in organized scholastic matches. It is also used outside of organized school matches among many clubs and independent wrestling tournaments. Folk style wrestling in the United States is governed by the National Federation of State High School Associations, or NFHS. For more information, visit their website at NFHS.org. There, you can also find the current and previous wrestling rule and case books with examples on scoring techniques.

Collegiate

Collegiate wrestling is similar to folk style, though with some style and scoring differences made to encourage scoring and keep the wrestlers in action. This is the main style of wrestling for college athletes and many open adult and senior competitions. To learn more about collegiate wrestling visit the NCAA Wrestling page. To learn more about how collegiate wrestling matches are scored, visit the NCAA wrestling scoring page. For more information on how collegiate wrestling tournaments work (like the NCAA College Wrestling Championships) visit the NCAA wrestling tournaments rules page.

Freestyle

Freestyle is one of the two styles of wrestling in the Olympics. It is stylistically different than collegiate and folk style wrestling, has a different time period structure and a different scoring model. It is one of the main wrestling styles used in competition around the world for adults and youth. For more information on Freestyle Wrestling, visit United World Wrestling, the governing body for world Freestyle and Greco-Roman wrestling. For Team USA freestyle wrestling information, visit USA Wrestling at themat.com.

Greco-Roman

Greco-Roman is one of the two styles of wrestling in the Olympics. It is stylistically different than other styles of wrestling as it does not allow leg attacks or touching the legs at all. All attacks must be done above the waist. For more information on Greco Roman Wrestling, visit United World Wrestling, the governing body for world Greco.

Wrestling Lingo

Like any sport, wrestling has its own lingo. This is an ever-growing list of terms that you might hear around the mats. If you have a question about a term or feel there might be a term missing from this list, leave a reply on this discussion topic and we’ll add it to the big list.

Back Points

See nearfall.

Bottom

A position of disadvantage in wrestling that occurs after a wrestler has been taken down. Bottom position can be chosen as a position at the beginning of some periods. An escape and an reversal can only be earned by a Wrestler who is on bottom.

Caution

A caution is called when one wrestlers does not take the proper position or moves to motion before the referee signals wrestling can start. Penalty points can be attributed to multiple cautions. For more information, see cautions in the discussion about scoring.

Control

The wrestler who is on top or in advantage is said to be in control. See top.

Escape

When the wrestler on bottom is able to free themself from the top wrestler’s control and get back to neutral position. Referee awards one point for an escape. For more information, see escape in the discussion about scoring.

Mat

The mat is a soft surface upon which all wrestling occurs. Each wrestling mat features two circles, a small circle in the center and a large circle toward the outside. Inside the inner circle are two colored lines; one red and one green. Each wrestler is assigned one of the two colors and when the match starts the wrestler stands with one foot on the line of the color they have been assigned. The outer circle is the out of bounds line. When wrestlers move out of bounds the referee will blow the whistle and wrestling stops. Wrestlers move back to the inner circle and wrestling starts again when the referee blows the whistle.  When one wrestler is in advantage (top) and the other is on bottom and there is a break in wrestling, the referee will bring the wrestlers back to the inner circle. The wrestler on bottom will setup facing the referee with their knees behind one of the lines and their hands in front of the other line.

Nearfall

When a wreslter’s back is exposed to the mat with one shoulder less at an angle of less than 45 degrees or when the back and shoulders are less than 4 inches off the mat for a period of at least 2 seconds (2 points) or 5 seconds (3 points). The wrestler who puts their opponent into this position receives the points. This is also known as back points. For more information, see nearfall in the discussion on scoring.

Potentially Dangerous

Wrestling is a physical sport and there is the potential that some moves might cause injury to one wrestler if done improperly. These are called illegal moves. Sometimes a legal move can progress to an illegal move. Referees are trained to recognize when a legal move has the potential to turn into an illegal move. This is called a potentially dangerous move and wrestling is stopped before that moves becomes illegal.  Some legal moves can become potentially dangerous if their application is done in such a way to cause harm or danger to an opponent. The referee will stop these situations as well. No points are awarded or penalized for potentially dangerous moves.

Referee’s Position

The second and third periods of every match (and sometimes tie breaker overtime periods) start in referee’s position with one wrestler on top and the other on bottom. A two sided coin is flipped to determine who gets to choose the position. One side is red and one side is green. Whichever wrestler who has the ankle band color that matches the coin color that lands face up gets to choose the position they prefer. In the second period, there are four choices:

  1. Top

  2. Bottom

  3. Neutral

  4. Defer

If the wrestler defers, they give choice to the opponent who can then choose between 1-3 above. At the start of the third period, the person who did not have the ability to choose during the second period (or the wrestler who deferred) gets to choose their position for the third period among choices 1-3 above.

Stalling

Stalling happens when one wrestler does not perform any action or constantly delays action. While stalling is not a technical violation, it does slow wrestling down and, if done repeatedly, can result in penalty points and even forfeit. For more information about stalling points or disqualification from stalling, see stalling in the discussion on scoring.

Takedown

When one wrestler gains control of their opponent and takes them down to the mat. In folk style wrestling, 2 points are awarded for a takedown. The wrestler who earns a takedown is said to be in control, on top, or in advantage. For more information, see takedown in the discussion on scoring.

Technical Fall

A technical fall is earned when one wrestler scores 15 more points that their opponent. The match ends when a technical fall occurs. For more information, see technical fall in the discussion on scoring.

Top

A position of advantage in wrestling that occurs after a wrestler takes down their opponent, and can be chosen as a position at the beginning of some periods. Nearfall can only be awarded to a wrestler on top. A wrestler who is on top (in control, in advantage) cannot be pinned.

Scoring Wrestling Matches and Tournaments

Winning

There are three ways to win a wrestling match:

  1. Pin

  2. Points

  3. Default

Winning by Pin

A wrestler “pins’ his opponent by forcing the opponent’s shoulder blades to the mat for two seconds. When the referee signals a pin, the match is immediately over. The wrestler who pins his opponent wins.

Winning by Points

The person who scores the most points at the end of regular time wins the match.

Examples:

  • At the end of regulation time, wrestler A has 12 points and wrestler B has 9 – wrestler A wins.

  • At the end of regulation time, wrestler A has 3 points and wrestler B has 1 point, wrestler A wins.

  • If at any time, one wrestler scores 15 points more than their opponent, the match is stopped and the wrestler with the most points has scored a technical fall. For example: Wrestler A has scored 19 points and wrestler B has 4 points, Wreslter A has scored a technical fall and wins the match.

Overtime

Matches that are tied (or scoreless) at the end of regulation time enter overtime. There are different types of overtime, but the most common is sudden victory. Sudden Victory is another period of similar time frame to the first period. Both wrestlers start in the neutral position, and the first person who scores wins the match.

If the score remains tied at the end of sudden victory, wrestlers continue into additional tie breaker periods and attempt to score points. There are two addition tie breaker periods where each wrestler gets an opportunity to be on top and bottom. Points scored in tie breakers accrue. The wrestler with the most points at the end of the tie breaker periods is declared the winner.

Examples:

  • The score going into the first tie breaker period is 4 to 4. Wrestler A is on top and wrestler B is on bottom. Wrestler B escapes and earns 1 point. The score is now 4 to 5. The period ends. The second tie breaker begins and wrestler A is on bottom. Wrestler A escapes. The score is now 5 to 5. Wrestler A then scores a takedown and earns 2 points. The score is now 7 to 5. The period ends. Wrestler A wins the match 7 to 5.

  • If, at the end of the tie breaker periods the score is still tied, the match progresses to a thirty second ultimate tie breaker period. The referee usually starts the wrestlers in top and bottom position, giving the wrestler who scored the first point of the match the choice of position. Again, the first wrestler to score in the ultimate tie breaker wins. If the wrestler on top scores – that wrestler wins. If the wrestler on bottom escapes, he wins. If the wrestler on bottom is not able to escape before the end of the ultimate tie breaker period, the wrestler on top is given 1 point and wins the match,

Winning by Default

A default occurs when one wrestler cannot continue wrestling before the period has run out. When a wrestler defaults, his opponent is declared the winner. There are various types of defaults, including:

  • Medical default – a wrestler sustains an injury either before or during the match and determines they cannot continue. That wrestler defaults and the opponent wins.

  • Technical default – when a wrestler commits too many technical violations, they have technically defaulted and their opponent wins (this includes stalling defaults – discussed in more detail below)

  • Other default – when one wrestler determines for any reason they cannot continue or do not want to continue wrestling they default and their opponent wins.

Scoring Points

There are several ways to score points in wrestling, including:

takedown reversal escape nearfall technical violations stalling cautions Forfeit

Takedowns

A take down occurs when one wrestler takes her opponent from the standing position to the mat and gains control over that opponent. In high school wrestling and below, a takedown scores 3 points.

Reversal

A reversal occurs when a wrestler on bottom is able to regain control over his opponent. A wrestler gains 2 points for a reversal.

For example, from standing (neutral position) Wrestler A scores a takedown on Wrestler B. Wrestler A is now considered in control (aka top or in “advantage”). Wrestler A is awarded 3 points for a takedown. The Match is 3-0. Wrestling continues and Wrestler B performs a switch and takes control back and is on top of Wreslter A. The referee awards Wrestler B a reversal and 2 points. The match is 3-2.

Escape

An escape occurs when the bottom wrestler is able to get free from the top wrestler’s control and back to neutral position. The wrestler who performs an escape earns 1 point.

Example: Wreslter A scores a takedown on wrestler B from neutral position. Wrestler A is awarded 3 points. The score is 3-0. Wrestler B performs a stand-up maneuver is able to get free from Wrestler A and back into neutral (standing) position. The referee awards Wrestler B an escape and 1 point. The score is now 3-1.

Nearfall

Once a wrestler has gained control over her opponent, that wrestler is able to gain nearfall, which happens when the wrestler in control exposes the back / shoulders of the bottom wrestler to the mat at an angle of less than 45 degrees or is closer than 4 inches to the mat for a period of two seconds or longer, continuously. This is also sometimes called back points.

Two seconds of exposure earns 2 nearfall points. 3 seconds of exposure earns 3 nearfall points. 4 or more seconds of exposure earns 4 nearfall points.

The referee will usually hold a number of fingers close to the mat denoting the number of nearfall awarded while the referee checks to see if the wrestler in nearfall is pinned or about to be pinned. The referee usually doesn’t award the nearfall points until the wrestlers come out of the nearfall situation.  This is important to remember because the scoreboard may not reflect the actual score until after the wrestlers break nearfall.

Once a Wreslter reaches a 4 count in nearfall they can score no more nearfall points with that same hold. They must work to pin their opponent or change holds and re-enter nearfall to gain more nearfall points. A Wreslter who chains together several moves, each gaining nearfall could rack up 15 or more points in a short amount of time and gain a technical fall over their opponent.

Example:

  • Wrestler A scores a takedown (3 points) on Wrestler B, and takes him straight to his back for nearfall. After a count of four, wrestler A earns 4 nearfall points, but she does not pin Wreslter B. She lets wrestler B return to his knees and remains in control of wrestler B. The score is now 7-0 with Wrestler A winning. Wrestler A then runs a half Nelson and turns wrestler B into nearfall position gaining 4 more nearfall points. The score is now 11 – 0. Wrestler B recovers to his knees, but as soon as he does, wrestler A gets a cross wrist and rolls through into a tilt scoring 4 more nearfall. The score is now 15-0. The referee stops the match as Wrestler A now has more than 15 points more than her opponent. Wrestler A wins with a technical fall.

Technical Violations and Illegal Holds

There are multiple technical violations and Illegal Holds in wrestling which will stop wrestling activity and incur penalties. Technical violations include:

  • Intentionally going out of the wrestling area or forcing your opponent out of the wrestling area.

  • Grasping of clothing, mat, or ear guards

  • Interlocking or overlapping of hands, fingers, or arms

  • Leaving the wrestling area without the referees permission

  • Reporting to the scorer’s table not properly equipped, ready to wrestle, or with any equipment that is detached or illegal.

Wrestlers committing technical violations or illegal holds are penalized as follows.

  • For the First Offense – 1 penalty point is awarded to the opponent;

  • Second Offense – 1 penalty point is awarded to the opponent;

  • Third Offense – 2 penalty points are awarded to the opponent

  • Fourth Offense – the offending wrestler is Disqualified.

While not technically a technical violation, there are penalties for unnecessary roughness and unsportsmanlike conduct and flagrant misconduct. While these positions are well-defined in the NFHS rule book, they are often called at the discretion of the referee. Wrestling is a sport of respect, and these occurrences are rare, but do happen.

Stalling

Stalling happens when one wrestler does not perform any action or constantly delays action. Clamping up on bottom could be considered stalling. Not shooting and constantly retreating when your opponent shoots in neutral could be considered stalling. While stalling is not a technical violation, it does slow wrestling down and, if done repeatedly, can result in penalty points and even forefeit.

Stalling is penalized in the following way:

  • For the First Offense – a warning, but no points, is issued.

  • Second Offense – 1 penalty points is awarded to the opponent

  • Third Offense – 1 penalty points is awarded to the opponent

  • Fourth Offense – 2 penalty points are awarded to the opponent

  • Fifth Offense – the offending wrestler is disqualified.

Cautions

A caution is called when one wrestlers does not take the proper position or moves to motion before the referee signals wrestling can start. In neutral position, a caution could be called when one wrestler shoots on the other before the referee has whistled the match to begin. On top and bottom, a caution could be issues for one wrestler not lining up properly, etc.

For the First Offense – a warning, but no points, is issued. Second Offense -a warning, but no points, is issued. Third and subsequent Offenses – 1 penalty points is awarded to the opponent

Wrestlers cannot be disqualified because of cautions, but frequent cautions can start to add up. They can also result in loss during sudden victory and tie breaker overtime periods.

Forfeit

If one wrestler does not show up for a match or determines they do not want to wrestle for any reason, a forfeit is issues and the other wrestler wins by forfeit.

NFHS Scoring Tables

A list of scoring possibilities for individual matches, dual meets, and tournaments for folk style and scholastic wrestling is shown in the table below from the official 2025-2026 NFHS rules:

Team scoring for tournaments is explained in more detail in the article on How Wrestling Tournaments Work.

* 5 points can be earned as nearfall if the defensive wrestler has been in nearfall criteria for at least 4 seconds and is then injured or bleeding while still in nearfall and the match is stopped by the referee before a pin/fall occurs.