Wrestle up to 5 min. To win need execute
submission on Arm(s) or Leg(s) of opponent or clean throw
the opponent on back but winner personally required to standing on the
feet (no points of your body should touch the mat) - which is hard to
execute.
If no submission or clean throw for time of bout referee count the
technical points.
Matrix of technical valuation
defending wrestler
fall on:
|
defending wrestler position
|
Standing
|
on kneel (or ground)
|
wrestler must execute throw from his feet
|
without falling
|
with falling
|
without falling
|
with falling
|
Back(less
than 90 degrees back to the mat)
Side (more
than 90 degrees back to
the mat)
chest, stomach, buttock, shoulder
knee |
victory
4 points
2 points
А
|
4 points
2 points
1 point
-
|
2 points
1 point
-
-
|
1 point
-
-
-
|
4 points
- throw from “Standing” position with the attacker’s falling down when his
opponent falls on back(angle
greater than 90 degrees)
- throw from “Standing” position without the attacker’s falling down when
the opponent falls on his side
- 20 second Pin ("osaekomi" in JUDO)
2 points are awarded:
- throw from “Standing” with the attacker’s falling down
and opponent falls on his side
- throw from “Standing” with the attacker’s keep standing
and opponent falls on the chest, stomach, buttocks, waist or shoulder
- take of opponent from the ground (knees or hands as minimum) and throw on
the back, without falling down
- For over 10 second incomplete Pin (osaekomi" in JUDO)
- For the second warning declared to opponent
1 point is awarded:
- throw with falling down from “Standing” position when the
opponent falls on his chest, stomach, buttocks, waist or shoulders
-take of opponent from the ground (knees or hands as minimum)
and throw on the back, and attacking wrestler lost balance from his
feet.
- take of opponent from the ground (knees or hands as minimum)
and throw on the chest, stomach, buttock,
shoulder , and attacking wrestler must keep standing.
- For the first warning declared to his opponent
“Activity” (“A”) is awarded:
- For the throw from “Standing” position without falling down when the
opponent falls on his knees (knee)
- For less then 10 minutes incomplete hold-down evaluated once in a match
|
WINNING THE MATCH:
A Sambo wrestling match can be won in one of three ways: (1) by Total
Victory (a perfect throw or submission hold), which ends the match
immediately, (2) by technical superiority (12 point difference in
score), which ends the match immediately, or (3) by point difference at
the end of the match, if the match goes to end without a total victory
or technical superiority on points (in which case the athlete with the
most points wins--no minimum point score required). Tie matches are
decided by a one minute overtime period. If there is no winner at the
end of overtime, the match is decided by majority decision of the
officials.
|
DURATION OF THE MATCH:
The sambo wrestling competition match is one period of six minutes
length for Seniors, five minutes for espoirs and juniors and four
minutes for masters, schoolboys/girls and cadets. Matches will be
stopped and athletes returned to the center of the mat for a standing
start in the following situations: (1) Athletes are out of bounds (One
foot touches protection area or three feet touch in the red zone while
standing, or half of body passes outside the red zone, or the entire
body of the defender in a submission hold passes outside the red zone);
(2) Time out for injury or adjusting uniforms; (3) No activity by
athletes while on the ground; (4) Athlete cautioned for illegal hold; or
(5) Total Victory is earned by perfect throw or submission hold. There
is no parterre or down starting position in sambo wrestling, unlike
freestyle or Greco. |
UNIFORM:
A sambo wrestling competition uniform consists of (1)
shoes, (2) a red outfit (red jacket, red belt and red shorts or
singlet), and (3) a blue outfit (blue jacket, blue belt and blue shorts
or singlet). Each competitor must have one complete red and one complete
blue uniform. Jacket, shorts and belt must be worn with matching colors
(all red or all blue,but not mixed). The jacket (also referred to as a "kurtka,"
which is the Russian word for jacket) should be made of canvas or other
heavy material. Sleeves must be long enough to extend to the extend to
the wrists; Sleeves must also be wide enough at the end to fit the wrist
and four fingers ( held side by side). The Jacket should be tight
fitting around the torso and extend no more than eight inches below the
belt (roughly equal to the bottom of the sleeve). The belt must be
wrapped snugly around the body and knotted in the front. The belt must
pass through at least three belt loops on the jacket. Only national
patches may be attached to the left side of the chest area (club patches
may be worn on the right side). The jacket must have cuffs or epaulets
(braces) sewn onto the shoulder of the jacket, perpendicular to the
shoulder at the uppermost point of the arm. A judo jacket is not the
same and is unacceptable at official competitions. Shorts should be
tight fitting and cover at least one-third of the leg above the knee.
Wrestling singlets (red or blue) may be used, although strapless trunks
are preferred. Shoes should made of soft leather or other pliable
material and should have a soft leather sole with seams inside. Rubber
soled wrestling shoes are acceptable, but soft soled shoes are
preferred. |
|
SCORING:
Three types of technical moves will score points or result in Total
Victory in a sambo wrestling match, as set forth below:
1.
HOLD
DOWN
(Immobilization):
Similar to a judo hold down
or a prolonged wrestling "predicament" or "near fall." In order to
score, one athlete must hold the back of the other athlete toward the
mat in a danger position (less than 90 degrees), with the chest,
side or back of the attacker in unbroken contact with the chest of the
opponent. A hold down is "broken" when (1) Contact between the athletes
is interrupted because space is created between the two, or (2) the
defending athlete turns over to the stomach or the side with an angle
greater than 90 degrees. A hold down may only be scored once in a match
and will earn either 2 points for a ten second hold down or 4 points for
a twenty second hold down. Once a hold down is scored, an athlete cannot
attempt another. A hold down does not end the match (it only scores
points).
2.
SUBMISSION HOLD:
A pressure hold (key or
lock), applied to the arm or leg of the opponent which makes the
opponent surrender or submit by calling out or tapping the mat at least
twice (not permitted in youth age categories). Submission holds
cannot be applied in standing position. A Submission hold ends the match
by Total Victory.
3.
THROW:
A throw is
scored anytime one athlete takes another to the mat in a single,
continuous and uninterrupted action. A sambo throw is more than a simple
wrestling takedown, however. Like a Judo or Greco-Roman wrestling throw,
(1) it must start with both athletes on the feet, (2) one athlete
must unbalance the other, and (3) the attacker must take the opponent
directly to the mat with one action without stopping. A throw must knock
the defender off their feet either by lifting or tripping them, not
merely dragging them down. A throw is scored based on two factors: (1)
How the thrown athlete lands (on the back, on the side or on
the chest/buttocks) and (2) whether the thrower remains
standing (the throw scores twice as much if the thrower stays up).
A throw results in Total Victory and stops the match if it is a
"perfect throw" (the attacker throws the defender to the back and
remains standing). Other throws will score 4 points, 2
points, or 1 point, depending on (1) the impact point of the thrown
athlete, and (2) whether the attacker remains standing.
SAMBO
RULES CHART |
THROWS
|
THROW SCORING
CRITERIA |
Throw
starts with
both athletes standing |
Throw
starts with
attacker standing, defender down: |
Defender lands
on the mat |
|
Attacker remains
standing |
Attacker falls
to the mat |
|
Attacker remains
standing |
Attacker falls
to the mat |
|
On the back |
On the side |
On the
chest/buttock |
|
|
Total Victory |
4
points |
4
points |
2
points |
2
points |
1
point |
|
2
points |
1
point |
1
point |
--- |
--- |
--- |
|
|
HOLD DOWNS |
Only
allowed to score
once per bout |
20 seconds |
10-19 seconds |
4
points |
2
points |
|
|
SUBMISSION HOLDS |
Only
allowed to apply
on the ground |
Arm
Lock (Submission = Total Victory) |
Leg
Lock (Submission = Total Victory) |
|
|
|
Total Victory = Perfect Throw or Submission or
12 Point Margin or Disqualification
|
|
|
|
|