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In amateur wrestling, a technical fall, or technical superiority, is a victory condition satisfied by outscoring one's opponent by a specified number of points. It is wrestling's version of the mercy rule. It is informally abbreviated to "tech" as both a noun and verb.
3.5 — Lost by Technical Superiority; 4 — Lost by Fall, Passivity, Injury and Forfeit; Round 1. TPP MPP Time MPP TPP 4: 4
During the course of a match, if a wrestler builds a 10-point advantage over the opponent, the bout is stopped and the leader is declared as the winner by technical superiority. The total scores are totaled at the end of the stipulated six-minute period, and the wrestler with the maximum points wins.
0 — Won by Fall, Technical Superiority, Passivity, Injury and Forfeit; 0.5 — Won by Points, 8-11 points difference; 1 — Won by Points, 1-7 points difference; 2 — Won by Passivity, the winner is passive too; 3 — Lost by Points, 1-7 points difference; 3.5 — Lost by Points, 8-11 points difference
3.5 — Lost by Technical Superiority; 4 — Lost by Fall, Passivity, Injury and Forfeit; Round 1. TPP MPP Time MPP TPP 1: 1
3.5 — Lost by Technical Superiority; 4 — Lost by Fall, Passivity, Injury and Forfeit; Round 1.
The wrestlers are divided into 2 groups. The winner of each group decided by a double-elimination system. Legend. TF — Won by Fall; ST — Won by Technical Superiority, 12 points difference
3.5 — Lost by Technical Superiority; 4 — Lost by Fall and Disqualification; 1st round. TPP MPP Score MPP TPP 4: 4