rules

Choke Point Submission Wrestling Invitational

  • Match Duration & Format

    • Matches are 9 minutes, divided into three 3-minute periods.

    • Period 1: Begins in the Neutral Starting Position.

    • Period 2: The athlete who scored the first takedown chooses top, bottom, or neutral or may defer their choice to Period 3. If no takedown is scored, the referee will flip a coin to determine who gets the first choice.

    • Period 3: The remaining athlete selects top, bottom, or neutral.

    Overtime Shootout Rounds (If Score is Tied)

    • Each athlete takes a turn in the Clinch Ride for 60 seconds.

    • The athlete with the most ride time in regulation chooses top or bottom to start overtime. If ride time is even, the referee will flip a coin to determine first choice.

    • The athlete with the most points at the end of two rounds wins the match.

    • If no points are scored, the winner is determined by most ride time or fastest escape. Ride time from regulation will not be included.

    • If still tied, the match proceeds to additional overtime rounds until a winner is declared.

    A submission at any time ends the match. The opponent will not receive a chance at rebuttal.

  • Takedowns (2 Points)

    Takedowns are awarded when an athlete establishes control on the mat from a neutral position, beyond the opponent’s reaction time, and clear of any submission threats.

    • Control is defined as one of the following:

      1. The bottom player’s hips are on the mat,
        or

      2. The top player covers the opponent’s hips while positioned behind them (e.g., from a turtle or seated position).

    • If an athlete pulls guard, their opponent is automatically awarded 2 points for a takedown.

    • A guard pull is defined as any time a standing player voluntarily brings themself to the mat and remains grounded for 3 seconds.

    Escapes (1 Point)

    • Awarded when the bottom player completely breaks free from control and returns to a neutral standing position.

    Reversals (2 Points)

    • Awarded when the bottom player transitions to the top position and establishes control.

    • If the reversal leads directly to a chest-to-chest or chest-to-back pinning score, additional points will be awarded (see below)

    Chest-To-Chest Pins (1, 2, or 3 Points)

    Chest-to-chest pins are awarded when the top player immobilizes the bottom player’s shoulders within 4 inches of the mat, maintaining chest-to-chest contact and attachment to the shoulders, underneath at least one elbow or the head.

    • 1-Point Pin – Bottom player’s legs remain actively engaged in defense (ex., guarded scenarios such as half guard, high tripod, etc.)

    • 2-Point Pin – Bottom player’s legs are no longer engaged in defense (ex., side control, north-south, etc. 

    • 3-Point Pin – Top player achieves full mount, with hips covering the bottom player’s hips, achieving complete torso control.

    Chest-To-Back Pins (1, 2 or 3 Points)

    Chest-to-back pins are awarded when the attacking player, positioned behind the defender, maintains sustained chest-to-back contact underneath at least one of the defender’s elbows and immobilizes them with at least one knee or hip on the mat.

    • 1-Point Pin – Awarded when the attacking player maintains chest-to-back contact without using their legs to control the defender’s arms, hips, or shoulders.

    • 2-Point Pin – Awarded when the attacking player’s legs are used to control one of the opponent's shoulders or hips (e.g., crucifix, high-ball ride, etc.) but lacks full torso control.

    • 3-Point Pin – Awarded when the attacker establishes both hooks or a body triangle, achieving complete torso control.

    Riding Time (1+ Points)

    • Ride time accumulates whenever an athlete maintains top control.

    • If one athlete has 1 minute or more minutes of net riding time at the end of the match, they receive 1 point.

    • If one athlete has 3 or more minutes of net riding time at the end of the match, they will receive 2 points.

    • If the match is tied, riding time may determine the winner.

  • Neutral Starting Position

    • Both athletes start standing with their lead foot on the designated starting point and their other foot even with or behind their lead foot.

    • When both athletes assume this position, the referee will say “Set!”, at which point both athletes must remain motionless until the referee says “Go!”

    Bottom Starting Position

    • The bottom player starts in a stationary position on their hands and knees at the center of the mat.

    • The knees must be positioned even with or behind the rear starting line.

    • The heels of both hands must be on the mat, even with or in front of the front starting line.

    • Elbows may not touch the mat.

    • When the bottom player assumes position, the referee will say “Set!”, at which point the athlete must remain motionless.

    Top Starting Position

    • The top player starts standing and places both hands anywhere on the back of the bottom athlete.

    • The top player may choose to begin from any angle (360 degrees) around the bottom athlete.

    • Once the top player assumes position, the referee will say “Set!”, at which point both athletes must remain motionless until the referee says “Go!”

    Clinch Ride (Overtime & Out of Bounds Scenarios)

    • The top player starts standing and places both arms around the torso of the bottom 

    • The top player may choose to begin in front

    • The top player may lock their hands, but their grip must not include either of the bottom players arms.

    • The top player’s head must be placed on or above the midline of the opponent’s back.

  • Stalling & Penalties

    • Stalling occurs when an athlete fails to initiate action, excessively avoids engagement, or refuses to advance position.

    • Penalties for stalling:

      • First offense – Verbal warning.

      • Second offense1 point awarded to the opponent.

      • Third offense1 point awarded to the opponent.

      • Fourth offense2 points awarded to the opponent.

      • Fifth offense - Disqualification

    If an athlete intentionally flees the mat to avoid a submission, they will be disqualified.

  • If the action moves out of bounds, athletes will reset at the center of the mat. The starting position upon reset will be determined based on the positional scenario at the time action stopped:

    • Neutral Starting Position – If both athletes are standing or no clear control has been established, the match restarts from the Neutral Starting Position.

    • Top and Bottom Starting Position – If the bottom player is grounded, but the top player has not achieved complete torso control (see Chest-to-Chest and Chest-to-Back Pins under “Scoring”), the match will reset in the Top and Bottom Starting Position.

    • Clinch Ride – If the bottom player is grounded and the top player has achieved complete torso control, the match will reset in the Clinch Ride Position.

    Resets are based solely on the positional scenario at the moment action moves out of bounds. Athletes will not be restarted in submissions.