Throughout history
the goal of wrestling in every form is control of the
opponent. For thousands of years, this control has been
understood in
three distinct ways - Pinning, throwing, and Submission.
The greatest
exhibition of control of all sports is forcing your
opponent to
consciously submit. It is this standard by which NAGA
contests are
instantly won.
In the event that no submission
occurs, the match must be decided by
"Advantage" which is defined below. The
player in a Grappling contest
should attempt to get the Takedown, secure
Dominant Control, and take the Submission.
-TAKEDOWN-
Full Advantage (2 Points) is
awarded for all Takedowns.
In determining the Takedown,
the referee will look to who initiated the
takedown, and how it ended up. Thus if one player
shoots, his opponent
sprawls, and the sprawling opponent then pulls Guard,
a Takedown is
awarded, as the initial movement was a Takedown attempt.
If however a
player aggressively pulls Guard from standing, no
Takedown is awarded.
Note: The NAGA Scoring System
is designed to award each player according
to the standards defined above - Takedown, to Control,
to Submission.
Playing for points is not rewarded. Thus, if a player
gets a Takedown,
lets his opponent up, and then again goes for the
Takedown, no
consecutive points need be awarded.
-DOMINANT CONTROL-
Controlling your opponent is
a crucial step to obtaining a Submission,
thus Full Advantage (2 Points) is awarded for aggressively
obtaining
Dominant Control. Dominant Control is any
secure form of control that lends itself to submission.
The control has
to be long enough to set up a submission attempt,
which can be as short
as a second or two. These forms of control include:
-Back Mount*;
-Cross Side;
-Head and Arm;
-Knee on Stomach;
-Mount;
-North/South;
*Hooks are not required for Back Mount control.
Among the most common ways
to get Dominant Position are: -Ending a
Takedown with a Dominant Position. In this situation,
two points are
awarded for a Takedown, and another two points
are awarded for obtaining Dominant Position, for a
total of Four Points.
-Guard Pass to a Dominant Position.
-Sweep From Guard to a Dominant Position. Further,
if you take the Back
from Guard, this is the functional equivalent to a
Sweep.
-Full Reverse, defined as going from the bottom of
a Dominant Position
to the top of a Dominant Position, leaving the situation
totally
reversed. For Example: You are bottom North-South,
you roll the top
player, and end up with top North-South.
Note: The NAGA Scoring System
is designed to award each player according
to the standards defined above - Takedown, to Control,
to Submission.
Playing for points is not rewarded. Thus, if a player
simply transitions
between Dominant Positions, he does not achieve additional
points. For
example, if you have Side Control, and you go to Mount,
and then Knee on
Stomach, no additional points are awarded.
Further, in The NAGA Scoring
System no points are awarded for Escapes.
This, if you are Bottom Mount, and you bridge to In
Guard, no points are
awarded as you went from a disadvantageous position
to a neutral
position.
-SUBMISSION-
Full Advantage (2 Points) is
awarded for a Full and Strong Submission
Attempt. A Submission is recognized as Full and Strong
when is one or
more of the following occurs:
-The opponent takes time to escape;
-Upon escaping, the opponent does not instantly move
to an attack of his
own, but instead assumes a defensive posture;
-The defender is 'In Danger'
- the finish has the potential for completion (if
a kneebar, the hips
have to be placed correctly, if a choke, the neck
must have been
reached, etc.);
-The finish in question is not a low percentage submission
(wrist lock,
body scissor, etc).
Minor Advantage (1 Point) is
awarded for a Submission Attempt that is
significant but does not meet the above criteria.
-TIE-
In the event that players are
equal in terms of Advantage, judges will
determine a tie by considering first, who skillfully
controlled the
Pace, Place, and Position on the mat, in order to
ultimately set up an
eventual submission. Pace is which Grappler determined
the
tempo of the match. Place is which Grappler dictated
where on the mat
the match took place. Position is which Grappler successfully
initiated
the tie ups and other action.
If they are still equal, Judges
will give the decision to the player
with less warnings or cautions.
Last, in the absence of any warnings or cautions,
the edge shall be
given to the fighter who better exemplifies the sport
as an exciting,
colorful, viable contest.
If the players are still equal,
then an overtime period can be called
for. However, this should not be usual. While players
in a close match
are both deserving of respect, the mark of a superior
judge is the
confident calling of close contests. In a tournament
situation, asking
both players to go into overtime can exhaust both,
giving the next
opponent an undeserved edge, a situation that should
be avoided if at
all possible.