Good point Trapper
This got me thinking about the physical stature of our coaches and team. compact and tough, grinders. PSU has length and leverage. Typically good scramblers have length, Think COBE.
When Carl wrestled he had technique which would “wow” you.
Gable had length and legendary work ethic.
What is the proper amount of rest between short live gos? What is the definition or process of play wrestling (stop it you sick bas***ds) I’ve heard the term just not sure what the end result is,
Other than getting someone knocked up.
You mentioned being in wrestling positions your not comfortable in,
There may be coaches out there with better process and less success, how do you evaluate this? If you’re wrong it’s not worth going the way of what has happened at ISU and MN. Zeke Jones comes to mind and he has facilities, financial support and Sunkist kids he’s not getting it done. Tom Ryan ditto. I like your ideas. It’s a risk/reward scenario. My life’s work has been in finance. Bulls and Bears make money and pigs get slaughtered.
With that being said plenty of adjustments had to be made along the way because status quos don’t cut it in a highly competitive environment.
You do have to have core values while being open to competitive change.
Haha. Knocking someone up aside, play wrestling is sort of difficult to define but is essentially wrestling at about 80 percent of your strength and, when done well, places an emphasis on creating action and creativity. And there's at least two applications of play wrestling. You have open play wrestling, where either person can score and either wrestler can attempt any offensive attack at any time. You also have positional/situational play wrestling, where you're working a certain attack or position (i.e. one wrestler starts with a single leg).
In positional/situational play wrestling, you could leave it open to either wrestler scoring or you could mandate that one wrestler is going to score and the other wrestler is tasked with making the scoring wrestler work through different defensive maneuvers/counters. An example of the latter would be mandating the wrestler with the single-leg be the scoring wrestler (or vice-versa). What's great about this, is you can encourage the non-scoring wrestler to get creative in the types of defensive maneuvers they do. So, the person defending the single-leg might first sprawl, then hip in, then throw the head to the outside, then attempt an Abas or Rico roll before finally conceding the take-down (provided the scoring wrestler with the single-leg works through these different counters to the finish).
Looking at open play wrestling, when it comes to the creating action component, you might mandate that a scoring hold must be attempted within 5 seconds or so. In neutral position, someone should be attempting a scoring hold/attack within 5 seconds or so every time you're on your feet, as opposed to prolonged hand-fighting, standing around, or just pressuring in for extended periods of time. The same thing applies in top position, where you're always attempting a turn within five seconds or so. On bottom, always an escape attempt within 5 seconds. If any of the scoring attempts fail, mandate/encourage the next scoring hold should be attempted within 5 seconds or so.
The creativity piece comes from encouraging/mandating more risk-taking, willingness to go to positions you're not comfortable in or that you don't often find yourself in (getting outside your comfort zone), and attempting different moves/holds/maneuvers/attacks than you typically would when live wrestling. It also comes from wrestling at 80 percent of your strength, as this creates an increased likelihood of prolonged action (scrambles). For example, wrestling at 80 percent of your strength decreases the odds of just stuffing someone's shot with a hard sprawl and go-behind. Hard sprawl and go-behind is great, but executing this doesn't teach either wrestler how to continuously work through new and/or changing positions to get to a score.
You can also facilitate action, creativity, and faster (and more varied) positional mastery during play wrestling by encouraging the wrestlers to allow for their partner to create action in positions where one wrestler has dominant control. For instance, you instruct that when a top-position wrestler breaks their opponent to their belly, they either quickly find a scoring hold or give up the position a bit (give space, reduce pressure) to allow the bottom wrestler room to create movement so more action can continuously be created. In this way, you ensure more action which facilitates faster learning.
Final note: When play wrestling, you place much less emphasis on winning each position/hold and much more emphasis on learning/mastering each position/hold, as compared to live wrestling.
As far as the proper amount of rest between live goes, it really all depends. First, what is your aim? I mentioned one aim might be to foster the ability to score loads of points against any opponent (even the AA level opponents). If that's the aim, I'd start with limiting the amount of live wrestling in a practice to 20 minutes or so in total. Not every practice, as creating mental/physical toughness via the occasional grueling practice is another good aim. But, most practices should limit the live wrestling to 20 minutes or so at most. This places a premium on creating action quickly because time is relatively short. Next, I'd limit the length of each live go to 10 minutes or less (usually less, like 5 minutes or so) in order to avoid discouraging risk-taking, creativity, and a high offensive pace, as I mentioned in the previous post.
With those foundations in place, I'd say proper rest time between live goes might be around 10 minutes. That probably sounds too long, but it avoids discouraging the willingness to take risks, be creative, and wrestle at a high offensive pace, which is necessary for achieving the stated aim of facilitating the ability and eagerness of your wrestlers to score a lot of points in a relatively short amount of time (7 minute match). But, you can get creative and alternate between live goes and play wrestling so that you only actually rest for 3-5 minutes after a live go, but still get the benefits of a longer rest (encouraging our stated aim) by next reducing to around 80 percent of your strength when play wrestling during the next go.