Professional wrestling (often abbreviated as pro wrestling or just wrestling ) is a form of sports entertainment combining athletics with a show. It takes the form of an event, held by a touring company, which mimics the title sporting battle match. The unique shape of the sport depicted is basically based on classical wrestling and "capture", with the addition of modern flashy strikes, grips and power-based acrobatic pitches, many of these coming from the influence of various international martial arts. The additional aspect of fighting with improvised weaponry is sometimes included in various levels.
The match has predetermined results to increase the value of entertainment and all aggressive maneuvers are run with the full cooperation of those involved and done carefully in special manners intended to reduce the likelihood of actual injury. These facts have been kept very secretive, but are now widely accepted secrets. In general, the true nature of this performance is not discussed by companies appearing in official media to maintain and promote suspension of distrust to the audience by maintaining the aura of verisimilitude. Fan communication by wrestlers and individual promotion through outside media (ie interviews) will often directly recognize the dramatic and "fixed" nature of the spectacle.
Video Professional wrestling
History
Originating as a popular form of entertainment in 19th century Europe and then as a show exhibit at the North American carnival and vaudeville hall, professional wrestling grew into a stand-alone entertainment genre with variations in cultures around the world, and is now considered the entertainment industry of a billion dollar. While since the 1980s local forms have greatly declined in Europe, wrestling from North America has undergone several different periods of cultural popularity that stands out during the century and half of existence and has been re-exported to Europe to fill the cultural gap left by the decline the. local version. The advent of television provides professional wrestling on new channels, and wrestling (along with boxing) is instrumental in making pay-per-view content delivery methods viable.
Maps Professional wrestling
Coverage and influence
The wrestling show has become very prominent in Central/North America, Japan and Europe (especially England). In Brazil, there is a very popular wrestling television program from the 1960s to the early 1980s called Telecatch . Prominent figures in sport have become celebrities or cultural icons in their home country or adopted.
Although professional wrestling begins as a small act in the show, traveling circus and carnival, today is a billion dollar industry. Revenues are taken from ticket sales, network television broadcasts, pay-per-view broadcasts, branded merchandise and home videos. Pro wrestling is instrumental in making pay-per-view methods of delivering decent content. Annual performances such as WrestleMania, Bound for Glory, and earlier Starrcade are among the highest pay-per-view programs each year. In modern times, internet programming has been used by a number of companies to air web shows, pay-per-view (IPPVs) or on demand content, helping to generate internet-related income revenues from the emerging World Wide Web.
Home video sales dominate the Billboard Recreational Sports DVD charts, with wrestling hanging anywhere from 3 to 9 out of the top 10 spots each week.
Due to the presence of persistent culture and novelty in the performing arts, wrestling is a recurring topic in academia and the media. Several documentary films have been produced by looking at professional wrestling, notably, Beyond the Mat directed by Barry W. Blaustein, and Wrestling with Shadows featuring wrestlers Bret Hart and directed by Paul Jay. There are also many fictional depictions of wrestling; The 2008 film The Wrestler received several Oscar nominations and started a career revival for Mickey Rourke star.
Currently, the largest professional wrestling company in the world is the US-based WWE, which buys many smaller regional firms by the end of the 20th century, as well as major US competitors, the World Championship Wrestling Championships (WCW) and Extreme Wrestling Championships (ECW ) in early 2001. Other leading professional wrestling companies around the world including the US-based Impact Wrestling, formerly known as Total Nonstop Action Wrestling (TNA), and Ring of Honor (ROH), Consejo Mundial de Lucha Libre and Asistencia AsesorÃÆ'a y AdministraciÃÆ'ón in Mexico, and Japan's New Japan Pro Wrestling, All Japan Pro Wrestling and Pro Noul league.
Genre convention
When it comes to professional wrestling, there are two levels: the "in-show" events presented through the show, and events that are beyond the scope of performance (in other words, real life) but have implications for performance, such as player contracts, injuries legitimate, etc. Because actual events are often co-opted by writers to be incorporated into storylines for players, the lines are often blurred and become confused.
Special care must be taken when talking about people who appear under their own names. Character actions should be considered fictitious events, entirely separate from the player's life. This is similar to other entertainers who appear with a person who shares their own names (like Kurt Angle and his fictional persona).
Some wrestlers will combine elements of their real-life personality into their characters, even if they and their person in the ring have different names.
Kayfabe
Historians are not sure at which point the wrestling changes from competitive wrestling to entertainment is done. Participants feel that the maintenance of a constant and complete illusion for all the uninvolved is necessary to maintain the interest of the audience. For decades, wrestlers live their public lives as if they were their characters.
The practice of preserving illusions, and the various methods used to do so, came to be known as "kayfabe" in wrestling circles, or "working with signs". All of the slang jargon and euphemism slang is developed to enable the players to communicate without outside knowledge of what is being discussed.
Sometimes players will deviate from the sequence of events intended. This is known as a photo shoot. Sometimes elements such as shots are included in wrestling stories to blur the line between performance and reality. This is known as "work bud". However, most of the events in professional wrestling are pre-planned and improvised within accepted limits.
Gradually, the nature of professional wrestling has been determined to be a public secret, as the leading figures in the wrestling business (including World Wrestling Entertainment owner Vince McMahon) began to publicly acknowledge that wrestling is entertainment, not competition. This reveals the public has garnered mixed reactions from the wrestling community, as some feel that the exposure ruins the experience to the audience as does the illusion of exposure. Despite public recognition of the theatrical nature of professional wrestling, many US states still organize professional wrestling as they do other competitive professional sports. For example, New York State still regulates "professional wrestling" through the New York State Athletic Commission (SAC).
Performing art aspect
Professional wrestling performances can be regarded as a theater form in a round, with a ring, a ringside area, and a stage entrances. However, there is a more limited concept of the fourth wall than in most theatrical performances. The audience is recognized and acknowledged by the players as spectators for the sporting event described, and encouraged to interact like that. This leads to a high audience participation rate; in fact, their reactions can dictate how the performance is revealed. Often, individual matches will be part of a longer story conflict between "babyfaces" (often shortened to "face") and "heel". The "faces" ("good guys") are those whose actions are meant to encourage the audience to cheer, while the "heel" (act of "evil") acts to attract the audience's anger.
Rules
There is no regulatory authority for professional wrestling rules, although there are general standards that have been developed. Each campaign has its own variations, but everything is pretty similar to avoid confusion most of the time. Any rules described here are only standard, and may or may not exactly match any promotional rules provided.
Due to the wrestling nature of wrestling, this is not an actual "rule" in the sense that they will be considered in the same article about actual sports such as freestyle wrestling. In contrast, the "rules" in this article are implemented and should be applied for the suspension of mistrust (known as kayfabe in business jargon).
General structure
Matches are held between two or more sides ("angles"). Each corner can consist of one wrestler, or two or more teams. Most team matches are governed by tag team rules (see below). The other match is free for all, with many combatants but no team. In all variants, there is only one team or winning wrestler.
The standard assessment method is the "fallout", which is achieved by:
- Pinch the opponent's shoulder to the mat, usually for three seconds (though other times have been used)
- Force an opponent to send
- Disqualify opponents
- The remaining opponent outside the ring is too long (countout)
- Tap or disable an opponent
These are each described in more detail below. Typically, pinfalls and filings must occur inside the ring area, but there are times when it can be set otherwise.
Most wrestling matches take place for a series of falling numbers, with the first side of reaching the number of pinfalls, deliveries, or countouts being the winner. Historically, the match was cultivated up to 3 falls ("best 2 of 3") or 5 falls ("best 3 out of 5"). The standard for a modern match is one autumn. However, even though it is now standard, many broadcasters will explicitly state this (eg "The following contest is set for an autumn with a 20 minute time limit.") This match is timed; if not enough falls are printed at the end of the deadline, the game is declared a draw. Modern matches are generally given a 10 to 30 minute time limit for standard games; title matches can last up to one hour. The British wrestling match held under the Admiral-Lord Mountevans rule is 2 of 3 falls.
An alternative is a match that is set for a specified time period, with the counting runs falling. Participants with the most falls on the deadline are declared the winners. This is usually for 20, 30 or 60 minutes, and is usually called Iron Man match. This type of match can be modified so that fewer types of falls are allowed.
In matches with many competitors, the elimination system can be used. Every wrestler who scores a goal against them is forced out of the match, and the match continues until there is only one left. However, it is much more common when more than two wrestlers engage to just fall once, with which one scores the fall, regardless of who they print the opponent, becomes the winner. In a championship game, this means that, unlike one-on-one (where the champion can easily disqualify himself or get himself tallied to defend the title through the Champion's Excellence ), the champion does>/i> should be embedded or involved in the decision to lose the championship. However, the heel champion often finds excellence, not in Champion Excellence, but in the use of weapons and outside interference, as these many-sided matches tend not to involve the barred rule of the ban.
Many modern special matches have been designed, with unique winning conditions. The most common of these is the staircase match. In a basic landing match, a wrestler or a team of wrestlers must climb the ladder to get the gift raised in the ring. The key to winning this game is that wrestlers or team wrestlers should try to paralyze each other long enough for one wrestler to climb the ladder and secure the prize for their team. As a result, the ladder can be used as a weapon. Rewards include but are not limited to a given championship belt (traditional prizes), documents that entitle the winner to future title capture, or any documents that are important to the wrestler involved in the match (such as the one that gives the prize winner the cash ). Another commonly known match is known as the battle kingdom. In the royal battle, all wrestlers enter the ring to the point that there are 20-30 wrestlers in the ring at one time. When the game begins, a simple goal is to throw an opponent over the top rope and out of the ring with both feet on the floor to wipe out the opponent. The position of the last wrestler is declared the winner. The variant on this type of match is the Royal Rumble WWE where two wrestlers enter the ring to start the game and other wrestlers follow in the 90 second interval (previously 2 minutes) until 30-40 wrestlers have entered the ring. All other rules remain the same. For more types of matches, see Types of professional wrestling matches.
Each game must be guarded by a rule known as the referee, who is the final arbitrator. In a multi-man lucha libre match, two referees are used, one in the ring and one outside.
Since the legitimate role played by the referee in the wrestling serves as a link between the backstage bookers and the wrestlers in the ring (the role of the final arbiter is only kayfabe), the referee is present, even in a game that initially does not at first glance seem to require a referee (like a ladder match, there is a ban grip, and theoretical victory criteria can be assessed from afar). Although their actions are also often written for dramatic effect, referees are subject to certain general rules and requirements to maintain a theatrical appearance of an unbiased authority. The most basic rule is that an action must be seen by a referee to be declared dead or disqualified. This allows for heel characters to gain written advantage by redirecting or disabling referees to perform some maneuvering as if it were illegal on their opponents. Most referees are unnamed and essentially anonymous, though WWE has let their officials reveal their names.
A dedicated guest counselor may be used from time to time; based on their celebrity status, they are often written to discard the appearance of neutrality and use their influence to unfairly affect the outcome of the game to add dramatic impact. Facing a special referee will often fight back against a hostile heel wrestler, especially if the special referee is a wrestler himself or a renowned martial artist (such as Tito Ortiz at a major event in TNA Hard Justice 2005).
For specific heel referees, a common way of helping a heel wrestler to gain victory includes, but is not limited to, the following:
- Quickly calculate each time a face wrestler is being pinned, while counting slowly, forging wrists or eye injuries, or even refusing to count at all, when a heel wrestler is pinned.
- Allows heel wrestlers to use very illegal tactics so that most normal referees will be immediately disqualified, while not extending these relaxed rules to deal with wrestlers.
- Disqualify facial wrestlers for unfair reasons, such as accidental attacks against referees or maneuvers that appear to be illegal attacks.
- Pretend to be unconscious much longer than usual, otherwise go out, or use a comfortable distraction to turn away from wrestlers for a long time. This allows for greater opportunities for the detention or use of illegal weapons and tactics, or it may be used as an excuse to avoid pinfall counting or calling submissions for the benefit of the face. The referee often goes up when the heel wrestler seems to have an advantage, usually when the heel is applied to pinfall or apply a handover settlement.
- Actually helps attack wrestlers face.
The match is held in a wrestling ring, a high square canvas pedestal with writing on every corner. Apron cloth hanging on the edge of the ring. Three ropes or horizontal wires surround the ring, suspended with a turnbuckle connected to the pole. For security, the ropes were stepped on turnbuckles and padded mats around the floor outside the ring. A barrier or similar barrier covers the area from the audience. The wrestlers are generally expected to remain in the ring circle, although the match sometimes ends outside the ring, and even among the spectators, to add to the excitement.
Tag rules
In some team matches, only one participant from each team can be defined as a "legal" or "active" wrestler at any given moment. Two wrestlers must have physical contact (usually palm-to-palm) to transfer this legal status. This is known as a "tag", with participants "marking" and "tagging". Usually the tagging wrestler has a count of 5 seconds to leave the ring, while the marker can enter the ring at any time, resulting in a heel that physically doubles the face.
The non-law wrestler must remain outside the ring or other legal area at all times (and avoid contact with opposing players) or face reprimands from the referee. In most promotions, the wrestler to be marked should touch the turnbuckle in the corner, or the cloth strap attached to the turnbuckle.
Multi-wrestling matches allow a number of legal wrestlers, and legal wrestlers can tag other wrestlers, regardless of team. In this match, tags do not have to be a joint effort, and this results in active wrestlers being marked against their wishes, or non-legal wrestlers being forced to enter the battle.
Sometimes, a paired match that pits everyone for itself will include tagging rules. Outside kayfabe, this is done to give the wrestler a break from the action (as this game tends to last for a long time), and makes the action in the ring easier for choreography. One of the most common examples of this is the Four-Corner game, the most common type of game on WWE before being replaced with the equivalent Fatal Four-Way; four wrestlers, each for himself, fought in the game, but only two wrestlers could be in the game at any given time. The other two are positioned at an angle, and tags can be created between two wrestlers.
In a Texas Tornado Tag Team match, all competitors are legitimate in the game, and tagging in and out is not required. All matches fight under hardcore rules (such as no disqualification, no restrictions, ladder matches, etc.) are all contested under Texas Tornado de facto, due to the lack of an referee's ability to issue a disqualification presenting the tagging requirement anything debatable.
Regardless of the tagging rules, wrestlers can not embed their own team tag partners, even though technically possible from match rules (such as Texas Tornado rules, or three-way tag matches). This is called the "Crime Rule" because the first team that tried to use it (in an attempt to defend unfairly their tag team title) is a New Age Offender.
Decision
Pinfall
To score with pinfall, the wrestler must pin his opponent's shoulders against the mat while the referee slaps the mat three times (referred to as "three counts"). This is the most common form of defeat. The embedded wrestler should also be on his back and, if he is lying on his stomach, usually not counted. Counts can start at any time shoulders shoulder down (both shoulders touch the mattress), behind-first and any opponent's body lying on top of the wrestler. It often produces pins that can be easily kicked out, if the defensive wrestler is even slightly conscious. For example, a semi-conscious attack wrestler might just hang his arm over an opponent, or the arrogant wrestler may place his legs gently on the opponent's body, pushing three counts from the referee.
Illegal pinching methods include using a rope to leverage and link an opponent's clothing, which is why the popular cheating method for heels, unless certain conditions make such a legal advantage. Such pins are rarely seen by referees and are then often used by heels and sometimes by cheating the face to win matches. Even if noted, there is rarely an attempt to generate disqualification (see below) and instead it only results in pin cancellation, so the heel wrestler rarely loses anything to try it.
Sometimes, there are instances where pinfall is made where both shoulders are on the mat for a count of three. This situation will most likely lead to a draw, and in some cases a continuation of the match or a future match to determine the winner.
Submission
For scores with submission, the wrestler should make the opponent give up, usually, but not necessarily, by placing it in the hold hatch (eg four leg-lock, arm-lock, sleep-hold).
A wrestler may voluntarily submit by verbally informing the referee (usually used in moves such as the Mexican Surf Board, where the four limbs are incapable, so tapping is not possible). Also, since Ken Shamrock popularized it in 1997, a wrestler can show a voluntary submission by "knocking out", that is, knocking a free hand against a mat or against an opponent. Sometimes, the wrestler will grab the rope (see the broken rope below), just to put his hand back on the mat so that he can crawl toward the rope again; this is NOT a submission, and the referee decides what it means. Initial submission was a big factor in professional wrestling, but following the decline of the grabbing-oriented catcher-as-catch-can style of diversion from major professional wrestling, submissions largely faded. Nevertheless, some wrestlers, such as Chris Jericho, Ric Flair, Bret Hart, Kurt Angle, Ken Shamrock, Dean Malenko, Chris Benoit, and Tazz, became famous for winning games through submission. A wrestler with signature handover techniques is better depicted in applying the suspension, making it more painful or harder to get out of others who use it, or can be credited as fake creep (as when Tazz popularized the word ha jime judo chokes in pro wrestling as " Tazzmission ").
Since all the contacts between the wrestler must stop when any part of the body touches, or underneath, the ropes, many wrestlers will try to release the handle of the submission by deliberately grabbing the bottom rope. This is called a "broken string", and this is one of the most common ways to solve the filing of detention. Most of the holds leave the arms or legs free, so people can tap if he wants to. Instead, he uses this free limb to take one of the ropes of the ring (the bottom one is the most common, since the closest is a wrestler, though another rope is sometimes used to hold a stand like Master Lock Chris Master) or hang his legs across , or under one. Once this is done, and its accomplishment is witnessed by the referee, the referee will demand a breaking wrestler break the grip, and start counting to five if the wrestler does not. If the referee reaches a count of five, and the wrestler still does not cross the line, he is disqualified.
If a manager decides that his client's wrestler should exit, but can not convince the wrestler himself to do so, he may "give up" (by taking a sports towel and throwing it into the ring where the referee can see it). This is similar to submission, as in kayfabe managers are considered as wrestler agents and are therefore authorized to make formal decisions (such as losing a game) on behalf of the client.
Knockout
Passed in the delivery arm is a loss with the knockout system. To determine if a wrestler has fainted on the WWE, the referee usually picks up and drops his hand. If it falls onto the mat or floor three times in a row without the wrestler having the power to hold it, the wrestler is considered to have fainted. At one point it was very neglected. However, this rule is now more frequently observed for security reasons. If the wrestler has fainted, the opponent then scores with submission.
A wrestler can also win by a knockout if he does not use a stopper, but still keeps his opponent unconscious until he is completely cold. To check the KO in this way, a referee will wave his hand in front of the wrestler's face and, if the wrestler does not react in any way, the referee will give victory to the other wrestlers.
Countout
A countout (an alternative "count-out" or "count out") occurs when the wrestler is outside the ring long enough for the referee to count up to ten (twenty in some promotions) and thus be disqualified. The count is broken and restarted when the wrestler in the ring comes out of the ring. Playing this, some wrestlers will "flush" the count by sliding the ring and immediately gliding back out. When he's technically in the ring for a split second before heading out again, that's enough to restart his count. This is often referred to by commentators as "breaking the count". Heels often use these tactics to buy more time to catch their breath, or try to frustrate their babyface opponents.
If all the wrestlers are active in the game down in the ring at the same time, the referee will start the count (usually ten seconds, twenty in Japan). If no one stands at the end of the count, the match is defeated. Every participant standing on time will end the count for everyone, while in Last Man Standing matches, this form of counting is the only way to get the game over, so the referee will count when one or more wrestlers fall and one wrestler stands before 10 counts stop counting other wrestlers who are still down.
In some promotions (and most modern ones), Championships can not change hands through countout, unless the authority on the screen declares it for at least one game, though elsewhere, the championship may change hands through countout. Heels are known to take advantage of this and will deliberately count when facing difficult opponents, especially when defending championships.
Disqualification
Disqualification (sometimes abbreviated as "DQ") occurs when the wrestler violates the match rules, thus losing automatically. Although technical counts can be considered disqualification (hence, for all intents and purposes, automatic losses suffered as a result of violating the rules of the game), the two concepts often differ in the struggle. No disqualification matches can still end with countout (though this is rare). Typically, a match must be declared a "no-hold", "street battle" game or some other term, so disqualification and countdown are not excluded.
Disqualification from the match is called for a number of reasons:
- Perform an illegal hatch or maneuver, such as refusing to break the handle when the opponent is on a rope, pulling hair, strangling or biting an opponent, or repeatedly punching with a closed fist. These violations are usually subject to the five counts given by the supervisor and will result in disqualification if the wrestler does not stop the offending behavior on time. Note that a closed boxing ban does not apply if the attacker is in the middle when the blow is connected, such as with a drop in diving Jerry Lawler or Superman Punch Roman Reigns.
- Attacking the opponent's eye, such as scratching it, stretched it out, prying it, hitting it or another heavy attack to the eye.
- Any outside interference that involves someone not involved in an attacking match or holding a wrestler. Sometimes (depending on the promotion and uniqueness of the situation), if the heel tries to interrupt but is removed from the ring by a wrestler or a referee before this happens, there may be no disqualification. In this disqualifying method, wrestlers who are attacked by foreign members are given a victory. Sometimes, however, this can work to support the heel. In February 2009, Shawn Michaels, who was under the kayfabe work of John "Bradshaw" Layfield, intervened in the match and super kicked JBL in front of the referee to get his employer to win through "outside interference".
- Striking an opponent with a foreign object (objects not permitted by match rules, seeing hardcore wrestling) (sometimes a winning decision can be canceled if the referee snaps the weapon before trying or after the game as they try to attack when the referee is interrupted or knocked out).
- Use any kind of "forbidden" (see below for details).
- A low blow directly to the crotch (unless match rules specifically allow this).
- Deliberately put a hand on the referee.
- Draw an opponent's mask during a game (this is illegal in Mexico, and sometimes in Japan).
- Throw an opponent on a rope during a match (this step is still illegal at the National Wrestling Alliance, however, in a case like the Royal Rumble match, this will be allowed to remove wrestlers from the game.)
- In a mixed-tag team match, a man hit a woman.
In practice, not all rule violations will result in disqualification because the referee may use his own judgment and is not obliged to stop the match. Usually, the only offense that the referee will see and immediately disqualify the match (instead of having multiple offenses) is a low blow, weapon use, disruption, or attacking the referee. At WWE, a referee should see a violation with his own eyes to decide that the game ends with a disqualification (just watching a video recording is usually not enough) and the referee's decision is almost always final, even though the dusty solution is named after, and made famous by, Dusty Rhodes) will often lead to an upside-down refereeing decision. It is not uncommon for the referees themselves to be eliminated during the game, which is often referred to by the term "ref bump". While the referee remains "unconscious", the wrestler is free to break the rules until he is revived or replaced. In some cases, a referee may disqualify a person under the belief that a wrestler drops him; most KO referees are set to allow wrestlers, usually heels, to earn a profit. For example, a wrestler may be whipped into a referee at a slower pace, dropping a ref for a short time; during the interim period, a wrestler can pin his opponent for three counts and will win the game but for the referee who descends (sometimes, another referee will run to the ring from backstage to try to make a count, but then, other wrestlers have time enough to kick his own will).
If all participants in the match continue to violate the referee's instructions, the match may end in double disqualification, in which the wrestler or team (in the tag team match) has been disqualified. The match is basically canceled, and is called a draw or in some cases the same restart or match is held in pay-per-view or the next night's event. However, sometimes, if this happens in a match to determine the champion title challenger, the champion is forced to face both opponents simultaneously to earn the title. Typically, dual disqualification is caused by a fellow wrestler heel in a match between two facial wrestlers to determine his opponent.
Lost
Although very rare, the match may end in loss if the opponent does not appear for the match, or appears but refuses to compete. Although the championship usually can not change hands except with pinfall or submission, the victory is lost enough to crown a new champion. The most famous example of this occurred on the episode of December 8, 1997 Raw is War, when Stone Cold Steve Austin handed the WWE Intercontinental Championship to The Rock after refusing to defend his title.
Losing victory is very rare in wrestling. When a pay-per-view match is booked and one wrestler can not do it for one reason or another, it usually usually enters a last minute change rather than giving a wrestler a victory with a loss. Loss of victory is almost always reserved for when the promotional story specifically requires such suffixes. In addition to the moment between Steve Austin and The Rock, another example of this occurred in March 2009, when Triple H decided not to appear for a handicap match against Cody Rhodes and Ted Dibiase Jr., instead choosing to attack Randy Orton in his own home.
Although, statistically, a very rare occurrence, Charles Wright is one of the famous wrestlers for turning a fake victory into his own gimmick. During the late 1990s, Wright called himself "The Godfather" and described the gimmick of a pimp. He often brings many women, whom he calls a "hoe", to the ring with him, and will offer these women sexual services to their opponents in exchange for them sacrificing their match against him.
Draw
Professional wrestling matches can end in a draw. A draw occurs when both opponents are simultaneously disqualified (such as through a countout or if the referee loses full control of the game and both opponents attack each other without being in a match, such as Brock Lesnar vs Undertaker at 2002 Unforgiven), neither of which is capable of answering ten counts, or both opponents while winning the game. The latter may occur if, for example, one opponent's shoulder touches the mat while maintaining surrender to the other. If the opponent in the hold starts to press out at the same time, an umpire counts up to three to pin the opponent who sends the player, both opponents have legally achieved the score conditions simultaneously. Traditionally, the championship can not change hands in the event of a draw (although it may be empty), although some promotions such as Total Nonstop Action Wrestling have ratified the rules under which the champion may lose the title with disqualification. The lottery is a time-lapse, in which the match does not have a winner with a certain period of time (the one-hour withdrawal, which used to be common, is known in the wrestling circle as "Broadway").
Also if two wrestlers have been given disqualification either by the referee or the chairman, this is no contest and if there is a title in the championship line keeping the championship.
No contest
The wrestling match can be declared no contest if the winning conditions can not happen. This may be caused by excessive disturbance, loss of referee control over the game, one or more participants who suffer from a debilitating injury that is not caused by an opponent, or the incompetence of a scheduled match even begun. No contest is a country apart and different from a draw - a draw indicates a winning condition has been met. Although this term is sometimes used interchangeably in practice, this use is technically incorrect.
Dramatic elements
While every wrestling match is athletic competition and strategy, the goal of every game from a business standpoint is to arouse and entertain the audience. Although the competition is staged, dramatic emphasis can be used to draw the most intense reaction from the audience. High interest results in higher attendance rates, increased ticket sales, higher ratings on television broadcasts (which generate greater ad revenue), higher pay-per-view purchases, and sales of branded merchandise and video recordings recorded. All this contributes to the company's profit promotion.
Character/gimmick
In Latin America and the English-speaking countries, most wrestlers (and other stage performers) play character roles, sometimes with very different personalities from themselves. This personality is a gimmick intended to increase interest in wrestlers regardless of athletic ability. Some can be unrealistic and cartoon-like (like Doink the Clown), while others bring more verisimilitude (like Chris Jericho, The Rock, John Cena, Steve Austin, and CM Punk). In lucha libre, many characters wear masks, adopting a secret identity similar to superheroes, a tradition that is almost sacred.
An individual wrestler sometimes uses his real name, or slight variations, for most of his career, such as Bret Hart, John Cena, and Randy Orton. Others can keep a ring name for their entire career (for example including Shawn Michaels, CM Punk and Ricky Steamboat), or may change from time to time to better suit the demands of the audience or the company. Sometimes a character is owned and branded by a company, forcing a wrestler to find a new one when he goes (though a simple set of changes, like changing Rhyno to Rhino , can usually get around this), and sometimes characters owned by wrestlers. Sometimes, a wrestler can change his legal name to gain ownership of the name of his ring (for example including Andrew Martin and Soldiers). Many wrestlers (such as The Rock and The Undertaker) are highly identified with their characters, even responding to names in public or among friends. It is actually considered proper manners for fellow wrestlers to refer each other by their stage name/character rather than their birth name/law, unless stated otherwise. The popularity of professional wrestling characters can grow to the point of making appearances in other media (see Hulk Hogan and El Santo) or even providing enough player visibility to enter politics (Antonio Inoki and Jesse Ventura, among others).
Typically, games are staged between protagonists (historically favored spectators, known as babyface, or "good guys") and antagonists (historically criminals with arrogance, a tendency to break rules, or other disliked qualities, called heels). In recent years, however, antiheroes have also become prominent in professional wrestling. There is also a less common role of "tweener", which is not fully faced or fully heeled but able to play a good role effectively (eg, Samoa Joe during his first run in TNA Wrestling from June 2005 to November 2006).
Sometimes characters may "change", altering their face/heel alignment. This may be a sudden and surprising event, or it may slowly increase over time. Almost always achieved with marked changes in behavior on the part of the characters. Some turned out to be the decisive points in a wrestler's career, just as when Hulk Hogan turned heel after becoming the top face for more than a decade. Others may not have a noticeable effect on the character's status. If the character repeatedly switches between face and heel, this reduces the effect of the turn, and can cause apati from the audience. Vince McMahon is a good example of having more heels and changing faces than anybody in WWE history.
Like a personae in general, character irregularities or character heels may change over time, or remain constant throughout their lifetime (the most famous last example is Ricky Steamboat, the WWE Hall of Fame which remains a babyface throughout his career). Sometimes character heel turns will become so popular that ultimately the audience's response will change the heel-foot cycle of the character to the point where the heel persona will, in practice, be a face persona, and what was previously a face persona, will turn into a heel persona, as when Dwayne Johnson first started using "The Rock" persona as a heel character, as opposed to the original babyface "Rocky Maivia" personality. Another legendary example is Stone Cold Steve Austin, who was originally ordered as a heel, with behavior like drinking at work, using dirty words, destroying company property, and even getting into someone's private home. However, much to the surprise of WWF, fans are getting a charge from Austin's antics that he effectively became one of the biggest antiheroes in business history. He, along with stable D-Generation X, is generally credited with delivering in the WWF Programming Attitude Era.
Story
Although true exhibition matches are not uncommon, most games tell analog stories with scenes in dramas or movies, or episodes of drama series: The face sometimes wins (win) or sometimes loses (tragedy). Longer story arches can result from multiple matches over time. Since most promotions have a title, competition for the championship is a common impetus for the story. Also, anything from her own character's hair to her job with a promotion can be at stake in a match.
Some games are designed to continue the story from just one participant. It could be meant to describe him as a powerful unstoppable force, a lucky loser, a sick loser, or any other characterization. Sometimes a non-wrestling sketch is shown to enhance the character's image without the need for a match.
Other stories result from a natural competition between two or more characters. Beyond performance, this is called hostility. An enmity can occur among a number of participants and may last for several days to several decades. The strife between Ric Flair and Ricky Steamboat lasted from the late 1970s to the early 1990s and allegedly stretched over two thousand matches (although most of the game was a dark game). The history of the career journey between Mike Awesome and Masato Tanaka is another example of a longstanding feud, like the case of Steve Austin vs. McMahon, one of the most lucrative feuds at the World Wrestling Federation during 1998 and 1999.
Theoretically, the longer the hostilities are built, the more audience interest (aka heat) will be. The highlight of the wrestling show is generally the heaviest behind it. Generally, the heels will hold the upper hand over the face until the last fight, heightening dramatic tension when the faces fans want to see it win.
Throughout the history of professional wrestling, many other elements and forms of media have been used in professional wrestling rollovers: pre and post-match interviews, "backstage" plays, authority positions and work behind the scenes of dispute, rankings (usually # 1-contents) contracts, lotteries, news on websites, and in recent years social media.
Also, anything that can be used as a drama element can exist in a professional wrestling story: romantic relationships (including love and marriage triangles), racism, class, nepotism, favoritism, corporate corruption, family ties, personal histories, grudges, thefts, assault, betrayal, bribery, seduction, spying, deceit of trust, blackmail, extortion, substance abuse, self-doubt, self-sacrifice; even kidnapping, sexual fetishism, necrophilia, misogyny, rape and death have been described in wrestling. Some promotions have included supernatural elements such as magic, curse, undead and the image of Satan (especially the Undertaker and his Dark Ministry, a stable that regularly performs evil rituals and human sacrifices in devil worship such as hidden power figures). Celebrities will also be involved in the storyline.
Commentators become important in communicating the relevance of character action to existing stories, filling in past details and demonstrating subtle actions that may not be known.
Promo
The main part of the section telling the wrestling story is a short, promo for a promotional interview. Promo is done, or "cut", with wrestling jargon, for various reasons, including to increase interest in wrestlers, or to repeat the upcoming match.
Because the crowd is often too loud or too big a place for a promo to be heard naturally, wrestlers will use amplification when talking in the ring. Unlike most Hollywood acting microphones, large and highly visible handsets are usually used and wrestlers often speak directly to the audience.
Championship
Professional wrestling mimics the sports structure of the title match battle. Participants compete for the championship and must defend it after winning it. These titles are physically represented with a title belt that can be used by the champion. In the case of team wrestling, there is a title belt for each team member.
Almost all professional wrestling campaigns have one major title, and some have more. Championships are determined by weight division, height, gender, wrestling style and other qualifications.
Typically, each campaign only recognizes the "legitimacy" of their own titles, although cross promotions occur. When one campaign absorbs or buys another, the title of an inactive campaign may be preserved in a new campaign or disabled.
Behind the scenes, bookers in a company will place titles on the most successful players, or readers believe that will generate fans interest in terms of event attendance and television viewing. Lower ranked titles can also be used on players who demonstrate potential, allowing them more exposure to the audience. Yet other circumstances may also determine the use of the championship. The combination of the champion lineage, the caliber of players as champions, and the frequency and manner of title change, determines the audience's perception of the quality of titles, significance and reputation.
The wrestlers' championship achievement can be their career center, a measure of their performance ability and drawing strength. In general, wrestlers with multiple titles of governing or extended title governance are indications of a wrestler's ability to retain the interest of the viewer or the ability of wrestlers to perform in the ring. Thus, the most accomplished or eminent wrestlers tend to be worshiped as legends regardless of the nature of the predetermined title. American wrestler Ric Flair has several world-class heavyweights that lasted for more than three decades. Japanese wrestlers ÃÆ'à ¡ltimo DragÃÆ'ón once held and defended a record of 10 titles simultaneously.
Ring entrances
While wrestling matches with themselves is the main focus of professional wrestling, an important key element of business can be the entrance of the wrestlers to the arena and ring. It is typical for wrestlers to get the reaction of their biggest audience (or "pop") to enter their ring, rather than for whatever they do in the wrestling match itself, especially if the former main event star returns to promotion after a long absence.
All the leading wrestlers are now entering the ring accompanied by music, and regularly adding other elements to their entrances. The music played during ring entrances will usually reflect the personality of the wrestler. Many wrestlers, especially in America, have special music and lyrics written for their ring entrances. Although long-discovered, the practice of entering music with the entrance gained rapid popularity during the 1980s, largely as a result of the great success of Hulk Hogan and WWF, and the Rock 'n' Wrestling connection. When the game is won, the theme music of the winner is usually also played in celebration.
Since wrestling is predetermined, music enters wrestlers will play as they enter the arena, even if they, in kayfabe, should not be there. For example, in 2012 to 2014, The Shield is a trio of wrestlers who (in kayfabe) are not at a time under contract with WWE (hence their gimmick enters the ring through the crowd), but they still have incoming music played whenever they enter the arena , despite the fact that they are kayfabe invaders.
With the introduction of Titantron's incoming screen in 1997, WWF/WWE wrestlers also have incoming videos created that will play along with their incoming music.
Other dramatic elements of ring entrances may include:
- Pyrotechnics
- Additional visual graphics or staging aids to complement incoming video/routines or over emphasize characters. For example, Kane's incoming graphics use a lot of fire-themed visual applications, The Undertaker entrance has dark lighting, fire, fog and dry ice, and the lightning themed effect, the entrance of John Morrison will showcase the use of multicolored psychedelic style patterns, The Miz has in the past inserting inflatable letters spelling the word "AMAZING" into its entrance, and Montel Vontavious Porter often uses the inflatable entrance tunnel during his WWE period. Goldust has been known to use visual effects on the screen at its entrances to simulate feature film presentations (ie widescreen, corporate credit production), to emphasize the character of Hollywood-themed aficionado movies. Brodus Clay came in with the disco ball effect to emphasize his "Funkasaurus" character.
- Different sounds or pitches in music (used to get Pavlovian responses from the crowd). For example, broken glass in the entrance theme of Steve Austin, The Undertaker's signature bell, or the sound of bells and moo cows in the JBL theme.
- Darkness arena, often accompanied by mood lighting or strobe lights, such as in The Undertaker, Triple H's, or Sting entrance. Certain lighting colors have been associated with certain wrestlers; for example, blue lighting for The Undertaker, green lighting for Triple H, D-Generation X, and Shane McMahon, red and orange lighting for Kane, colorful lights for John Morrison, golden lighting for Goldust, pink lighting for Val Venis, and so forth.
- A costume that evokes the theme of "another world" or "fiction". With examples like the venerable Big Van Vader bio-mechanical headdress that spewed up the steam, the Pyro flame shooting, the diamond-shocked Shockmaster spaceship helmet, and the dragon costume Ricky Steamboat, to name a few.
- Entering in a way that matches their character, such as a fast, very energetic entrance, or a slow and quiet entrance. For example, The Ultimate Warrior will run at high speed down the driveway and into the ring while Randy Orton will slowly and darkly run towards the ring. The Undertaker has adopted one of the most prominent entrances, takes about 4 to 5 minutes, skimming the whole arena, and doing slow, intimidating walking. Like sound effects, some entry attitudes are often a signature for individual wrestlers. For example, the entrance of Steve Austin often involves him standing on the second turnbuckle, raising his hand in the air for a few seconds, and then doing the same for the other three turnbuckles, a tactic that has become a signature part of Austin. the entrance as a destructive glass sound effect.
- Drive to the arena. For example, Eddie Guerrero will arrive in the arena in the lowrider, The Undertaker (in American Bad Ass's "Gimmick biker"), Chuck Palumbo, Tara, and Disciples of Apocalypse on motorcycles, The Mexicools while riding a lawn mower, JBL in Limousine- Alberto Del Rio arrived at the arena in luxury cars, Steve Austin drove all-terrain vehicles, and perhaps recently Camacho and Hunico came in with lowrider bikes.
- Perform trademark behavior, such as posing for displaying their muscles, attaching a rope, or sitting in a corner.
- Talk to the crowd using different patter. For example, singing or tapping along with music (ie Dogg Road, R-Truth). Another example is Vickie Guerrero entering without music, but announces his arrival with the words "Sorry!"
- Many heels with narcissistic gimmicks (Lex Luger, Shawn Michaels, Cody Rhodes, Paul Orndorff, etc.) will admire themselves with a mirror on their way to the ring.
- Come through the audience, like drinking The Sandman beer and can smash the entrance, or the Diamond Dallas Page out door through the crowd, or most recently, The Shield goes through the arena.
- Companions by ringer crew or personal security, for example is Goldberg
- Entering the arena with lifts on stage, such as Kurt Angle, Gangrel and Rey Mysterio
- If the wrestler is the current champion, he will try to draw attention to his championship belt by holding it high above his head or (if the belt is worn around the waist) move his hand across or point to it.
Another entry method involves descending from the ceiling with a Zip line or a rappel line and utilizing a stunt. This has been done by Shawn Michaels at WrestleMania XII, by Sting many times in WCW and TNA, and has gained great controversy over his role in the death of wrestler Owen Hart in Over the Edge.
The special ring entrance is also developed for major events, especially the WrestleMania event. For example, WrestleMania III and VI both see all the wrestlers entering the arena on miniature motorcycle wrestling rings. Live bands are sometimes hired to show live music on special occasions. John Cena and Triple H are very well known in recent years because of their theatrical entrance at WrestleMania.
Wrestler
Female wrestling â ⬠<â â¬
The professional women's wrestling division has retained a recognized world champion since 1937, when Mildred Burke won the original Women's World title. He then formed the Women's Wrestling Women's Association in the early 1950s and recognized himself as the first champion, even though the championship would be vacated after retirement in 1956. But the NWA, stopped recognizing Burke as their women. The world champion in 1954, instead of acknowledging June Byers as champion after completing a controversial high profile match between Burke and Byers that year. After Byers' retirement in 1964, The Fabulous Moolah, who won the junior heavyweight version of the NWA World Women's Championship (the predecessor of the WWE Women's Championship) in the 1958 tournament, was recognized by most NWA promoters as champions by default.
Wrestling Intergender
For most of its history, men and women rarely compete with each other in professional wrestling, as it is considered unfair and disrespectful. Andy Kaufman used this to gain fame when he created the Intergender Championship and declared it open to every female challenger. This led to a long feud (successful) with Jerry Lawler.
In the 1980s, mixed-team team matches began, with a man and woman in each team and a rule that every wrestler could only attack opponents of the same gender. If a tag is created, other teams must automatically redirect their legal wrestlers as well. Apart from these restrictions, many match-mixed matches perform several physical interactions between participants of different genders. For example, the heel can take a cheap kick on a female wrestler from the opposing team to attract a negative crowd reaction. In lucha libre, cheap shots and male-female attacks are not uncommon.
Inter-single battles first fought at the national level in the 1990s. It starts with Luna Vachon, who faces men at ECW and WWF. Later, Chyna became the first woman to hold a belt that was not exclusive to women when she won the WWF Intercontinental Championship. While it is a rare achievement in WWE, in TNA, ODB participates in a single intergender match. Also, ODB's kayfabe husband and tag team partner Eric Young holds the Knockout tag title tag for a record 478 days before being stripped by Brooke Hogan because Young is a man.
Wrestling clipping
Wrestling wrestling can be traced to the world of carnival and vaudeville professional wrestling. In recent years, the popularity and prevalence of midgets in wrestling has greatly decreased because the wrestling companies reduced the midget division of the story line or the feud. However, WWE has made several attempts to enter this market with their "minis" in the 1990s and "junior leagues" as recently as 2006. This is still a popular form of entertainment in Mexican wrestling, largely as a "spectacle".
Some wrestlers may have special "mini me", such as Mascarita Sagrada, Alebrije have Quije, etc. There are also cases where dwarfs can be valets for wrestlers, and even physically involved in matches, such as Alushe, who often accompany Tinieblas, or KeMonito, who is portrayed as the mascot of Consejo Mundial de Lucha Libre and also the valet for Mistico. Dave Finlay is often aided in his match by midgets who are known primarily as Hornswoggle while in WWE, who hide under the ring and give shillelagh to Finlay for use on his opponent. Finlay also occasionally throws it at his opponent (s). Hornswoggle has also been ran away with the WWE Cruiserweight Championship and is at odds with D-X in 2009.
Style and characteristics in different countries
The US, Japan, and Mexico are the three countries where there is a huge market and high popularity for professional wrestling. But the professional wrestling style is different, considering their independent development for a long time.
Professional wrestling in the US tends to have a heavy focus on story-making and character building (and their personality). There are stories for every game, and even longer stories for consecutive games. Stories usually contain characters such as faces and heels, and less often antiheroes and tweeners. This is a "victory" if the face wins, while it is a "tragedy" if the heels win. Character
Source of the article : Wikipedia