Dressage moves are the core of any method. In the SDM, our dictionary of move definitions is designed to work in tandem with dressage theory and commander specification; affixes change how moves are performed, not their definitions, hence the short list of individual moves.
​
The organization of this dictionary is not by skill level, but by relationship. Moves are grouped together based on how they are performed and how they relate to one another. If you are looking for a list of our moves in learning order, check out the curriculum tab!
Mobile compatibility coming soon, for now you can visit from a desktop!
Shape and splitness developments change the shape of the line, such as a straight line or a circle, and the splitness of the group, such as having only one line at hand or multiple.
Lines
A line is any straight line of riders following a primary, secondary, or tertiary line on the arena floor.
​
Curves
A curve is any non-straight line (defined by its diameter) of riders following circle points on the arena floor.
​
Circle
A circle is a distinct type of curve which does not change its diameter or direction and goes for indefinite revolutions, until the commander calls a different development.
​
Split
To develop into split lines, riders go in opposite directions at the specified marker in accordance with their letter labels. Label patterns apply. Splits often also involve developments in location, such as onto walls from a centerline, but any lines or curves are possible.
​
Merge
A merge is the name for a development from split lines into a singular line. At the specified marker, the B riders join in between the A riders in the same order they were in pre-split. Merges often also involve developments in location, such as onto a centerline, though depending on the position of the riders, any line or curve is possible.
Gait developments have to do with changes in the speed of the line.
Backwards
The backwards gait is achieved by pressing the S key/down arrow while halted.
​
Halt
Halt is a gait with no movement; riders stay where they are.
​
As a development, riders stop moving. Most Distinct halt devs also include a location/shape dev, as riders get into a particular formation before completely halting.
​
Walk
Walk is the slowest gait, one up from halt.
​
Trot
Trot is the second-slowest gait, two up from halt. The majority of one's time spent riding will be in the trot.
​
Canter
Canter is the third-slowest gait, three up from halt.
​
Extended (Extended Canter)
Extended is the second-fastest gait, one down from gallop (four up from halt).
​
Gallop
Gallop is the fastest gait (five up from halt). It is rarely used.
​
Gait developments
Most gait developments are called as though they are an individual move, with a "(gait name), set, go". All riders change to the specified gait on go and should be automatically thrown into correct spacing, assuming their gap was correct beforehand and they had good timing.
There are two ways to develop the spacing of a line; natural and unnatural.
​
Natural
Natural spacing developments happen in accordance with the definition of a move, usually without instruction or note from the commander.
​
For example, when splitting, riders do not change their gap by using gait changes, but their gap size will automatically become larger as the riders in front of and behind them go to the other line.
​
Unnatural
Unnatural spacing developments happen rarely, usually in routines. Instruction from the commander is necessary for one to occur; if they say nothing, riders will stay in the spacing they are already in.​
Spacing developments have to do with changes in the gap size between riders of a line.
Location developments have to do with changes in where in the arena line(s)/curve(s) are situated.
Location ties in with the definition of the line/curve at hand. A line may be on a wall line, centerline, midline, fraction line, tertiary line, etc. A curve must have a center in order for its diameter to be defined.
​
Developments of location concern the movement that involves changing from one location to the next. They may or may not be in combination with a shape/splitness development. For example, exiting a circle onto the midline changes both location and shape, and splitting into two lines at A after approaching from the centerline changes both location and splitness. However, going from the wall onto the centerline only changes location since riders are still moving in a singular straight line.
​
Cut
This is the general move name for any location development. The commander will include the word "cut" and then describe where they want the line to go.
For example: "cut onto the diagonal at the next corner" or "cut onto the midline" or "cut onto a tertiary line between A and the B 1/4 / A 10m dot".
SHAPE & SPLITNESS
LOCATION
GAIT
SPACING
INDIVIDUAL
Individual moves make up the other major move type within the SDM. These are any moves that riders all do individually on go.
​
Individual moves are commanded with their name, a "set", and a go. All riders doing the move go on go. Moves may be varied by commander specifications which are usually in the form of affixes, though may simply be descriptions.
​
Individual moves rely either on angle-based movement (curl divisions and pivots) or on marker-based movement (individual developments).
Slant
1/8 of a curl. Riders will end on an angle 45° away from their original line.
​
Comb
2/8 (1/4) of a curl. Riders will end perpendicular to their original line.
​
Back Slant
3/8 of a curl. Riders will end on an angle 135° away from their original line, feeling much like a slant, but going in the opposite direction to their original line.
​
U
4/8 (1/2) of a curl. The line order and direction will reverse, and riders will be about half a unit (1.25m) away from their original line.
​
Flip
5/8 of a curl. This angle feels like performing a U with an added slant.
​
Keyhole
6/8 (3/4) of a curl. Riders will end in the same position as a comb, but heading in the opposite direction from what was called.
​
Ribbon
7/8 of a curl. This angle feels like performing a keyhole with an added slant.
​
Curl
8/8 (1) of a curl. A 360° completed turn, holding down one's a/d/arrow key the entire time and letting go when placed exactly back on the original line.
Curl divisions describe the final angles that riders end up on by holding their key down for a certain fraction of a curl while moving. These exist in 1/8 increments. Riders will always end parallel to the angle of either a fraction/meter or slanted line.
CURL DIVISIONS
This diagram shows the relationship between the curl divisions; starting from the top of the circle and moving to the right, 45° turns produce all eight curl divisions.
​
Click on the diagram to open it in a pop-up and get a better look!
PIVOTS
Pivots describe the final angles that riders end up on by holding their key down for a certain fraction of a curl while halted. These exist in 1/8 increments. Riders will always end parallel to the angle of either a fraction/meter or slanted line.
1/8 Pivot
This pivot shares the same angle & feel of performing a slant, except for that the rider turns in place while halted rather than creating a small portion of a curl while moving.
​
1/4 Pivot
This pivot shares the same angle & feel of performing a comb, except for that the rider turns in place while halted rather than creating a small portion of a curl while moving.
​
3/8 Pivot
This pivot shares the same angle & feel of performing a back slant, except for that the rider turns in place while halted rather than creating a portion of a curl while moving.
​
1/2 Pivot
This pivot shares the same angle & feel of performing a U, except for that the rider turns in place while halted rather than creating a portion of a curl while moving.
​
5/8 Pivot
This pivot shares the same angle & feel of performing a flip, except for that the rider turns in place while halted rather than creating a portion of a curl while moving.
​
3/4 Pivot
This pivot shares the same angle & feel of performing a keyhole, except for that the rider turns in place while halted rather than creating a portion of a curl while moving.
​
7/8 Pivot
This pivot shares the same angle & feel of performing a ribbon, except for that the rider turns in place while halted rather than creating a portion of a curl while moving.
​
Full Pivot
This pivot shares the same angle & feel of performing a curl, except for that the rider turns in place while halted rather than creating a small circle while moving.
Individual developments are methods of moving that are not reliant on angles. Rather, the rider knows to direct their movement based on markers. These markers could be dots on the arena floor or other riders.
​
As the name suggests, the movement of indevs are like developments, but all riders do the movement individually on go.
Each Indev will be commanded slightly differently depending on the way it is performed. Improv indevs may simply be a description from the commander, and Distinct indevs have predetermined definitions that riders should have memorized and only need a "go" for. Indevs may also be varied by affixes and other forms of commander specification.
​
Sew
Any curve or curve-based movement, such as a circle, done individually by all riders on go. The curve will be defined just as it would be for a regular curve dev move, but it is understood that all riders perform the curve at the same time. Sew-like movement can also exist in other Distinct moves, such as Overlap.
​
Riders may use each other as markers, being sure to move nearby, between, or aligned with other riders. What makes this a type of move rather than a form of predictive riding is that the other-rider-markers are the only thing that defines the movement, rather than just a way to double-check oneself.
For example, Weaving and Thread.
​
Riders may use no markers or curl divisions and instead rely on unique ways to move. This category is hypothetically endless, though the amount of moves that utilize it is quite small.
For example, the first "go" in spike.
INDEVS
(INDIVIDUAL DEVELOPMENTS)
DISTINCT
Distinct moves have far more rigid definitions than dev or individual moves. They are akin to the list of moves on a non-SDM dictionary, with each one having a name and a set of instructions on how it is performed.
​
The purpose of Distinct moves in the SDM is to give us a bank of moves to draw from that are based in particular theory concepts, developments, and/or individual moves; they are learning tools to see these concepts applied. All of our Distinct moves would be possible to perform with improv commander specification, but by giving them a name we are able to remember their definitions and revisit them. These moves may be fun, technique-based, drawn from competition routines, or otherwise simply something we want to remember.
​
Commanding distinct moves may be different move-to-move. If developments are involved, they may be described as "set-up"s, a position the line(s) must be in in order to be able to perform the move. And just like any other move, commanders are free to specify variations.
DEVELOPMENT-BASED
NTT
The riders line themselves up in a single halted line in the order the commander specifies with the leader at a certain marker. Riders should be in NTT spacing.
​
Technique notes: usually, the commander will call names in the order that they want the line to be. Riders should line up immediately after hearing their name and try to get into perfect NTT spacing & straight-line alignment as quickly as possible.
​
Halt
On "walk", all riders immediately change to the walking gait. On "halt", the leader halts in place. All other riders continue walking forward until they can halt in NTT with the person in front of them. Technically, this involves a distribution by "go".
​
Halt in place
On "go", all riders spam the s key/down arrow to immediately halt where they're standing. Once halted, riders should not move at all until/unless told to by the commander.
​
Technique notes: If the commander calls a "gait set, go" to have the line continue moving, all riders should start moving in the specified gait immediately on "go" because the gaps already exist,.
​
File halt
On "go" and/or at a marker, the leader halts in place. From there on, the line splits (in accordance with its label pattern), having each rider go in the direction that their letter dictates. Riders halt next to the new end of the line, parallel to the leader. Technically, this involves a distribution by "go".
​
Common variations: If a direction is given, all riders should halt on that side of the leader.
​
Triangle halt
Like a file halt, but riders position themselves halfway up or down (depending on which affix is used) from the person that they halt next to, using the rule "nose to gloves".
​
Dra halt
Like a triangle halt, but the A's go halfway above the person they halt next to and the B's go halfway below the person they halt next to (this is if "up"; if down, A's are below and B's are above).
​
Crescent halt
Like a triangle halt, but after the first three people have halted, sets of two riders on each side position themselves parallel with each other and halfway up/down from the previous set.
​
Honeycomb halt
Like a triangle halt, but every other rider is either parallel to or halfway above/below the leader.
​
File into order
From any halted position other than an NTT/spaced line, the leader trots forward on "go" and all other riders move when necessary to merge into a singular line. Riders should merge into the same spot they were before halting, using the same gait and gap unless specified otherwise.
​
Roll Call
Setup involves split lines combing toward each other in either straight-across or staggered alignment, then halting in place with 1-2 units in front of them before the centerline, midline, or other arena line halfway between the two lines of riders. On "go", the original line leader trots forward and cuts onto the middle line. All other riders begin moving about when the end of the line passes them and cut onto the middle line, merging in the original line order.
​
"(gait) set, go"
A gait development. All riders move into the specified gait on "go".
​
Waterfall
A location and splitness development. At the wall or any specified marker, each rider performs U in the direction dictated by their letter. This puts the line into a staggered buddy.
​
Tier
A location and splitness development. The leader calls a single "go" when the first two riders in line are centered around the center(/mid)line (or any specified marker), and the two of them cut. All other riders follow the leader that shares their A/B label. This puts the line into a straight-across buddy.
​
Common variations: tiers may be numbered; this number indicates how many letter labels are at hand and therefore how many people cut on "go". For example, a 4 Tier would involve labeling the line with an ABCDABCD pattern and having the first four riders cut on "go".
​
Serpentine
A combination of curves that involves at least one change in direction during the move. The commander must specify the diameter, gait, direction, and amount of revolutions for each curve in the sequence.
​
S-curve: A Distinct variation of Serpentine.
A serpentine in which there are only two curves; these curves are of equal diameter, gait, and revolutions. There is one direction change between the two curves.
​
Common variations: Serpentines are usually between common markers, such as between the Center and B, or between B and E.
​
Twine: A Distinct variation of Serpentine
A serpentine starting at any specified marker, usually on a wall, done at the same time between the leaders of split lines. Both lines begin at the same marker. The serpentine movement is exactly like an S-curve, except leaders continue changing direction between as many curves as they can create until the commander tells them to stop.
​
Circle
A perfect circle that the leader creates using the specifications (center, gait, direction, diameter) that the commander provides. The line follows and continues constantly revolving around the center of the circle until told to do another move.
​
Rotary: A Distinct variation of Circle.
Two circles of slightly different sizes overlapping one another, usually sharing the same center point. By default, each circle is going in opposite directions and the A line is on the outside, though all circle specifications may be changed in rotaries for both or one of the circles.
​
Moon: A distinct variation of Rotary.
A rotary that lasts for exactly one revolution, including a Cross at the beginning, usually situated next to a midline or centerline wall letter.
​
Common variations: Moon into Merge; Split into Moon. Each is performed how it sounds, including that splitness development right before/after the move is performed (over the same marker where the Cross happens).
​
Bubble: A Distinct variation of Circle.
From a closed circle containing an even amount of riders, the leader and person opposite the leader develop into a circle exactly half the size of the original one. They do this at the same time and at two specified points on the opposite ends of each circle. The smaller circles should have the original circle's center as one of their four perimeter points.
​
Common variations: The commander will usually specify if the smaller circles will last for only one revolution or continue indefinitely.
​
Sir Bounce
Setup involves split lines approaching the centerline from the same B/E 1/4 line, halting in NTT with the leaders' noses over the centerline, and doing a 1/8 pivot toward the center of the arena. On the first "go", the line leaders develop on a tertiary line between their starting position and one of the points on the 10m/midline intersect, whichever one they are nearly facing during the move setup. Each line files into order behind their leader and follows them through the next "go"s. On the second "go", as the leaders hit the points they were facing toward, they do 1/2 a revolution of a 10m with the B line making a slightly smaller circle to stay on the inside. When the curve is complete, leaders slant on a final "go" toward the nearby wall from the setup.
Diamond
Setup involves split lines moving toward each other on the diagonal from opposite corners. The commander will call a "go" when the lines are nearby. On this "go", the leaders of each line begin developing into split lines using double labels. The A's gradually curve onto the rightward-adjacent diagonal, and B's do the same to the left. When riders approach each other on the same diagonal, they merge into two lines.
​
Puzzle
At a wall letter or other specified marker, all riders of a letter split by cutting 90° off the wall. The riders with the other letter continue moving on the wall. At the center of the arena (or other specified point), another "go" is called for the non-wall group to make another 90° cut,, this time toward the other line. The lines merge when they meet.
Animations coming soon!
INDIVIDUAL-BASED
"Fall in"
This move can be done after any curl division that ends with riders in slant alignment. On "go", all riders do a slant toward the leader in order to rejoin in a singular, straight line.
​
Lord Curl
A curl performed at the hand gallop.
​
Fate
A direction transition set. On the first "go", riders do a curl in the direction specified by their label. On the second "go", riders do a curl in the opposite direction.
​
Common variation: If a direction affix is added, all riders do their first curl in that direction.
​
Combo
A direction transition set. Riders do a U, then curl, then another U, changing directions between each move.
​
Increase
A gait transition set. Riders do a walking curl, then a trotting curl, then a canter curl.
​
Decrease
A gait transition set. Riders do a canter curl, then a trotting curl, then a walking curl.
​
Pearl
A move, direction, and gait transition set. On the first "go", riders do a trotting U. On the second "go", they switch directions and do a canter curl. On the third "go", without switching directions (right after the canter curl is completed), they do a trotting U. This preserves line order but moves the line over by 1 unit in the direction called (ex: pearl right moves the line 1 unit to the right), or 1 unit in/out if done from a circle.
​
Swan
A move & direction transition set. Riders do a flip, then do a curl into back slant the other way.
​
Back Swan
Swan, but with a curl into comb instead of a curl into back slant.
​
Forward Swan
Swan, but with a curl into U instead of a curl into back slant.
​
DNA
From a staggered buddy, all riders do a slant in on the first "go". On all other additional "go"s, riders do a comb inward. The commander will specify when the move ends, usually by commanding another move.
​
Braid
From a singular line, riders do a split flip. On all other additional "go"s but the last, riders do a keyhole outwards (after crossing the pre-move original line again each time). On the last "go", riders back slant toward the leader before crossing the original line to merge.
​
Tape
On the first "go", walking split flip. On the second "go", trotting U in the same direction as the flip. On the third "go", just before riders cross each other, pick canter ribbon in the opposite direction.
​
Pasta
On the first "go", flip. On the second "go", keyhole in the opposite direction.
​
Common variations: Optionally, call a third "go" in which riders slant in the opposite direction to fall in and merge.
​
Counter
A direction transition set. On the first "go", U. On the second "go", U in the other direction.
​
Counter Continue
Counter, performed indefinitely until the commander tells the line to stop or stops calling "go"s.
​
Onion
A gait transition set with a distribution for move type. There are three "go"s; the A riders do the move Increase while the B riders do the move Decrease.
​
Over
A distribution by "go"s. On the first "go", A's curl and B's continue moving forward. On the second "go", A's continue moving forward and B's curl. By default, both curls are in the same direction.
​
Puzzle Comb
A distribution by "go" very akin to Puzzle. On the first "go", the riders of only one specified letter comb. On the second "go", the same riders comb in the opposite direction to merge into one line. The two lines (the other letter, who did nothing and is still on the wall, and the moving line) merge when they meet.
​
Obliques
A distribution by "go"s and moves, including a trans move. On the first "go", A's comb while B's curl into comb. On the second "go", A's curl toward the leader. The end of the move should have all riders in normal comb alignment.
​
Blip
A distribution by "go"s and moves, including a trans move. On the first "go", A's comb while B's curl into comb. On the second "go", A's flip towards their leader. A third "go" is called for an "and return". Usually, this puts partners in straight-across alignment.
​
Hiss
A distribution by moves, including a trans move. It is a split combo, but everybody does their curl in the same (called) direction. When called rapid-fire, as is default, the A's do a double curl right while the B's do a normal combo left (or the opposite occurs for a Hiss Left).
​
Eclipse
A distribution by gait. From an extremely close buddy, both lines curl in the same direction. The line on the same side as the curl direction (if the curl is right, the right line) walks for their curl, while the other line canters. If done correctly, the curls should overlap.
​
Nova
A distribution by move. Similar to Eclipse, but the outer line does a trotting curl while the inner line does a full pivot (both in the same direction). If done correctly, the curl/pivot should overlap.
​
Froggy
A distribution by "go". Setup involves split lines combing towards each other from opposite walls with staggered alignment. On "go", as the lines cross the center/midline, one line (whichever specified) does a U so that they end up in the same position as Partner Comb. Depending on which line moves, the B riders may be in front of the A's, or vice versa.
​
Twirl
Setup involves split lines combing towards each other from opposite walls with staggered alignment. On "go", as the lines cross the center/midline, riders do the specified curl division toward their partner (also toward the leader). The ending position for this move will vary depending on which curl division is used.
Animations coming soon!
INDEV-BASED
Weaving
A distribution by direction & "go". On the first "go", A's halt in place and B's continue moving, going to the left of the A in front of them and then turning into line again and halting in front of that same A rider. On the second "go", B's stay halted and A's move to the right of the B in front of them and then turn into the line again and halting in front of that same B rider. The pattern continues indefinitely, with B's going left and A's going right, each label alternating on each go. When the commander ends the move, they call a "go; continue" when it's the A's turn to move. They move as normal but continue trotting forward, and the B's trot whenever they need to in order to be thrown into the correct spot and gap.
​
Overlap
A distribution by move and "go". From a staggered buddy; on the first "go", the B line walks. On the second "go", the A line halts in place while the B line does a slant toward the other line, and then a 2.5m curve for 1/2 of a revolution. This curve is done around the A that would be in front of them if they were to merge. On the third "go", the B riders begin trotting and the A riders trot forward, following the B that just curved around them.
​
Thread
A distribution by "go". On the first "go", everyone halts except for the very last rider. They will weave through all other riders, starting to the right of the second-to-last rider and alternating through the line. When they reach the front of the line, they continue moving forward. The commander will call additional "go"s for every person in line, each only applying to the (new) last rider, each of them doing the same movement as described above. The line order is reversed by the end of the move.
​
Pinwheel (borrowed from Terrific Tigers' dictionary)
A distribution by move & gait. A line of riders moving in nearby circles of their own size, all sharing the same center point and moving in the same direction. Each rider moves at a different speed (slow to fast from inside to outside), with riders adjusting their speed as necessary to maintain parallel alignment with each other according to the observer perspective.
​
There are infinite Pinwheel variations, but the most common has riders situated on 5, 10, 15, and 20 meter dots moving about the center of the arena. In this case, landmark gaits for each rider according to their starting dot/circle size are as follows. 5: walk. 10: trot/canter. 15: canter/extended. 10: gallop.
​
Sew
The general name for indev moves involving curves and curve variations. When called, the commander must specify the curve that riders make, including its center, gait, direction, and diameter, as well as for how many revolutions, and any variations or affixes that apply.
​
Spike
A move & direction transition set. From a circle, on the first "go", all riders stop tapping and simply move forward. On the second "go", riders do a movement similar to a back slant using the same key they were using to maintain the circle, aiming to land on perimeter of the circle size that the commander specifies (so the perimeter of a 5m if called as "spike onto 5m"), or the original circle size if nothing is given. On the third "go", riders continue tapping in the same direction to form another circle. If done correctly, riders will have placed themselves on the perfect angle on the second "go" to automatically be in the line of a perfect circle.
Animations coming soon!