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Dressage Moves

There are three ways to create motion: angles (holding down your key for a certain amount of time), markers (arranging yourself on, near, around, or through particular riders, dots, or lines), and buttons (instant changes to the animation of our avatars by clicking a button or pressing a hotkey).

To understand how those three move types build on each other, we have two dictionaries:

 

The core moves are the building blocks of all dressage and the only moves you need to memorize. When used in a variety of formations and with various theory concepts, core moves can describe every possible dressage move and sequence.

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Distinct moves are complex moves that combine core moves, formations, and theory in specific ways, each with their own name and story. We use them as examples of concepts and techniques as well as the fun, favorite sequences we never get bored of!

The SDM is built so that riders have the most accessible and intuitive experience of performing moves. This means...

  • Memorizing our short list of core moves and handful of affixes to do all possible moves without memorizing them individually

  • What you hear is what you do:

    • Move names are intuitive and self-explanatory​

    • If you hear a direction, you will go that direction

  • Commanding phrase of "[move] set, [move] set, go"​

    • Short, clear, and with move repeated twice for clarity​

    • "Set" has the role of "ready, set, go"

​​​

As you explore our dictionaries, click the dropdown arrows to see additional notes, tips, and diagrams and click the hyperlinks to be taken to related moves/theory concepts' full explanations elsewhere on the SDM. Head to the curricula page to see what it's like to learn Simplified Dressage. Join Bronze Butterflies or attend our weekly open lessons to experience it for yourself!

Core Moves Dictionary

The Pizza Diagram for Angle Calculation

pizza diagram.png

Angles at the Halt: Pivots

Pivots

1/8 Pivot

While halted, turn at a 45° angle.​

1/8 Pivot

1/4 Pivot

While halted, turn at a 90° angle, or exactly 1/4 of the way around.​

1/4 Pivot

3/8 Pivot

While halted, turn at a 135° angle, or just less than a half turn.

3/8 Pivot

1/2 Pivot

While halted, turn at a 180° angle, or exactly halfway around.

1/2 Pivot

5/8 Pivot

While halted, turn at a 225° angle, or just more than a half turn.

5/8 Pivot

3/4 Pivot

While halted, turn at a 270° angle, or 3/4 of the way around.

3/4 Pivot

7/8 Pivot

While halted, turn at a 315° angle, or just a bit less than a full turn.

7/8 Pivot

​Full Pivot

While halted, turn at a 360° angle, or exactly one full turn.

Full Pivot
Curl Divisions

Angles in Motion: Curl Divisions

Slant

While in motion, turn at a 45° angle.​

Slant
Comb

Comb

While in motion, turn at a 90° angle, or 1/4 of the way around.​

Backslant

While in motion, turn at a 135° angle, or just less than a half turn.

Backslant

U

While in motion, turn at a 180° angle, or exactly halfway around.

U

​Flip

While in motion, turn at a 225° angle, or just more than a half turn.

Flip

​​Keyhole

While in motion, turn at a 270° angle, or 3/4 of the way around.

​Ribbon

While in motion, turn at a 315° angle, or just a bit less than a full turn.

Curl

While in motion, turn at a 360° angle, or exactly one full turn.

Keyhole
Ribbon
Curl

Riders as Markers: Halt Formations

NTT (Nose to tail)

Line up in a single-file halted line in the order the instructor specifies, with the leader standing at a certain marker.​

NTT

File Halt

The leader halts in place and the rest of the line splits, A's right and B's left, according to the current label pattern. Riders halt right next to the new leftmost or rightmost rider and parallel to the leader.

File Halt

File into Order​

From any halt formation: the leader moves forward on "go" and all other riders fall in.

File into Order

Riders as Markers: Spacing Change

"[Gait] until..."

Move in the specified gait (usually canter to get closer and walk to get wider) until you reach the new spacing rule.

[gait] until...

"[Shape distortion] until..."

Do the specified action (ex: round a corner, wiggle, or tap quicker/slower in a circle) until you reach the new spacing rule.

[shape distort.] until...

Straight Lines as Markers

Cut

Follow the leader as they leave the current arena line for a different one.

Cut

Rake

Cut as an individual move. On "go," all riders cut onto their specified arena line.

Rake

Curved Lines as Markers

Circle

Follow the leader as they ride along the track of a certain circle, specified using the meter system. Continue riding in the circle for infinite revolutions until the leader exits.

Circle

Curve

Follow the leader as they ride along the track of a certain circle, specified using the meter system. The leader will exit the curve after only going around for a certain fraction of a revolution, like 1/4 or 1/2.

Curve

Sew

Circle or curve as an individual move. On "go," all riders begin tapping onto their specified circle or curve track.

Sew

Changing Amount of Rider Lines

Split

At the wall, at any marker, or onto any arena line, A's cut right and B's cut left to turn one rider line into two.

Split

Merge

Split lines approaching each other cut at the same marker to turn two rider lines into one.

Merge

Horse Animations

Gait Change

Press the W key or up arrow to go faster and the S key or down arrow to go slower. Press multiple times if needed until you're moving in the specified gait.

Gait Change

Jump, Rear, Special Move, or Command

Press the associated hotkey to have your horse perform the specified movement:​ 'space' to jump, X (from canter, trot, or walk, or backwards) to rear, T to lead your horse, 'Ctrl' to sit trot, Y to have your horse follow you, and U to call your horse to you.

Jump, Rear, SMC

Magic Coat Change

Press the H hotkey or the magic coat change button on your character sheet to toggle between magic horse coats.

Magic Coat Change

Character Animations

Emote

Press the button or type and enter the specified emote command.

Emote

Disappear/Reappear

Call for Pickup

Press the 1 hotkey to open the call for pickup menu without halting. Click the 'yes' button to be taken to your home stable.

Call for Pickup

Global Store

Press the K hotkey to enter global store. Press K again, hit the 'x' button, or press the escape key to exit global store.

Global Store

Ignore

Enter someone's name into the field in the ignore menu and press 'add' or click on someone's name from one of their chat messages and press 'ignore' to ignore them. Select the name from the ignore menu and press 'delete' to unignore.

Ignore

Distinct Moves Dictionary

Halt in Place

Tap your S key or down arrow however many times needed to go down to the halt gait. Tap as fast as possible while ensuring each of your keystrokes register. This freezes the line and is used to pause a lesson to listen to new explanations/instructions, as well as to pause screen delay to see things from the observer perspective or diagnose incorrect spacing or alignment.

Halt in Place

Fall In

From slant alignmentslant towards the leader to naturally start riding in follow alignment. Can also be performed from comb alignment (in which case, comb towards the leader) or be used as a phrase to remind the riders that they'll end up in follow alignment at the end of the move.

Fall In

Flip and Return

On the first "go," flip. On the second "go," slant so that you land on or parallel to the same arena line you started on, just going the opposite direction. If performed from follow alignment, the line order will be reversed, or flipped.

Flip and Return

Flip Belt

Follow the leader as they flip and immediately slant cut to return to the same arena line they came from.

Flip Bet

Triangle Halt

Like file halt, but riders position themselves halfway above (for "triangle halt up, set") or halfway below (for "triangle halt down, set") the rider they're next to, using the "nose to gloves" rule.

Triangle Halt

Dra Halt

Like file halt, but A's go halfway above the rider they're next to and B's go halfway below the rider they're next to, using the "nose to gloves" rule, to align on a tilted angle. (This is for "dra halt up, set." For "down," A's are below and B's are above.)

Dra Halt

Crescent Halt

Like file halt, but after the first three people have halted, groups of two riders on each side position themselves parallel with each other and halfway above (for "crescent halt up, set") or below (for "crescent halt down, set") the previous group, using the "nose to gloves" rule.

Crescent Halt

Honeycomb Halt

Like file halt, but every other rider is either parallel to or above (for "honeycomb halt up, set") or below (for "honeycomb halt down, set") the leader, using the "nose to gloves" rule.

Honeycomb Halt

Using Single Transition Rules

Fate

Direction transition:

Curl in the given direction, and then the opposite. For example, curl right into curl left.

All curl division shapes may be used as an affix. For example, "flip fate" would be performed as a flip right into flip left.

Fate

Increase

Gait transition:

Walk curl into trot curl into canter curl. Return to the original gait afterwards.

Increase

Decrease

Gait transition:

Canter curl into trot curl into walk curl. Return to the original gait afterwards.

Decrease

Onion

Move distribution of gait transition moves:

A's increase and B's decrease. Return to the original gait afterwards.

Onion

Serpentine

A combination of at least two curves that involves at least one change of direction, gait, or amount of revolutions.

Serpentine

S-Curve

A variation of serpentine in which there are exactly two curves that last for the same fraction of a revolution and have a direction change in between. In other words, a curve fate.

S-Curve

Twine

A variation of serpentine. Split lines approaching the same marker, usually A, B, C, or E, cross the marker and ride symmetrical serpentines originating from it. The curves can be of any meter size and gait but will always switch direction after 1/2 revolution.

Twine

Using Combined Transition Rules

Pasta

Move and direction transition:

Flip in the given direction, then keyhole in the opposite direction. Typically, a fall in will be commanded after the keyhole.

Pasta

Swan

Move and direction transition:

Flip in the given direction, then curl into backslant in the opposite direction.

Swan

Forward Swan

Move and direction transition:

Flip in the given direction, then curl into U the opposite direction.

Forward Swan

Back Swan

Move and direction transition:

Flip in the given direction, then curl into comb the opposite direction.

Back Swan

Combo

Move + direction transition:

U in the given direction, curl in the opposite direction, and U in the opposite direction of the curl.

Combo

Hiss

Move + direction distribution of a [move transition move] and a [move + direction transition move]:

A's double curl right and B's combo left.

Hiss

Pearl

Move + gait + direction transition:

Trot U in the given direction, canter curl in the opposite direction, and trot U in the same direction as the curl.

Pearl

Luna

Move + gait transition, variation of sew:

Canter 7.5m circle into walk 2.5m circle. Do each circle for 1 revolution and then continue forward in the original gait.

Luna

Compass

Repeat the same specified curl division four times in the same direction. Four "go"s will be commanded.

Compass

Tape

On the first "go," walking split flip. On the second "go," trot U in the same direction as the flip. On the third "go," just before the rider lines cross, pick canter ribbon in the opposite direction.

Tape

Braid

On the first "go," split flip. After each time the rider lines cross, the instructor may call additional "go"s for riders to keyhole out so the rider lines continue crossing each other in slant alignment. A final "backslant merge set, go" is called at the end of the sequence in which all riders backslant towards the leader to fall in into the original line order. Very similar to DNA.

Braid

Puzzle

At the specified marker: split by having only the A's (or only the B's) cut off the wall or in any curl division shape. Riders of the other letter continue as usual. Commands are given so that the lines approach each other, and they merge when they meet. This is an example of a timing distribution and uses marker-based timing.

Puzzle

Puzzle Comb

Puzzle as an individual move. On the first "go," only A's comb. On the second "go," the A's comb towards their leader to fall in with wide spacing. The A's will reach the wall just as the B's still going along the wall reach the same point, and the A's turn onto the wall to merge when they meet. Any curl division can be used in place of comb (ex: "puzzle ribbon"). Can also be done with B's in the active role. This is an example of a timing distribution.

Puzzle Comb

Obliques

On the first "go," A's comb while B's curl into comb. On the second "go," only the A's perform a curl towards the leader. This is an example of a combined move + timing distribution.

Obliques

Blip

On the first "go," A's comb while B's curl into comb. On the second "go," only the A's flip and return towards their leader. The return is delayed so the A's move on the same line as the B that followed them before the move started, just in the opposite direction. This puts the lines into straight-across alignment. This is an example of a combined move + timing distribution.

Blip

Dragon

On the first "go," split ribbon using normal labels. On the second "go," use double labels to have A's canter curl in and B's walk curl in. On the third "go," comb out. The second "go" is an example of a gait distribution.

Dragon

Weaving

On the first "go," A's halt in place and B's continue moving, making a shallow curve to the left around the A in front of them, falling in, and halting in front of that rider with even gaps. On the second "go," B's stay put while A's make a shallow curve to the right around the B in front of them, fall in, and halt. This pattern continues (A's right, B's left, A's right, B's left...) for however many "go"s are called. To end the move, when it's the A's turn, the instructor will say "go; continue." They move as normal but keep trotting after falling in, and the B's trot to fall in behind their A in single spacing. This is an example of a combined direction + timing distribution.

Weaving

Rumble Weave

Weaving, but in the middle of each curve when an A and a B are directly next to each other, perform rumble, with the riders in the middle of the curve doing a canter curl towards the stationary rider and the stationary rider doing a full pivot away from the moving rider. After each rumble, the moving riders return to the original gait and finish that curve, and the pattern repeats.

Rumble Weave

Thread

On the first "go," everyone except the last rider halts in place. They will weave through all other riders, moving from the back to the front, starting to the right of the second-to-last rider, and halt at the front of the line with an even gap behind them. The instructor will call additional "go"s for every rider, each only applying to the (new) last rider, each doing the same movement described above. The line order is reversed by the end of the move. This is an example of a timing distribution.

Thread

Roll Call

To set up: split lines comb towards each other and halt in place with 1-2 units between them. On "go," the leader trots forward and cuts towards the other riders on an arena line halfway between the two rider lines. All others begin moving about when the end of the line passes them to merge in the original line order.

Roll Call

Froggy

To set up: split lines in staggered alignment comb towards each other. On "go," just as the riders reach the midline or centerline, the B's perform a U toward the leader to end up in single spacing behind the A they'd be behind if merged. This is the same position generated by performing partner comb. This is an example of a timing distribution.

Froggy

Twirl

To set up: split lines in staggered alignment comb towards each other. On "go," directly over the midline or centerline, perform the specified curl division towards your partner. You'll rotate, or twirl, with them around the same point until you reach the end angle of the move and let go of your key.

Twirl

Flock

To set up: split lines cut onto adjacent diagonals. On "go," slant out, away from the other rider line, or towards the opposite wall that both diagonals originate from.

Flock

Shuffle

To set up: split lines approach on the same diagonal from opposite corners. Use double labels to split at X onto the other diagonal. Riders turning towards the same corner will merge, altering the line order.

Shuffle

Sir Bounce

To set up: split lines approaching the same short wall cut on the C or A 15m lines. Line leaders halt with their noses over the centerline and all other riders halt behind them in NTT. On the first "go," 1/8 pivot towards X. On the second "go," line leaders move in the given gait, adjusting slightly to head towards the B or E 10m markers on the midline, while all other riders file into order with wide spacing. Follow the leaders as they do a 10m half revolution curve around X and then slant cut in. During the curve, the line of A's must ride slightly to the inside of the usual 10m markers to avoid clipping and to get just far enough ahead of the B's that the lines are in staggered alignment by the time they cross the centerline after the slant cut.

Sir Bounce

Tier

On "go," the first two riders cut. From there on, A's follow A's and B's follow B's into a straight-across buddy. Can be performed in larger number groups (ex: "three tier" would label the line with the ABCABC label pattern so that the first three riders could cut and A's follow A's, B's follow B's, C's follow C's.) The cuts can also be performed using any curl division shape.

Tier

Eclipse

From close straight-across buddy: all riders curl in the given direction. The rider line in that direction (if the curl is right, the right line) (the inner line) does a walking curl and the outer line does a canter curl, resulting in overlapping curls. Return to the original gait afterward. This is an example of a gait distribution.

Eclipse

Rumble

Like Eclipse, but the inner line halts in place and immediately does a full pivot while the outer line does a canter curl. All riders continue moving forward in the original gait afterward.

Rumble

DNA

From staggered buddy: on the first "go," all riders slant in. After each time the rider lines cross, the instructor may call additional "go"s for riders to comb in to continue crossing each other in slant alignment. Very similar to braid.

DNA

Overlap

From trotting in staggered buddy alignment, 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 towards the A's. B's use marker-based timing to do a 2.5m 1/2 revolution curve to the left around the A they'd be behind if merged. On the third "go," B's trot and the A's trot soon after to fall in in wide spacing with the B that just curved around them. This is an example of a combined move + timing distribution.

Overlap

Rotary

Any two circles of different meter sizes that share a center point. Usually, the A line rides the inside circle going one direction while the B's on the outside go in the other. One common way to generate a rotary from a single circle is to have only the A's perform a U in, which is an example of a timing distribution.

Rotary

Moon

A variation of rotary. Split lines approaching the same marker, usually A, B, C, or E, cross over that marker and then perform a circle of a specified meter size. The A's must ride slightly to the inside of the proper track of the circle so that they stay ahead of the B's in staggered alignment. It's also useful to generate staggered alignment from split lines in straight-across alignment.

Moon

Bubble

A variation of sew from within follow alignment in a closed circle with an even amount of riders. At the same time, the leader and person opposite the leader lead their halves of the line into circles exactly half the size of the original. The smaller circles should have the original circle's center as one of the markers on the track.

Bubble

Pinwheel

Any group of riders each riding their own circles of different sizes that share the same center point. Riders on smaller circles use slower gaits while larger circles get faster ones so that the group can stay parallel. Anchor with the innermost rider, always being exactly as ahead of them as the screen delay intensity of your gait. You'll probably have to alternate between two gaits to stay aligned. This is an example of a combined move + gait distribution.

​

One common pinwheel uses this pattern: walk 5m, canter/trot 10m, canter/gallop 15m, gallop/canter 20m.

Pinwheel

Spike

From any circle, on the first "go," all riders stop tapping their keys to drift directly off of the track of the circle. On the second "go," turn in, aiming to land on the track of the circle of whatever meter size the instructor specifies, or the original circle size if nothing is given. A third reminder "go" may be commanded at the moment that riders should have reached the new circle track and can continue tapping their key in an even rhythm again.

Spike
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