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DRESSAGE DIRECTORY

If you don't know a form and need an explanation or you missed a lesson where we learned a new form, this is the place to come to. If you're still confused about a form, you can put something in #/lesson-request to get a lesson.

Search for a specific form by using ctrl+f and typing it in!

SYMBOL KEY:

Basic forms ⓑ

Intermediate forms ⓘ

Advanced forms ⓐ

Forms unique to the club ⓤ

Forms that are split by default ⓢ

DRESSAGE PRINCIPLES & FORM NAMING SYSTEM (ⓑ/ⓤ)
- "RULE OF RIGHT" (RoR)
The leader will always be the letter A; A's always go right during split forms; the A group will always be dominant (such as in sir bounce); if no direction is given for a form or at the wall, assume right.
- MOVING NTT
A "normal" line moving on the wall or in a follow form. There is only one line (not split in any way).
- BUDDY
The position resulting from a buddy merge, waterfall, or tier in which there are two lines moving in the same direction, usually one quadrant apart and centered on an arena line such as a dye or centerline. Could be staggered or parallel.
- BUDDY RULES
Unless specified, when in a buddy, do forms outwards. When doing halts, leave the gap between the two line leads and have A's on the same side as the A leader, B's on the same side as the B leader. Note that when in buddy, RoR does not apply.
- SPLIT (AS A PREFIX)
The same thing as the standard prefix of wave, but applying the rule of right and A/B labels (see above/below). A's will go right, B's will go left. Some forms are split by default, even without having "split" in the name. All split forms are marked by a  symbol.
-ALTERNATE (AS A PREFIX)
This indicates changing directions at some point during the form or split lines doing the same form but in different directions. Not to be confused with "split" or "fate."
- CANTER (AS A PREFIX)
The same thing as the standard prefix of A. Canter for that form alone, then return to trot (or the original gait) afterwards, unless specified otherwise.
- WALK (AS A PREFIX)
The same thing as the standard prefix of C. Walk for that form alone, then return to trot (or the original gait) afterwards, unless specified otherwise.
-WIDE (AS A PREFIX)
Usually referring to having two lines two quadrants away. For example, a wide waterfall  puts the two lines on the quadrants next to the centerline, not the grid lines. However, the commander may specify any specific amount of wide-ness. This is mainly exercised during improv dressage, not in form names.
-FATE (AS A SUFFIX)
Using fate as a suffix makes a "normal" form both split by default and repeating in the opposite direction after finishing it. You might technically be able to call the actual form fate "curl fate." Some individual forms are also fate by default without having fate as a suffix, such as bubble wand and galaxy.
- A/B LABELS (NORMAL SPLITTING)
The same thing as the standard 1/2 or odd/even labels. Count A B A B A B down the line to get your assigned letter. With patterns, whites will usually be A's and blacks usually B's. A's will always go right, B's will always go left as explained in the rule of right.
- DOUBLE SPLITTING
Assigning A B letters to a line that is already split. Each individual line gets ABABAB letters. Both first riders are A's, second riders B's, third A's, etc.
- PAIR SPLITTING
Assigning letters twice in a row; AABBAABB down the line.
- CATERPILLAR EFFECT
A result of a mistake that causes everyone behind the mistake-maker to repeat the same thing until every rider has done it. For example, halting too close to the rider next to them in a file halt, moving off to the side to be correct, and then everyone else having to move off to the side to become correct again. Avoid this by not making these mistakes, or if you are behind someone who made the mistake, think ahead and give them room to fix it.
 
ARENA LINES & LOCATIONS (ⓑ/ⓤ) (Many things in this section are part of the meter system created by Terrific Tigers)
- A, B, C, D
The letter markings on the walls of the riding arena; specifically, the center of the A, B, C, and D walls of the arena, where our meter-system adjusted centerlines and wall lines intersect. Also referred to as mid markings.
- TRUE CENTER
The center of the arena is where the quadrant line that is the A-C centerline intersects the dotted line that is the B-E centerline. It is NOT the bright dot next to it, but a point slightly closer to B.
TABLE SPACING
The quadrant line near the camera table that stretches across the entire B wall. We use table spacing, walking along that specific line instead of using the actual wall beside the stands, to make the arena have an odd number of quadrants (see below) and therefore a legitimate short-wall center.
- DYE LINES
The non-marked lines that stretch from opposite corners across the arena. They should be extremely close to the corners that the walls make, but riders should point to the specific spots on the ground where our wall lines intersect and be sure to ride through the true center while on dye lines.
- CENTERLINES
The lines that run between A & C (the A-C centerline, or long centerline) and B & E (the B-E centerline, or short centerline). These are precisely halfway across, or at the center of, their respective walls.
- QUARTER MID LINES
The lines halfway between the centerline and next wall. The short-wall quarter mids are on the 2nd quadrant line in from the wall/centerline, and the long-wall quarter mids are on the 3rd dotted line in from the wall, one gridline in from the fake quarter mids that have letter markings. Long-wall quarter mids are not quite exactly 1/4 across the long walls, but we use them because the true quarter mid is not on any line type that we use (it's in-between a dotted and grid line).
- WALL LINES
The lines we use next to the walls. At the E wall, the nearby quadrant line. At the A wall, the nearby gridline. At the B wall, the table spacing quadrant line. At the C wall, the nearby gridline.
- QUADRANT LINE
The straight lines on the arena floor created where a light patch of sand and a darker patch of sand converge. Counting the table space line and E wall line, there are 9 quadrant lines, making the arena have a quadrant line center. These lines are the reason we use table spacing.
- DOTTED LINE
A dot in the arena is the bright center of the dark patches that are geometrically scattered in the arena in straight lines. Connecting those dots makes dotted lines. For example, the B-E centerline is a dotted line. Even though you could hypothetically connect dots long-ways, dotted lines ONLY exist short-ways across the arena.
- QUADRANT
The distance between two quadrant lines or two dotted lines. Also 2.5m, and also the diameter of a canter curl.
-GRID LINES
Halfway in between two quadrant lines or two dotted lines; also approximately the distance from one trotting U-turn off from a quadrant/dotted line. Long-ways grid lines are said to "replace quadrant lines," and short-ways grid lines are said to "replace dotted lines."

SCREEN DELAY ADAPTION & SPACING TECHNIQUES (ⓑ)
- OBSERVER PERSPECTIVE
What dressage looks like to a spectator, without screen delay affecting any of the riders.
- RIDER PERSPECTIVE
What dressage looks like to a rider in the line, screen delay included.
- SCREEN DELAY
The delay that every rider experiences, making their horse appear one horse-length ahead of their actual position from the observer perspective (at a trot). To counter this, we need to be partially inside the person above us in order to not have gaps that are too large. Note that as we move faster, the delay length grows, and that screen delay is slightly different for every individual. Below are the gap sizes and how performing them should look from the rider perspective.
- HI SPACING
HI stands for halfway inside. On your screen, HI should look like the back of your saddle is over top the base of the tail of the horse in front of you, or like your saddle pads are connected. This is the spacing we use most often, usually at a trot in a moving NTT.
- OT SPACING
OT stands for overlapping tail and creates a slightly wider gap than HI does. It should look like your horse's front legs are inside the back legs of the horse in front of you. We use this only occasionally.
- FULLY INSIDE
Self-explanatory, being fully inside the horse above you. We generally use this for cantering when coming from a trot at HI.
- WIDE SPACING
About 1/4-1/2 of a horse gap in front of you on your screen. Generally used for trotting lines that are split or a 10m circle with 8-10 riders.
- NTT SPACING
NTT (nose-to-tail, without squishing tails or leaving air in between) with the rider in front of you on your screen. Generally used for cantering lines that are split.

HALT FORMS (ⓑ)
NTT
Stands for "nose to tail". Often, a command, meaning "line up after the leader in a single file line, no gaps between horses but not squishing tails at all"; generally at the entrance of the arena.
HALT
"Halt set, walk, halt." On walk, everyone needs to walk. On halt, the leader halts in place and those behind her walk to their halt with no gaps, in NTT.
HALT IN PLACE
Halting exactly on go with spacing-length gaps between each rider. No "walk" is called.
ⓢ- FILE HALT
The leader halts in place and the rest of the line alternates directions, halting parallel w/ the lead to form a straight flat line with no gaps. Don't squish boots, but do clang stirrups. Rider should turn off very early to aim for their spot, and stay trotting for as long as possible, walking just as they get into their spot in order to be more precise. In a normal file halt, B's will be on the right, and A's will be on the left, therefore not following RoR.
Alternatively, file halt right or left where everyone halts to that direction from the leader.
FILE INTO ORDER
Getting out of file halt (or any other shaped halt) by having the leader trot forward, and everyone else trotting when it's their turn, turning in and forming a single file moving line the same order as it was before the halt. Because of distance from the center, those further down the line should trot sooner so they don't have to canter for correct spacing.
ⓢ- TRIANGLE HALT
Like file halt, but instead of a straight line, horses half halfway "below" the person above them: align your horses nose to the gloves of whoever is above you. The leader halts in place on go, then direction alternates down the line. Same not-squishing-boots kind of spacing.
ⓢ/ⓤ- DRA HALT
Like triangle halt, but instead of both lines below the leader, B's are above to the right, A's are below to the left.
- CRESCENT
Leader halts in place, next two people halt parallel as though in a file halt for a three-person center. After that, groups of two on either side go below using the nose to glove rule. Should end in a gradually curving crescent moon shape.
- HONEYCOMB HALT
Leader halts in place, next two people halt below with nose to gloves like in triangle halt. Next two people halt above the others, parallel to the leaders. Continue the up-down pattern outwards.

FOLLOW FORMS:
- DYE
Taking the diagonal of the arena: the leader cuts from one corner to the opposite one, and the line follows.
ⓑ- CUT
The leader turns 90 degrees off of the arena wall, generally at a mid, and the rest of the line follows. Usually not called unless the commander is out of line, as people should be following the leader no matter what.
- DYE-CUT
Any cut where the angle made is not 90 degrees. Commonly between two mid markings or quarter mids.
- SPLIT
At the wall, center, dye, or other specified areas, every other person turns right (and the others go left), splitting into two lines. Spacing should be doubly wide as normal unless specified-- it should look like you have good gaps from the rider perspective.
- SPLIT POINT
The specific point on the arena where the line separates. If a split is performed correctly, it should be right on the centerline, corner, or whatever arena line the riders were on before, and lines should be going away at the same angle from their previous line.
- MERGE
The opposite of split: two split lines come towards each other and merge into one, generally cutting out into the arena but possibly going to a dye, into a circle, exiting the arena, etc.
- MERGE POINT
The specific point on the arena where the lines merge together. If a merge is performed correctly, it should be right on the centerline, corner, or generally look good and be straight along the same line that riders are riding. In most cases, the new line should be at an angle exactly halfway between the angle that the separate lines created.
- BUDDY MERGE
Split lines come towards each other and merge by turning with the same direction and angle (usually 90 degrees, towards the center). By default, lines should be one quadrant apart, moving on the grid lines that are adjacent to the centerline the buddy surrounds. If a go is called, leaders should go on go and use those lines.
- WATERFALL
A moving NTT comes from an arena line and does a split U-turn at the wall; lines should usually be moving on the grid lines as in any other buddy.
ⓢ- WIDE WATERFALL
Waterfall, except that you fall onto the quadrant lines closest to the centerline rather than the grid lines, or to lines at any specified width.
ⓑ/ⓤ- STAR
Split lines dye at adjacent corners and come towards each other. Sometime after the leaders pass the center, on go, leaders will buddy merge/cut to the opposite wall that the corners touched (same principle as in Flock).
ⓘ/ⓤ- SIR BOUNCE
[setup: Diverging split lines on opposite long walls cut quarter mid onto the short length and halt in NTT when noses touch on the centerline. Half pivot to face towards the center of the arena.] Line leaders move on go and slant a bit so that they face directly on the 10m line that intersects with the B-E centerline. Lines file into order, staying split and with wide spacing. At the centerline, call a second go, and leaders do a 10m semi-circle with the A line on the outside. Once reaching the B-E centerline again (3rd go), slant towards the wall you were near during the setup of the form.
ⓐ/ⓢ/ⓤ- ALTERNATE SIR BOUNCE
Same setup as normal sir bounce, but lines meet on the B-E centerline rather than a quarter mid. The half pivot is to the right so that lines face in opposite directions. File into order following the same lines, goes, and curves, but one group on one side of the arena, and the other on the other. After slanting towards the center of the arena, the form ends.
ⓐ/ⓢ/ⓤ- SIR REPEL BOUNCE
Same setup as normal sir bounce. Instead of lines filing the same order as before the setup, they follow the same rules as repel reverse. Leaders go forward, second people go to the opposite line, third people follow leaders, opposite, leaders, etc.
ⓐ/ⓢ/ⓤ- ALTERNATE SIR REPEL BOUNCE
Same as normal sir repel bounce except that the setup is the same as alternate sir bounce and leaders go in the same manner as in that form with the teardrop shape away from each other rather than overlapping. 
ⓐ/ⓤ- MOON
Split lines meet at one point (mid, dye, etc.) and do two circles on the wall, turning off the wall just after passing that point, with the leader's line above and cantering and the second line below and trotting. Only one circle is completed before continuing on the wall.
ⓐ/ⓤ- MOON INTO MERGE
Same as moon, but after the one circle, the merge onto that center point.
ⓐ/ⓢ/ⓤ- SPLIT INTO MOON
Split and moon combined: split at the split point and leaders curve off immediately to form moon, then continue their same o.g. directions on the wall (leader right, generally).
ⓘ/- DNA LEAD
Very similar to DNA, the only difference is that only the line leaders follow the "go", so the rest of the line follows them.
ⓐ/- S-CURVE
Split lines are moving along the arena walls opposite of each other, going in the same circular direction (both clockwise for example). When they reach the B-E mid points, leads should make a 10m semicircle in the natural direction. Upon reaching the center of the arena, switch to the other direction, and follow the path the other line just made by making another 10m semi-circle and finishing on the wall.
- TWINE
Appears like DNA in real life, with curves. Setup: split lines approach each other coming towards the same centerline. At the centerline marking, leaders go in alternating semi-circles at the specified gait and size.
ⓢ- PUZZLE
At a centerline or specified cut point, all people of one letter cut of of the wall while the other letter stays on it. At the center of the arena or specified point, the group that cut now cuts back towards the other line. Merge back into original order where the lines meet.
ⓢ- TIER
On go, the leads cut off of the wall at a 90 degree angle (or alternatively, if specified, a slant or back slant angle). All A's follow the A leader and all of the B's follow the B leader to go into a buddy formation aligned across from each other from the observer perspective.
ⓢ/ⓤ- QUAD TIER
The same as a normal tier, but people cut off of the wall in groups of 4 rather than groups of 2.
ⓘ/ⓢ/ⓤ- PINCH
Doubly split lines (4) come towards each other on the dye. The two nearer the B wall do star towards the E wall, and vice versa.
- BELT
At the wall, the leader does a U-turn in the specified direction. There is no go.
-FLIP BELT
The same as belt, however the leader does a flip rather than a normal U-turn in order to fall back onto the same line they were just on.
ⓐ/ⓤ- CURVE
Any curved shape that a line makes and is not a completed circle. Sometimes it may be a fraction of a certain size of circle, but it can also be more abstract as however the commander specifies.
ⓘ/- SERPENTINE
Any combination of curves or incomplete circles of a specified size. Alternating serpentines change directions with each new curve, normal serpentines make a scallop sort of pattern.
ⓘ/- REVOLVE
Split lines cut mid and come towards each other. On go or at the circle size lines of how large the circle was called (ex. 5m revolve set), leads cut 90 degrees to the right and then immediately begin to curve into that size of circle. If called correctly, there should be no gap in between the two lines, and revolve acts as a temporary merge, so letters must be recounted.
ⓘ/- DIAMOND DRILL
Split lines approach each other coming towards the same mid point. On go, just before leads cross, leads do a back slant. On the second go, leads comb inwards. On the last 2 goes they follow the corners/shapes that the other line just made. Riders should make sure to move in very small, angular movements.

CIRCLES & CIRCLE FORMS:
- CIRCLE SPACING
When in a circle, always correct your spacing by using your gaits in very small bursts, unless the change you need to make is extremely minute. In that case, tilt your horse in to close your gap or tilt your horse out to expand it. Be sure to return back to the proper circle lines (below) after adjusting spacing. Every rider should be leading their own path in order to make the shape as even as possible.
- CIRCLE SIZES (meter system created by Terrific Tigers)
We use two primary circle sizes, 5m (as in 5 meter) and 10m. A 5m circle is two quadrants in diameter, which would be 2 lines of both type away from the center, including the center lines. Sometimes referred to as "one line away" as in lines away from the center of the circle. A 10m circle is 4 lines across in total or two lines away from the center. To adjust the circle size of the line is too large/short, the commander might say that your circle needs to be one horse-width away from the circle lines to increase its size ever so slightly.
- CIRCLE LINES/BOUNDARIES
A circle line is the quadrant line or dotted line that the edges of a circle rest on. The commander might call a circle to be one horse-width away from the circle lines in order to increase its size slightly; so know where the lines are and how to adjust.
ⓑ- BLOOM
From a circle, curling out on go. Remember this is not necessarily left or right, it is to the outside of the circle.
ⓑ- CAVE
The opposite of bloom: from a circle, curling in.
ⓘ/ⓢ/ⓤ- FLOWER
From a circle, split curls (bloom/cave), and gaited. A's canter bloom, B's walking cave.
ⓘ/ⓢ/ⓤ- ROSE
The first go is the same as flower. On the second go, switch directions and letter roles to make it a fate. So, A's do a canter bloom into a walking cave, and B's do a walking cave into canter bloom.
- CARTWHEEL 
From a circle, everyone turns in on go to the very center, crosses (horses will go overlapped), and on the second go, turning back into the circle right or left so that it goes the same original direction (clockwise or counterclockwise).
- "CUT OUT"
From a circle, everyone turns out on go, straight away from the true center. On the second go, turn back into a larger circle in the direction that the commander calls.
ⓐ/ⓢ/ⓤ- BAGEL
In a circle, the called letter will do a walking U-turn and then trot once finished, which forms two circles with the inner one going the opposite direction as the outer.
ⓐ/ⓢ/ⓤ- BAGEL BACK
Can only be done after a normal bagel The inner line does a walking U-turn out, trots when finished, and falls back into their original spot in line.
ⓘ/ⓤ- SUNRISE
From a circle, doing a keyhole inwards, going straight away from the true center. On the second go, turning left or right to form a larger and more spaced-out circle.
ⓘ/ⓤ- SUNSET
From a sunrise, cut out, cartwheel, spike expand, etc. (any position in a larger circle with wider spacing than HI or OT), doing a keyhole outwards, straight towards the true center, and turning into another, smaller circle (or any size circle if the sunset is into a cartwheel).
ⓐ/ⓤ- SPIKE
There are 3 goes. From a circle, on the first go, slant comb outwards. On the second go, turn in the other way than the first way you turned and at an angle that would put you at the same distance from the center of the circle as you were before turning off (not going straight to the center, turning in less like you'd skim the side of the circle if there were still people circling). On the third go you should be in the circle again and right after it you should turn again to continue the circle shape.
ⓐ/ⓤ- SPIKE EXPAND
Spike from a smaller circle into a larger one.
ⓐ/ⓤ- SPIKE SHRINK
Spike from a large circle into a smaller one.
- VENN
This is a follow form. It's preferably done with an even number of people in line that fit perfectly into a 5, 10, 15, or 20m, such as an 8p OT line from 5m (or expanded into 10m). On go, two designated leaders directly across from each other lead a circle half the size of their current circle inwards for one revolution, then go back to the original circle. 
- ALTERNATE VENN
The same as Venn, but leaders do half a revolution of their circle, then switch directions. It creates a sort of S-curve.

BASIC FORMS (ⓑ)
- CURL
A small, completed circle done individually on "go". Hold down the A key, D key, or arrow key until you reach the wall again.
- COMB
An individual cut, done by everyone on "go". Be sure to turn straight towards the other wall (not on an angle) so that spacing & alignment stays even for the length of the arena. Stay around one horse above the rest of the line at all times.
- CURL INTO COMB
Curl straight into comb. Start with a curl, but instead of going straight on the wall, continue turning until you face straight towards the opposite wall you were on.
- SPLIT CURLS
Curl, but direction alternates down the line: A's right and B's left.
- SPLIT COMB
Same principle as split curls, but combing instead of curling.
- SLANT COMB
In the same way that comb is an individual cut, slant comb is an individual dye. On go, turn at the angle that the diagonal lines on the arena go, or if the lines aren't there, basically turn for half as long as a regular comb, at a 45-degree angle. Match the leader's angle if you aren't sure. At the wall, fall into line before reaching it as soon as the leader turns to create a curved line that slips onto the wall. (Another go will be called.)
- KEYHOLE
3/4 of a curl resulting in a comb in the opposite direction than the original one called.
- BACK SLANT
3/8 of a curl, or a slant comb in the unnatural direction. Technically, a 135 degree turn.
- PIVOT
As a general term, any turning within moving forward. If we were to just say "pivot set" we are referring to a 90 degree turn or a quarter pivot in standard dressage.
- HALF PIVOT
A pivot turning half as much as a normal pivot. For RC, this means turning 45 degrees.
- FULL SPIN
A 360 degree pivot.
- U-TURN
An individual belt, or a curl over in standard dressage. Holding one's key down for half of a curl and then going forward in one line that is now in flipped order.
- BOW
Doing /bow; generally at the beginning and/or ending of a routine, especially in file halt.
- WAVE
doing /wave; generally at the beginning and/or ending of a routine, especially in file halt.
- DODGE
Split lines come towards each other and comb and align staggered. Cheerios go straight forward (making sure to stay aligned) and then curl left or right (depending on leader's direction: ie. dodge left is curling left) on go around the person beside them. (You will look like you're going through them as a product of the screen delay). This is a full curl so you will end the form going forward the same direction you were going before curling.
- HALF DODGE
The same as a normal dodge, but only a half curl/U-turn on go which means you'll face the wall you combed from by the end of the form.
ⓤ- FROGGY
Same as half dodge, but only one specified letter does the curl over. Ends in a partner comb or reversed partner comb position depending on which letter moves.

INTERMEDIATE FORMS (ⓘ)
- OPAL
Curl into slant comb.
- BACK OPAL
Curl into back slant.
- FATE
Two goes: the first curl is exactly like split curls, but then right as the rider returns to their initial angle, they curl in the opposite direction.
- TRIPLE CURL BY GAIT
Three curls in a row, but the first is done walking, next trotting, third cantering, and back to trot on continuing. Switch gaits as you are parallel with the wall (or initial angle) again.
- DECREASE CURL
Like triple curl by gait, but canter, then trot, then walk, then back to trotting.
ⓤ- SNOWMAN
Triple curl by gate, but spread out. First go is a walking curl, continue walking. Second go is a trotting curl, continue trotting. Third is a canter curl, returning to trot afterward. All 3 curls will be done within a few seconds of each other.
ⓤ- BUBBLE WAND
A snowman fate ending with everybody in the canter. For the three goes: split walking curl, keep walking. Split trotting curl in the opposite direction, keep trotting. Split canter curl in the original direction, keep cantering.
- OVER
A's curl on the first go, B's on the second go.
- PARTNER CURL
Much like over, but with one go. A's curl on go, B's follow through their path when they get to the point where the A's begin curling. The same principle as with partner comb, but curling instead of combing.
- FLIP
Most clubs call this bear or bear claw; doing half a curl and immediately turning to the wall at a slant comb angle (no hesitation).
ⓤ- PASTA
Do flip, then do a keyhole in the opposite direction. Visually, this looks like 2 flips in a row.
ⓤ- ROLL CALL
Setup: Split lines on opposite walls going in the same direction comb, then align to the commander's discretion (staggered or straight across), and halt just before passing. The actual form: merging down the center of the two lines like a zipper in the same order as the original single line; one person from the lead line, then from the second line, then from the lead again, etc. Don't move until the new end of the line is right in front of you, "hook on."
ⓢ- KNOT
Split 3/4 of a curl into comb. If you curl right, don't complete the curl, & end up combing left.
ⓤ- X
(Generally starts from a buddy merge or waterfall). On go, everyone, one will slant comb in, creating a large X shape. Everyone should match their angel to the leader. 
ⓢ/ⓤ- KNOT X
Usually from buddy, a keyhole + slant comb outwards. If in a merged line to begin, split keyhole + slant comb. 
ⓤ- FLOCK
Split lines dye on adjacent corners and slant comb to the wall opposite of the one their corners touched. For example, dye from the C wall corners, then slant comb to A.
Comb in variation where after flocking, on a second go, everyone combs in to create the same shape as slant comb in when still on the diagonals.

ⓢ/ⓤ- PUZZLE COMB
The follow form puzzle, except that all riders of the specified letter comb all at once, and cut back all at once.
ⓢ- PUZZLE DODGE
Dodge, but A's keyhole and B's curl so that the ending position is like a puzzle comb.
ⓢ/ⓤ- PARTNER COMB
A's comb, B's follow directly behind the A that was in front of them.
ⓢ/ⓤ- OBLIQUES
A's comb, B's curl into comb (all same direction and same go). On the second go, A's curl towards the lead to fall back into normal comb placements.
ⓢ/ⓤ- BLIP
On the first go, A's comb, B's curl into comb. On the second go, as A's cross the centerline, A's flip towards the leader (third go, finishing the flip, is called so that A's follow directly behind their partner B). The ending position is like a comb out from a tier-- parallel.
ⓢ/ⓤ- KNOT INTO BUDDY
Knot (either from buddy or from a single merged line), and on the second go cutting to face the original wall.
ⓢ/ⓤ- X SWITCH SIDE
From buddy, we do the form "x" on the first go, and on the second go, face the original wall again. Basically, the "fall into line" happens before the leader is turning onto the wall, and in effect, everyone switches the side of the buddy that they were on.
ⓢ/ⓤ- ZIGZAG
From a single file line, usually on a dye, the first go is a split slant comb. The go's that follow are for combs in, so that the lines cross over and over. After the first go, it is the same as DNA.
ⓢ/ⓤ- JUDITH
Setup: a merged line combs. First go: A's fate towards the back, B's curl towards the back. On the second go, A's will complete that fate. A third go will be called in which B's do another curl towards the back of the line.
- CURL-IN MERGE
The same as the form snap in standard dressage. Split lines comb towards each other and align staggered, then on go, keyhole towards the back of the line in order to merge.
- HOLD STRAIGHT
On the first go, U-turn in the called direction. On the second go, another U-turn in the same direction. This is generally called in quick succession, creating something like a delayed curl.
ⓤ- HOLD SLANT
On the first go, flip without returning, and keep going even after passing the original axis. On the second go, do a U-turn in the same direction. On the third go, fall back onto the line with a slant comb in the opposite direction.
- ALTERNATE HOLD
On the first go, a U-turn to the called direction (hold alter right = U-turn right), and on the second go, a U-turn in the other direction. Right then left or left then right.
- RIBBON
Alternate hold, repeating indefinitely until the commander signals to stop.
- CROSS
From buddy, doing a U-turn inwards.
- COMBO
The same as the form combo in standard dressage. 3 goes for 3 forms: U-turn in the direction called, curl in the opposite direction, then U-turn back to the original line.
ⓤ- COMBO CROSS
From a close buddy, combo out, and on the 4th go do a U-turn in, aka the form cross.
ⓢ- FAÇADE
A combination of split combo and snowman. On the first go, split walking U-turn and continue walking. On the second go, trotting curl out and continue trotting. On the last go, canter U-turn and continue cantering.
ⓤ- HISS
A split combo, but everybody does their curl in the same direction. If called rapid-fire, depending on the direction called, one of the letter groups will be holding down their key for the entire time, the equivalent of doing a double curl. When calling this move, there will be a direction called, however that direction ONLY dictates the curl direction. A's still split to the right and B's still split to the left.
- ORBIT
The same as the form orbit in standard dressage. A walking curl in the direction called, then a canter curl in the same direction. Think of it like triple curl by gait, except cutting out the trotting curl.
ⓤ- MEATBALL
A transition curl: on the first go, do a trotting U-turn in the specified direction. On the second go, switch directions and do a canter curl. On the final go, without switching directions, go down to a trot and complete a U-turn. Ends in the same direction and line as before, but moved up (or if done from a circle, out) by one quadrant line (meter).
ⓤ- SWAN
Flip without returning into back opal in the opposite direction.
ⓤ- FORWARD SWAN
Swan, but curl into comb instead of back opal. (Ends in slant from straight line placements)
ⓤ- BACK SWAN
Swan, but curl into U-turn instead of back opal. (Ends in back slant from straight line placements)
- DOMINO
A staggered comb. Comb the moment you see the person in front of you start to turn into their own comb. Will end up in a position similar to a slant comb from a dye. When falling in, fall in when you see the person above you start to fall in.
ⓤ- SCOOP
On the first go, canter keyhole into slant comb. On the second go, B's go down to a trot and A's curl right, trotting after that curl is finished. On the third go, B's curl right and canter up to be HI with A's in partner slant comb positions.
ⓢ- FLIP FATE
As it sounds. Fate using flips without returning.
- SPING
A curl into a keyhole overshoot in the opposite direction.
ⓢ- ECLIPSE
From an extremely close buddy, both lines curl in the same direction. The line on the same side as the curl direction (so if the curl is right, the right line) walks for their curl, while the other line canters. This makes the curls overlap.
ⓢ- NOVA
Similar to Eclipse. The outer line does a trotting curl while the inner line does a full spin, both in the same direction so they overlap.

ADVANCED FORMS (ⓐ)
ⓢ/ⓤ- REPEL REVERSE
Split lines dye on opposite corners. At the center, both lines split with their leaders going to the right and facing an adjacent corner. As riders split, they immediately merge with the people from the other group that have also gone towards the same corner.
ⓢ/ⓤ- DNA
From buddy, x, but over and over to create a shape like a double helix of DNA. On the first go, do a regular x. On the following go's, comb inwards onto slanted lines to create the same shape.
ⓢ/ⓤ- BRAID
From one line, split flip without returning. On the next set of goes, cross the centerline and keyhole out for as many times as the commander calls. To merge, do not cross the centerline, and instead back slant towards the lead.
ⓢ/ⓤ- WEAVING
On go, A's halt and B's go to the left of the A in front of them, and then turn back into line and halt in front of them (moving up by one spot). On the second go, B's stay halted and A's go to the right around the B above them, and then fall in line and halt. The same pattern continues until "go - continue" where the line follows the leader like a trot set or file into order; A's continue trotting and B's move so that they have correct spacing.
ⓢ/ⓤ- CLOAK
A variation on the end of Weaving. The start of the move is the exact same, but when it's time for the B's to do their final weave, the form changes. B's trot halfway through their little curve until they're parallel with the A to their right, when a go is called for them to do a canter flip left w/o returning. Another go is called shortly after for the A's to follow with another canter flip left w/o returning, fully inside to the B's, in a canter partner slant with B's above A's.
ⓤ- OVERLAP
[from a staggered buddy, like after a waterfall] On the first go, the secondary line walks. On the second go, the lead line halts in place and the secondary line does a slant comb towards the other line, and then does a 2.5m curve, like a large U-turn, to around the person in front of them and towards the lead. On the third go, the secondary line begins trotting, and the lead line people trot forward and turn in so that they follow the person who just wove around them.
ⓤ- THREAD
From a merged line with wide spacing. On go, everyone halts except for the very last person in line. That last person will go right around the person above them, then left around the next, right, left, etc. weaving through until they're at the front of the line, then keep trotting forward with the original path. The commander will call goes for every person in line, only applying to the new last halted person in line, to do exactly as the first person did. At the end of the form, everyone is in flipped order.

Variations:
Thread right: what was described above; default.
Thread left: same as above, but you start by going left around the person above you.
Thread alter: same as above, but you go the way the person behind you did not go. For example, if the person behind you went left around you, you go right around the person above you when it's your time to move.
ⓤ- COMPASS
Four keyholes in the same direction.
- CLOVER
4 keyholes in a snaking direction pattern. Right, left, left, right OR left, right, right, left.
ⓤ- PINWHEEL
Beginning from split lines coming towards each other on the dye~ before lines cross, the first go is called for a slant comb in the appropriate direction. (ex. pinwheel right = slant comb right.) Then 5 more goes, all for combing the opposite direction (in pinwheel right, the combs are left), making sure that the line members do not cross in the back/front. On the seventh go, slant combing in the same direction as the first go to fall onto the dye.
ⓢ/ⓤ- COMBI
The standard dressage move obi, but with combos instead of curls. There are 10 goes, and the specified direction indicates the way that the combos will be done. As individual forms, this move is made of a fate (split), combo (in the direction called), fate, combo.
ⓢ/ⓤ- HONK
Combi, but with hiss instead of combo.
ⓢ/ⓤ- DRAGON
Begin on the A-C centerline in either a staggered buddy or single line. On the first go, knot x. On the second go, apply double splitting and have A's canter curl in while B's walking curl in. On the third go, comb outwards onto other slanted lines. Usually, fall onto the wall naturally in flipped order, but the commander may change this at their discretion.
- GALAXY
Orbit fate.
ⓤ- HYPNOSIS
A fate in which one entire curl is replaced with triple curl by gait and then by decrease curl. For example, a walking curl right, trotting curl right, canter curl right, canter curl left, trotting curl left, walking curl left. At the switching point between the two canter curls it acts as a canter fate.
ⓤ- ONION
The same as the standard form of rumble. A's do a triple curl by gait, B's do a decrease curl. On the second go, everyone should be trotting and appear to be a part of the exact same line, doing the exact same movements.
ⓢ/ⓤ- TAPE
A sort of combination of split snowman and hold slant. On the first go, walking split flip without returning. On the second go, usually right before the quadrant/dotted lines one away from the centerline, do a trotting U-turn in the same direction (A's right B's left). On the third go, just before crossing the centerline, do a canter key hole in the opposite direction and overshoot it by 1/8 of a curl so you are facing directly towards the walls as if in a split comb.
ⓢ/ⓤ- RUMBLE WEAVE
On the first go, A's halt in place and B's go to the right around them, as though in the move weaving if they went the wrong direction. As they are next to each other, on the second go, B's canter curl left and A's full spin left. When the B's finish the canter curl, the trot and continue the curve around the same one person, then halt in front. For the next set of goes, the A's are the dominant letter, and they do the same as the B's with directions switched. These sets of goes continue for as long as the commander calls, and then after the A's halt in front of the B's for the last time, a trot set (all on go) is called to continue.

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