Mat Manual mark MAT MANUALTHE MARTIAL ARTS REFERENCE
Wrestling · Catch Wrestling

Riding the Legs: The Leg Ride and the Turk

Every riding room has one bottom player nobody can turn. Crossface rides slide off them. The spiral ride turns their shoulders and not their hips.

On this page
  1. Why the Legs Beat the Base
  2. Getting In: Entries Off the Breakdowns
  3. The Ride Itself: Position and Pressure Standards
  4. The Turns: Figure-Four and Turk
  5. The Bottom Player's Honest Answers
  6. Where It Goes Wrong
  7. The Companion Guide
  8. Key Takeaways

Their base is wide, their hips are low, and they sit there absorbing pressure like furniture. The leg ride exists for that player. Instead of fighting the base from above, you take the base itself away: your legs go in, hook their legs, and stretch the foundation out from under them. A base that has been stretched cannot shrug. Then, and only then, the turns arrive, the figure-four and the turk chief among them. This article teaches the ride control-first, the way the standing rule of this library demands: position and pressure standards before any turn, and the turk as a controlled lift-and-turn, never a crank.

The leg ride is the strongest ride in the riding library, and that strength is why it was missing until the library could frame it properly. A ride this dominant, taught as a finish hunt, injures knees and teaches nothing. Taught as control, it completes the riding picture: breakdowns feed rides, rides feed turns, and the leg ride is the ride that answers the base nothing else could move.

Section 01Why the Legs Beat the Base

A strong base is a geometry problem. Knees wide, hips low, weight spread across four points, the bottom player presents a short, stable structure. Upper-body rides attack that structure from above, where it is strongest. The leg ride attacks the points themselves. Your leg hooks inside theirs, your foot and shin take over the space their knee wanted, and your hip pressure stretches their leg out along the mat. One point of the base is now long instead of bent. Long legs do not post. A base on three points tips toward the missing one, which is where you are already waiting.

Why the Legs Beat the Base
RideHow it attacks the baseWhere it stalls
Crossface ridePressure and a shoulder lever from aboveAgainst a wide base that absorbs and re-posts
Spiral rideTurns the shoulders, hips follow if they followAgainst hips that stay square while shoulders turn
Leg rideHooks and stretches the base's own legsAgainst a bottom player who sits back and strips the hooks early

No ride is a spell. The leg ride is the answer to a specific, common problem, and the riding chains in this library get stronger because the answer now exists.

Section 02Getting In: Entries Off the Breakdowns

Legs go in after a breakdown has flattened or stretched the bottom player, not into a fresh, coiled base. The breakdown chain in this library teaches the standard entries, and the leg ride takes its feed from there. Three entries cover most of the honest work.

Off the spiral breakdown. As the bottom player is driven forward and their near leg stretches to post, your near leg follows it in, hooking at the knee line as their weight settles. The entry rides the breakdown's momentum; you are not forcing a hook into a loaded leg.

Off the tight waist and chop. The chop breaks their near arm, their weight tips, and the far leg reaches to catch them. That reaching leg is the entry for your far-side hook. Timing matters more than depth here: arrive as the leg posts, not after it has loaded.

Off the re-ride. When a bottom player stands or sits up out of another ride, their legs present themselves. This is the experienced player's entry, trained last in the companion guide.

Depth standard for every entry: your hook sits at or above their knee line, your hips stay heavy and low, and your upper body keeps a control, a crossface or a wrist, so the ride is never only legs.

Section 03The Ride Itself: Position and Pressure Standards

With one or both legs in, the ride has a shape. Your hips sit on their hips, heavy, slightly to the hooked side. Your hooked leg stretches theirs out, foot active, not dangling. Your free leg posts wide where it can drive. Your chest stays on their back, your head up, and your hands work: crossface, wrist control, or framing their far arm, per your coach's system.

Pressure comes from the hips driving at an angle, splitting their base apart rather than pressing straight down. Straight down is weight they can carry. A useful self-check: you feel balanced enough to let go with one hand and wave. If you are clinging to stay on, the ride is not set, whatever your legs are doing.

Control standards come first in the guide and first here: hold the ride against a calm partner, then against a partner working at half effort, then against the standard escapes at training speed. The turns in the next section are gated behind those holds.

Section 04The Turns: Figure-Four and Turk

The figure-four. With both legs in, your legs can lace into a figure-four around one of theirs, locking the stretch in place and freeing your hips to drive the turn. The bottom player is rolled toward the trapped side, their base already spent. The figure-four's gift is patience: once laced, the turn can be driven slowly, in stages, with control kept the whole way. Train it as a turn to the back and a hold there, not as a throw over the top.

The turk. The turk uses one hooked leg as a lift. Your leg raises their leg, your upper body drives across, and they turn over the raised leg toward their back. It is the leg ride's signature finish and the one this library gates hardest. The standard, stated plainly: the turk is a controlled lift-and-turn. The leg is raised by your hip and leg together, to the height the turn needs and no further, and the turn is driven by your body, not by cranking their leg sideways against the knee. A turk applied as a crank attacks the bottom player's knee, and that is outside this library's teaching, in training, without exception. The guide's turk cards do not open until the ride's control standards pass, and the lift height is printed on the card where a coach can check it.

The Turns: Figure-Four and Turk
FinishThe control it needs firstThe fault that voids it
Figure-four turnBoth hooks set, hips heavy, base stretchedLacing the legs while the bottom player is still posted and square
TurkOne hook deep, upper-body control live, base broken to that sideReaching for the lift before the base breaks, or lifting with a sideways crank

Section 05The Bottom Player's Honest Answers

This library's bottom wrestling pair teaches the bottom game in full; it is not re-taught here. The leg ride's own answers, in brief: sit back into the rider before the hooks set, making your legs load-bearing again. Strip the first hook as it enters, while stripping is still cheap. Keep one knee bent and under you; the stretched leg is the lost leg. And when the ride sets fully, defend the turn, not the ride: hips square as the figure-four drives, a hard sit-through as the turk lifts, per your coach's system.

A ride trained only against partners who lie still is a photograph. The companion guide pairs every offensive card with its defense at rising resistance, so the ride you keep is the one that survives answers.

Section 06Where It Goes Wrong

Legs in, hips absent. The signature fault. The hooks are set, the legs are busy, and the rider's hips float high and light, so the bottom player carries the ride like a backpack and stands up with it. The ride is hip pressure with leg assistance, not the reverse. When in doubt, drop the hips and do less with the legs.

Reaching for the turk early. The base is intact, the hook is shallow, and the rider lifts anyway. What follows is either nothing, or a sideways force on a loaded knee, which is worse than nothing. The gate exists for this exact moment: base broken first, verified by the hold, then the lift.

Both legs committed, no hands working. A rider whose hands have gone quiet gives the bottom player free arms to strip hooks and build escapes. The legs hold the base; the hands hold the person. Both jobs run at once.

Section 07The Companion Guide

The article gives you the knowledge. The guide turns it into training. The Leg Ride Playbook is the drill book for the ride that takes the base away.

Entry cards are organized by breakdown, so the legs learn to arrive off work you already own. Leg-position standards and control holds come before any turn, the turk progression is gated behind those standards with the lift height printed on the card, and chain cards run ride to turn to finish the way the riding chains in this library are built. Defense cards pair with every stage, dosage tables scale the work to the pair in front of you, and a fault table names the backpack ride and the early turk where you can find them again.

Key Takeaways
  • The leg ride answers the strong base: hooks stretch the base's own legs out from under it, so the structure other rides push against is no longer there.
  • Entries come off breakdowns, not into a fresh base, and every entry keeps an upper-body control. The ride is never only legs.
  • Control standards gate the turns. Hold the ride against rising resistance first; the figure-four and the turk open after the hold passes.
  • The turk is a controlled lift-and-turn, driven by the hip and body. Lifting with a sideways crank on the knee is outside this library's teaching.
  • Hip pressure is the ride. Legs in without heavy hips produce the backpack ride, which a strong bottom player stands up and carries away.

Related: Riding Is Not Breaking Down Related: Ride Them Somewhere Worse Related: Using the Crossface

The Companion Guide

Leg Ride Playbook

Mat Manual companion guide to "Riding the Legs: The Leg Ride and the Turk." Print it. The article makes the case: the leg ride answers the strong base by stretching it out from under the bottom player. This book builds the ride control-first, with entry cards by breakdown, leg-position standards, control gates that must pass before any turn, and a turk progression whose lift height is printed on the card.

Catch Wrestlingintermediateplaybookriding, holds, training-plans

What's Inside

  • Part 1: The Ride Card
  • Part 2: The Control-First Ladder
  • Part 3: Entry Card A: Off the Spiral Breakdown
  • Part 4: Entry Card B: Off the Tight Waist and Chop
  • Part 5: Entry Card C: The Re-Ride (Gated)
  • Part 6: Leg-Position Standards
  • …and 22 more sections
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