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

Ride Them Somewhere Worse

You hit the takedown clean, land in a good ride, and then nothing gets better. Ten seconds pass. Twenty.

On this page
  1. Link One: The Ride, Established Properly
  2. Link Two: The Breakdown
  3. Link Three: The Crossface and the Turn
  4. Link Four: Take What the Turn Presents
  5. The Defensive Half: Every Link Has a Counter-Link
  6. Where It Goes Wrong
  7. The Companion Guide
  8. Key Takeaways

You're still on top, still winning on paper, but they're comfortable enough underneath you, their base is under them, and when they finally stand up you're the one who has to start over. Next takedown you squeeze harder, ride heavier, try to hold them down by main strength. That works until you're tired. Holding a person down and taking them somewhere worse are different skills. The first burns you out. The second one ends matches.

The ride in catch wrestling isn't a resting place after the takedown. It's a chain with four links, and each link makes the next one cheaper. Ride established. Breakdown. Crossface and the turn. Then the finish the turn hands you, a cradle or the double wristlock, and the pin count or the finishing hold at the end of it. Run in order, the chain walks a bottom player from a position they can defend to one they mostly can't. Skip a link and you're paying full price for everything after it.

A ride is established when your weight is on them, not beside them, your hips are low, and at least one of their arms or hips is controlled well enough that standing up costs them work. Chest-to-back contact, your weight through their near hip, toes driving, head up. If your knees are carrying you and your chest is light on their back, you're visiting the ride, not holding it. Everything in this chain is priced off this link. A sloppy ride makes the breakdown a wrestling match. A settled ride makes it a formality.

The breakdown takes their base away before you ask them to turn. A based-up player on hands and knees has four posts and a strong back. Turning that player is hard, and strong students fail at it for weeks without knowing the turn was never the problem.

Flatten them first. Drive forward and to one side, stretch their base out long, get their hips to the mat and their elbows bending, their weight onto their forearms and belly. Methods vary by school: chop an arm and drive, pry a hip down, spiral them flat. The details matter less than the result. Stretched out flat, a bottom player has no post to turn against and no base to stand up from. Their defense now costs real effort, while yours costs weight and patience.

Honesty about neighbors: this library already has a piece on holding versus pinning, and the breakdown is where that distinction lives. A flat, stretched player still isn't pinned. You've spent a link to make the turn cheap, not to score.

Link Two: The Breakdown
LinkYour jobWhat it buys the next linkTheir counter-link
1. RideSettle weight, control a hip or armA platform nothing else works withoutBuild base before you settle: elbows in, hips under
2. BreakdownFlatten them, stretch the base out longA player with no post to turn againstRebuild the base: one knee, then the other, hips back under
3. Crossface and turnCrossface, drive the turn over the far shoulderTheir back turned toward the mat, arms busy survivingHip heist into the turn, or catch the crossface arm and roll
4. FinishTake the cradle or DWL the turn presentsPin count, or the hold finished by leverageTurn in hard to face you, or flatten and re-base before the grip sets

Now the crossface, and here too a neighbor article does the deep work on the crossface itself: the forearm across the face line, the far arm controlled, the head turned where the body must follow. This chain uses that tool at this exact moment, against a flattened player, because a crossface on a based-up player invites them to sit into you, while a crossface on a flat player starts a turn they have little to stop with.

Run it as one motion. Crossface set, far arm trapped or lifted, your weight drives diagonally, and they turn over the far shoulder. Stay chest-to-chest close as they go. The turn is where rides get lost: top players lean, admire, and leave a gap at the hips, and the bottom player heists straight through it. Your hips follow theirs the whole way over.

Don't decide the finish before the turn. Decide during it, from what you feel. If their near knee and head come together as they turn, that's the cradle: gather them, lock, and settle for the pin count or run the roll. If an arm folds and stays folded, that's the double wristlock: take the grip, settle into that hub, and finish by leverage in steps. If neither presents, you still have them turned and flat, which is somewhere worse than where the chain started. Re-run link three. The chain loops. It doesn't expire.

The pin clock runs through all of this, and it changes how you pace. Against the clock, a patient ride that arrives at a real pin beats a frantic one that flashes their back to the mat for half a count, twice. Each link should end in a position you could hold while a referee counts. If you couldn't hold it, the link wasn't finished, whatever it felt like.

Bottom players: read the table's last column as your own chain, because it is one.

Against the ride, your race is the first two seconds. Get your elbows in and your hips under you before their weight settles. Base built early is cheap. Base built late, against a settled ride, is a strength contest you'll lose on points and energy.

Against the breakdown, rebuild the base in order. One knee up, then hips back under, then the second post. Players who try to explode flat-to-standing in one motion give the top player the stretch all over again.

Against the turn, the hip heist is your link. As the crossface drives you over, heist your hips out and into the turn's direction, come up to a hip and an elbow, and face them. A heist timed with their drive uses their best force. A heist after the turn lands is just lying there with extra steps.

And if the finish grip starts, fight the grip, not the hold, same rule as every chain in this batch: hands before leverage, always.

Top players should drill this half too. You can't feel a link failing if you've never been the player breaking it.

Section 06Where It Goes Wrong

Turning a based-up player. The most common stall in the chain. They have four posts, you have a crossface and hope. Go back a link. Flatten them first.

Riding beside them, not on them. Knees in the mat, chest light, weight nowhere. Every later link costs double, and the stand-up beats you for free.

Choosing the finish at link one. Deciding "cradle" before the takedown lands means forcing a cradle the turn never offered, while a wristlock sat there ignored. The turn presents. You take.

Letting the hips disconnect during the turn. The gap at the hips during link three is the heist's front door. Chest follows, hips follow closer.

Rushing against the pin clock. Half-counts and scrambles. A link isn't done until you could hold the position through a count. Slow is smooth here, and smooth scores.

Section 07The Companion Guide

The article gives you the knowledge. The guide turns it into training. The Ride-to-Finish Chain Playbook breaks the four links into cards, each taught with the bottom player's counter-link beside it, so both sides of the chain get drilled in the same session.

It opens with safety and partner agreements, including falling and landing rules for every turning drill, then works link by link: ride checks, breakdown cards, crossface-and-turn cards paced against a spoken pin count, and finish-selection cards where the turn, not the plan, picks the cradle or the wristlock. The back half is a four-week build ending in timed chain rounds, with session plans, a link tracker, logs, and troubleshooting for each stall point.

It's made for the intermediate wrestler whose takedowns score and whose rides evaporate, and for the bottom player who survives the ride without ever threatening it.

Key Takeaways
  • The ride is a chain, not a hold: ride, breakdown, crossface and turn, finish. Each link makes the next cheaper.
  • Never turn a based-up player. The breakdown comes first, and it buys the turn.
  • The finish is chosen during the turn, from what the turn presents: cradle or double wristlock.
  • Pace against the pin clock. A link counts when you could hold the position through a referee's count.
  • Every link has a counter-link: early base, base rebuild, and the hip heist against the turn.

Related: Holding Them Down Isn't Pinning Them Related: Using the Crossface Related: One Leg, Three Doors

The Companion Guide

Ride-to-Finish Chain Playbook

Mat Manual companion guide to "Ride Them Somewhere Worse." Print it. The article explains the four-link chain: ride established, breakdown, crossface and the turn, then the finish the turn presents. This book drills each link with the bottom player's counter-link beside it, paces the turn against a spoken pin count, and runs the chain through a four-week build ending in timed rounds.

Catch Wrestlingintermediateplaybookgroundwork, throws, training-plans, safety

What's Inside

  • Part 1: The Chain at a Glance
  • Part 2: How a Rep Counts
  • Part 3: Where Chains Start: The Takedown Landing
  • Part 4: Link One Cards: The Ride
  • Part 5: Link Two Cards: The Breakdown
  • Part 6: Link Three Cards: Crossface and Turn
  • …and 22 more sections
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