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ALTINHA 360 · X4 · V1

الأفعال المترابطة تُحسب أيضًا.

افهم اللعبة قبل قراءة التفاصيل.

النص المعياري الكامل متاح بالإنجليزية والبرتغالية. تظهر النسخة الإنجليزية أدناه.

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بلغة بسيطة

DLA تعني دفاعًا ثم رفعًا ثم هجومًا وتساوي 15. تربط DA الدفاع والهجوم وتساوي 40؛ تربط AA هجومين وتساوي 70؛ وكل صدّ (B) صحيح يساوي +100 كفعل فردي. ويظل الصدّ مشروطًا بصدّ هجوم وفق القواعد؛ ولا يلزم أن يكون الفعل المسجَّل قبله مباشرة في SCORE هجومًا (A→B أو D→B أو L→B). تضاف هذه القيم إلى القيم الفنية للتمريرات، ويجب تأكيد الأفعال وروابطها.

في الممارسة

عند انتهاء الوقت يمكن احتساب آخر لمسة قانونية دون اكتمال الاستقبال. تسمى الاستثناء Last Pass ويستخدم GREEN × 1.5. لا ينطبق على السقوط الخامس ولا يسمح بإنهاء مبكر اختياري، ولا يُفترض استقبال بعد النهاية.

قراءة القاعدة الرسمية لهذا الموضوع
في هذه الصفحة

Technical production, repetition and penalties

Technical Pass Value = Skill Base × Execution Multiplier × Repetition Multiplier. RED × 0.5; YELLOW × 1.0; GREEN × 1.5; GOLD × 2.0. Execution belongs to the Player producing the outgoing Pass. GREEN/YELLOW/RED reflect the recipient movement required by that Pass. GOLD recognizes the extraordinary outgoing Pass produced after a difficult situation; it does not belong to the previous passer.

Repetition multipliers are 100%, 100%, 100%, 75%, 75%, then 50% for subsequent applicable uses. Counters are independent by Player, movement, side and category within the sequence. Jumping and Trick variants of the same movement/side in the same category share the applicable counter. A Drop resets all repetition counters; Drop count and Set clocks do not reset.

Automatic combination values: DLA 15, DA 40, AA 70 and AB 100. AB is an ATTACK followed by a BLOCK (B) with no drop, hand or official interruption in between. An isolated BLOCK scores nothing (Founder decision of 12/10/2026, replacing D-07 for new presentations). Inconclusive contributing evidence leaves the affected combination pending until correction/validation. No individual Attack +5 bonus, Impossible Ball or Creative Combination is used.

Double Touch penalty. Exceptional Double Touch, in this definition, means two or more conscious consecutive touches by the same Player and is recorded as a punishment. The progression per Player and per Presentation is -100 for the first occurrence, -200 for the second, and -300 for the third and each later occurrence, with Continuity -2. Do not combine occurrences by different Players. The penalty is recorded in P; recording it does not create an additional Skill or Pass or fictitious technical production. Actual Passes remain subject to the general validity and eligibility rules. Recognized Two-Touches Skills are not automatically Double Touch infringements.

Last Pass

Last Pass is permitted only at temporal termination. The last legal Touch may count without a completed reception; it does not authorize voluntary early termination and does not replace a fifth Drop. Execution is always GREEN, × 1.50, never GOLD. The eligible event counts once in G, Participation, Technical Balance and Rhythm. Combos use observed Actions only; do not invent a reception, Combo or Continuity relationship requiring a later Touch that did not occur.

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