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ALTINHA 360 · X4 · V1

Les actions liées comptent aussi.

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Le texte normatif intégral est disponible en anglais et en portugais. La version anglaise est présentée ci-dessous.

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En termes simples

DLA signifie défense, levée et attaque en séquence : 15. DA lie défense et attaque : 40 ; AA lie deux attaques : 70 ; AB lie une attaque à un block : 100. Un BLOCK (B) seul ne marque rien : il ne compte que s’il suit directement une ATTACK, sans chute, main ni interruption entre les deux. Ces valeurs s’ajoutent à la valeur technique des passes. Les actions et leurs liens doivent être confirmés.

En pratique

À la fin du temps, la dernière touche légale peut compter sans réception complète. Cette exception Last Pass utilise GREEN × 1,5. Elle ne s’applique pas à la cinquième Drop ni à un arrêt volontaire anticipé. Aucune réception n’est inventée après la fin.

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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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