Aller au contenu

ALTINHA 360 · X4 · V1

L’équipe est évaluée ensemble.

Comprenez le jeu avant de consulter les détails.

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

Choisir un sujet

En termes simples

Flow évalue le jeu collectif : continuité des actions, participation des quatre, répartition de la production technique et rythme. Chaque partie a ses critères ; leur évaluation détermine le facteur final.

En pratique

Exemple : continuité GOOD : 0,80 ; participation GOOD : 0,85 ; équilibre technique GOOD : 0,85 ; rythme PROFESSIONAL : 0,80. Avec les poids 35 %, 25 %, 25 % et 15 %, l’indice vaut 0,825 : Flow calculé GOOD, facteur 1,15. La révision vérifie ensuite les limites officielles.

Consulter la règle officielle de ce sujet
Sur cette page

Continuity and Flow

Continuity outcomes are +1, 0, -1 and -2. Neutral outcomes are excluded from the analyzable denominator. Applicable relationships include Attack→Opposite, Defense→Side and Defense→Lift→Return. Lift→Lift is -2. Wrong Action or target after Direct Return is -1. The initial repeated Attack/Defense duel is allowed as defined in the approved sequence; prolonging it beyond that condition produces -2 for each further applicable repetition.

Flow Index = Continuity× 0.35 + Participation× 0.25 + Technical Balance× 0.25 + Rhythm× 0.15. Flow describes structural collective play; it is not a subjective style grade. Public presentation uses the supplied category, not a 0-10 aesthetic score. Score T = ((G + C) - P) × F, with G valid technical production, C combinations, P sporting penalties and F the applicable official Flow multiplier.

Participation reflects eligible Player Pass share; Technical Balance reflects eligible individual technical production share. The strongest applicable band must contain all four Players: EXCELLENT 20-30%, GOOD 17.5-32.5%, MODERATE 12.5-37.5%, WEAK 7.5-42.5%; otherwise VERY_WEAK. Rhythm uses Passes Per Minute over valid Ball-in-Air time: EXTRAORDINARY ≥56; INTENSE 48-<56; PROFESSIONAL 40-<48; MODERATE 32-<40; SLOW 24-<32; VERY_SLOW <24.

When validated Touches exist but no Continuity events are analyzable, Continuity is CRITICAL with internal factor 0.35. When validated Touches exist but no eligible technical production exists, Technical Balance is VERY_WEAK with internal factor 0.35. Apply the minimum only to the affected component, without redistributing weights. An absent factual denominator does not create an observed zero percentage. Invalid time is a data-quality condition to resolve, not automatic PPM zero.

Continuity - calculation and bands

Continuity % = max(0, min(100, 100 × (Correct - Break - 2 × Severe Break) / N)). N counts analyzable events; Neutral is excluded. Inconclusive context must be resolved before validation.

Attack targets the opposite Player; Defense opens to a side Player; Defense → Lift → Return requires return to the original defender. Lift → Lift is -2. Return to the wrong Player is -1. In 1 A → 4 D → 1, Player 1 must Attack Player 4 again; wrong Action or target after Direct Return is -1. The initial chain 1 A → 4 D → 1 A → 4 D → 1 A is valid; the next defender return to that attacker prolonging the duel is -2, as are later applicable repetitions. This is distinct from Skill Repetition.

L’équipe est évaluée ensemble.
Continuity %Categoria / BandCoeficiente / Factor
≥ 90%EXTRAORDINARY1.00
80% - < 90%EXCELLENT0.90
70% - < 80%GOOD0.80
60% - < 70%FUNCTIONAL0.70
45% - < 60%LOW0.55
< 45%CRITICAL0.35

Participation / Technical Balance

Participation = eligible Player Passes / eligible Team Passes × 100. Technical Balance = eligible Player technical production / eligible Team technical production × 100. Use the strongest band containing all four Players; boundaries are inclusive. VTI excludes Combos, penalties and Flow.

L’équipe est évaluée ensemble.
Share por Player / Player shareCategoria / BandCoeficiente / Factor
20% - 30%EXCELLENT1.00
17.5% - 32.5%GOOD0.85
12.5% - 37.5%MODERATE0.70
7.5% - 42.5%WEAK0.55
Outras / OtherVERY_WEAK0.35

Rhythm

PPM = eligible Passes / actual Ball-in-Air minutes. Do not use Total Time or a fixed five-minute denominator. Invalid time is not PPM zero.

L’équipe est évaluée ensemble.
PPMCategoria / BandCoeficiente / Factor
≥ 56EXTRAORDINARY1.00
48 - < 56INTENSE0.90
40 - < 48PROFESSIONAL0.80
32 - < 40MODERATE0.70
24 - < 32SLOW0.55
< 24VERY_SLOW0.35

Flow - conversão e Professional Flow Standards

FI = 0.35 × Continuity factor + 0.25 × Participation factor + 0.25 × Technical Balance factor + 0.15 × Rhythm factor. Categories and multipliers are distinct. Only Official Flow determines F.

L’équipe est évaluée ensemble.
FICalculated FlowF
≥ 0.95EXTRAORDINARY1.50
0.85 - < 0.95EXCELLENT1.30
0.75 - < 0.85GOOD1.15
0.65 - < 0.75FUNCTIONAL1.00
0.50 - < 0.65LOW0.85
< 0.50CRITICAL0.70

Continuity LOW, Participation WEAK, Technical Balance WEAK or Rhythm SLOW cap Official Flow at GOOD. Continuity CRITICAL, Participation VERY_WEAK, Technical Balance VERY_WEAK or Rhythm VERY_SLOW cap it at FUNCTIONAL. Apply the most restrictive ceiling without raising a lower calculated band. FI does not change and no additional penalty is applied.

Official EXTRAORDINARY requires FI ≥0.95, Continuity EXTRAORDINARY, Participation EXCELLENT, Technical Balance EXCELLENT, Rhythm INTENSE or EXTRAORDINARY and no active Standard. If any requirement fails, the maximum is EXCELLENT or the applicable lower ceiling.

Choisir un sujet