En termes simples
Le compteur suit joueur, mouvement, côté et catégorie dans la séquence. Trois premiers usages : 100 % ; quatrième et cinquième : 75 % ; à partir du sixième : 50 %. Double Touch est une autre règle, sur les contacts consécutifs d’un même joueur.
En pratique
Une séquence est le jeu entre l’introduction du ballon et une Drop. Chaque joueur, mouvement, côté et catégorie possède son compteur. L’autre côté a un compteur distinct ; changer la couleur ne remet pas l’ancien à zéro.
Consulter la règle officielle de ce sujet
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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.
Repetition - application and examples
The key is Player + recognized movement/Skill + applicable side + category + sequence. Different sides or categories have independent counters. Jumping, adding Trick or changing Execution colour does not create another counter when movement, side and category remain the same. Changing movement does not erase previous counters. Each Drop resets every counter; Hand or Master Pause does not reset counters by itself. The next Set begins with new counters.
First, second and third uses: 100%; fourth and fifth: 75%; sixth and later: 50%. For one movement/side/category with base 10 and GREEN: 15, 15, 15, 11.25, 11.25, 7.50. After a Drop, the next use returns to 15. The other side has its own counter.