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WCX Rules

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Uploaded by on May 1, 2009

WCX Rules

Rules Include: 1 on 1

Three one min Rounds scored on a possible 5 points as follows,

1. One point for Difficulty, add moves, and variety

2. One point for no drops,

3. One point for Flow, passing, saves, and variety, frequent drops

4. One point for either spike or dodge

5. One special point for a spike counter

Spikes will begin once the round over bell sounds.

A Perfect Round would be scored 1 highest Add, 2 no drops, 3 counter, 4-5 spike drop.

Legal moves used during the match follow foot bag regulations


Rules for groups of 3 or More

1. Elimination begins, A player must complete a 2 add moves and pass

2. Any clear drop and the player is eliminated.

3. Once two players remain the regular Spike Ball phase begins.



Official Participation

Judge will rule the points for Flow and Difficulty

Refferee rules over serves, clear drops, contact during spikes and dodges

A perfect round score update !

A shot during the spike session of a round can be shot between a opponents legs for a "five hole" shot. this changes the score of the round to a perfect score !

If this occurs on the last spike rally of a match it changes all other rounds to a perfect game !

This allows a never over tills its over ascpect to the game. So you always have a chance right untill the end.

This allows the drama to increase. Allowing for huge comebacks at the last moment that can undo a match the before that moment completly one sided.

This is a method that mirrors a knockout or submission in mma. This is because it alows a player to take the outcome of a match into there own hands. They have a choice to not leave it up to the judges.

1 on 1 Basic strategy includes:

1.Hit at least a big add trick and pass to put pressure on your opponent to match you or better and not lose his drop point.

2.Beginners may choose to pass frequently and stick with low ads moves to lessen risk of losing drop point.

3.Maintain control near the end of the round so you can be first to serve a spike.

4.Allow opponent to spike first if you have confidence in your counter moves for the added 5th point.

You must delay the footbag on certain sides that are coloured differently to score different amounts. Therefore a small coloured area that is red is double the points compared to a delay on the larger white porion of the bag"

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Uploader Comments (CounterSpikeLive)

  • Special thanks to K.C.I the school the first season of WCX was held.

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  • this rocks

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