The Memory Sequence
Four moves, five breaking calls, and the reason the challenge kept a scoreboard.
The Under Arrest move set is four moves run in breaking calls: step - the left-and-right weight shift that starts every phrase; touch - the heel tap that lands the phrase; hoop - the arm arc that crosses the body, the one move that reads from across the room; and break - the stop, which is not a move but the test: where the sequence pauses and the next one has to come up unbroken. The four are short enough that any of them can be the one you drop, and long enough in order that the whole call still lands if you land three of them. The call-and-response structure - the room does the first half, the person in frame does the second - means the drops happen on camera, and the clips are built around them.
Why a memory sequence outlives a look. A look-based trend dies in two clips: the first that teaches it and the second that performs it. A sequence-based one has to add the next call every time - the fifth call is longer than the fourth is longer than the third, and every new one resets the scoreboard. The face-swap wave inherited the scoreboard because the tools made the sequence face-agnostic: the move order, the breaking point, and the run all stayed the same no matter whose face was on the dancer. The challenge's own ranking page kept the same order - unbroken runs first, face second - and that order is the reason the format kept moving after the music video landed and the news stopped. What the game keeps is the scoreboard's structure: five calls, each one move longer, the breaking call the last one, and a face rack that moves the wave's tool list down to one preset set.
The calls in the game. Five rounds, lengths three through seven, the last one the breaking call - the one the room goes quiet for. Each round shows the sequence once, at a pace you can count, then the dancer is yours and the sequence is on you: press the four moves in order before the call ends. The arrest success rate after each round is the percentage of the sequence you ran before the first break, and the five rates add into the dance power. The face you picked sits on the dancer's head for the whole run - the swap-light version of the wave's one-photo tool, with no photo and no generator, just the rack.