Five breaking calls, one move longer each round - pick a face, run the sequence, and take the rate.
Five rounds, lengths three through seven, the last one the breaking call. Each round shows the sequence once, then your turn: press the moves in order. One wrong move ends the round - the arrest success rate is what you ran clean. Keys 1 to 4 map to the four buttons. The face rack picks your dancer's face; the rate after each round is your call-and-response score, and the card is the run across all five.
The move set is four moves run in breaking calls: the step is the left-right weight shift that starts every phrase, the touch is the heel tap that lands the phrase, the hoop is the arm arc that crosses the body and reads from across the room, and the break is the stop - not a move, the place where the next sequence has to come up unbroken. The calls run three, four, five, six, seven moves, each shown for a beat and a half before the input phase, and the input phase ends on the first wrong move: the arrest success rate is the clean part of the call over the whole call. The face rack is the swap-light stand-in for the one-photo tools - six preset faces, no photo, no generator - and the face sits on the dancer for the whole run. The dance power card is the five rates averaged: the top camp is a clean breaking call, the mid camp is the run that made it past the fourth, and the bottom camp is the third call, which is where the wave's own clips start to drop.