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VOLLEY·WIKI
★ DOCUMENTATION

GLOSSARY

Volleyball technical vocabulary — 56 terms.

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A
Ace

Direct serve that lands in the opponent's court untouched, or touched but impossible to dig.

Antenna

Vertical rod attached to the net at its ends, marking the lateral playing limits.

Approach

The 3 to 4 steps the attacker takes before jumping to hit.

Attack

Any offensive action aiming to land the ball in the opponent's court. Generic term for spike, smash, tip.

Attack zone

The first 3 meters from the net. Front-row hitters can jump and strike above the net here.

B
BIC (Back Inside Central)

Back-row attack from the P6 zone, fast set just above the middle quick — 2nd tempo. Lets you have 4 hitters against 3 blockers.

Block

Defensive action at the net where one or more players jump to intercept the opposing attack.

Block shadow

Zone of the court "removed" by the opposing block. If you can't see the hitter through the block, you're in the shadow — reposition outside this useless area.

Bump

Forearm pass, reception with joined forearms.

C
Commit blocking

Strategy where the middle blocker decides BEFORE the setter releases to jump with the quick. Effective at neutralizing the middle, but risky if the setter goes elsewhere.

Cut shot

Sharp-angle attack from the wing, aimed at the opponent's short corner (zone 1 from P4, zone 5 from P2). Executed by finishing with thumb down — the hand cuts sideways through the ball.

D
D2K (Dig-to-Kill)

Modern defensive metric: percentage of digs that turn into a point for the defending team. More relevant than the raw % of successful digs.

Diagonal (Cross-court)

Attack direction toward the opposite corner of the opponent's court — the widest angle available.

Dig

Low defense, often a forearm pass or full extension toward the floor.

Dump

Surprise attack by the setter on the 2nd touch, often a backhand push.

F
FBSO (First Ball Side Out)

Offensive metric: percentage of rallies where the receiving team scores directly on the first play sequence. Key indicator of reception and attack efficiency.

Float serve

Floating serve with no ball rotation, oscillating unpredictably in flight.

Forearm pass (Bump)

Reception or defense skill using the inside of joined forearms.

Free ball

Ball returned easily by the opponent (often a high bump), offering a good opportunity to build the attack.

G
Ghost Middle

Tactical concept: the middle runs the quick attack even knowing they won't get the ball, to pin the opposing blocker and free the wing hitters in 1-on-1.

H
Hitter coverage (Cover)

Collective action of positioning around your hitter to dig a blocked ball. Standard 3-2 formation: 3 close players crouched (inner cup), 2 further standing (outer cup).

J
Jump float (serve)

See "Jumping float serve". Serve with a short approach and jump, producing a float effect (unpredictable trajectory without rotation). Standard among female elites.

Jump from approach

Dynamic jump preceded by a run-up to maximize contact height.

Jump serve

Jumping serve: the server tosses the ball high, runs and hits it in the air like an attack.

K
Knuckleball effect

Aerodynamic effect of the float serve: the lack of rotation creates asymmetric vortices that generate random lateral lift forces, making the trajectory unpredictable.

L
Libero

Defensive specialist wearing a different-colored jersey. Special rules: no serve, no attack above the net, unlimited rotations.

Line

Attack direction along the sideline, in the hitter's angle.

N
Net

Separation between the two sides. Official height: 2.43 m (men) / 2.24 m (women).

O
Overlap

Fault committed when two adjacent players don't respect their rotation order at the moment of the serve.

Overlap (2)

Position fault committed when two adjacent players don't respect their rotation order at the moment of the opposing serve. Since 2025, this rule only applies to the receiving team.

P
Pancake

Last-resort defensive technique: the hand slides flat on the floor just before the ball arrives — the ball rebounds on the back of the flattened hand. Legal per FIVB.

Pipe

Back-row attack from the back-center zone (P6). The set is sent to the middle of the back zone, behind the 3 m line. Lets you have a 4th hitter against 3 opposing blockers.

Pipeline

System where the setter mainly distributes to the wings.

Q
Quick (Tempo 1)

Very fast middle attack, often tempo 1 (the ball is set just above the net).

R
Rally point

Scoring system where every rally awards a point, regardless of which team served. In use since 1999.

Read blocking

Blocking system where the blocker waits for the opposing setter's decision before acting. Opposite of "commit blocking". Recommended at all amateur levels — more stable and less risky.

Reception

First touch after the opponent's serve, aiming to send the ball to the setter.

Roll shot

Reduced-speed attack (~50-70% of max power) with strong topspin, dropping the ball short behind the block. Faster to read than a pure tip, but hard to defend.

Rotation

Clockwise movement made by the team winning the serve.

S
Seam

Gap between two passers in the reception formation. Serving the seams is statistically more effective than aiming at a player, because it creates communication ambiguity.

Serve

Strike from the service zone to put the ball in play and start the rally.

Set

Second touch, generally performed by the setter with the fingertips, to prepare the attack.

Setter

Player in charge of the second touch and distribution of the offense.

Setter dump

See "Dump".

Side-out

Recovery of the serve by the receiving team, triggering a rotation.

Side-out (2)

See "Side-out".

Slide

Fast middle attack where the middle drifts behind the setter and hits in flight on one foot (lay-up style). Take-off on the left foot (right-hander), right knee driving up — lateral drift very hard to block.

Spike / Smash

Hard downward attack by a jumping hitter. The main offensive technique.

Sprawl

Controlled forward dive: from a low stance, push off one foot forward, hips dropping under the ball, sliding chest-abdomen-thighs on the floor. Different from a pancake: the sprawl plays the ball cleanly.

T
Tempo

Speed at which the ball is set for the hitter. Tempo 1 = fast, Tempo 3 = slow.

Time-out

Game stoppage requested by a coach, 30 seconds long. 2 per set available.

Tip (Amorti)

Soft attack that places the ball just behind the opposing block, rather than hitting hard.

Tooling / Wipe

Offensive action of intentionally driving the ball off the opposing blocker's hands, using the block as a "rail". Effective on tight sets at the net where a straight spike would be blocked.

Touch

Contact with the ball. A team has a maximum of 3 touches to return the ball.

W
Wildcard

Exceptional substitution (injury) granted by the referee.

Wrist snap

Final wrist motion during a spike that adds speed and topspin to the ball.