Inbound 6205640689714252507
Inbound 6205640689714252507
OBJECTIVES:
To demonstrate the appropriate procedure in executing the pass, attack, block and serve
THE PASS
Passing is used to indicate the first contact of a team after the ball has crossed the net on a
serve or other type of hit. The forearm pass, or bump is the most frequently used skill in the game of
volleyball. It is the attempt by a team to properly handle the opponent's serve, or any form of attack.
Proper handling includes not only preventing the ball from touching the court, but also making sure it
reaches the position where the setter is standing quickly and precisely to make a perfect set to the
attacker.
1. Arms, Hands and Grip. With elbows locked, arms are extended in front, wrists drop
and arms are hyperextended forward-downward to create a consistent platform.
Hold the back of the hand, one over the other; close palms placing your thumbs side
by side facing down.
2. Platform. Forearms should be locked to keep a good platform working as one. Arms
stability will be developed upon placing the arms closed to one another during
execution of passing and receiving the ball.
3. Body Position. Establish your stance by positioning your feet wider than the
shoulder with the dominant foot a bit forward. Slightly bend the knees, buttocks out
and straighten the back.
4. Contact. The ball should be in contact with the platform (lower arms) two to four
inches above the wrists. The arms and wrists should be as flat as possible and
made into a stable surface. The more consistent the surface is, the better ball
passes.
5. Follow-through. The arms after the contact may have a slight upward motion
through the ball.
Types of Passing
1. The Forearm Pass. Forearm volleyball pass involves hitting the ball in a controlled manner to
your teammate.
2. Overhead Passing. The overhead pass involves hitting the ball using an overhead playing
motion to direct the ball to your teammate.
3. The Set Pass: The set pass is an overhead pass that you execute to place the ball in a
position for the attack. The set can either be forward pass or back pass. The height of the set
depends upon the type of spike desired.
THE ATTACK
The attack is the last hit made by the team. It is usually a hard spike but may be a soft hit just
over the blockers ("tip" or a "dink"), or a "roll' shot into may area of the court (Dunphy and Wilde,
2000).
Other coaches however, identify three methods of attacks, each of which can be very effective.
The three kinds of attacks are described as the dink, off s peed spike, and hard-driven spike. Viera
and Ferguson (1988) emphasize that speed the first to be learned of the three is the dink. It is often
looked upon as a defensive maneuver to be performed when the conditions are not right for a more
powerful attack. The dink is a legal push of the ball around or over the blockers
The off-speed spike is a second option for the attacker. As indicated by its name, less than
maximum force is imparted at contact so that the ball loses power quickly. Like the dink, it is an
extremely effective offensive technique used to disrupt the timing patterns of the defensive team.
A third attack method is the hard-driven spike, the most exciting play in volleyball. It is also
one of the most difficult of all sport skills to learn. In order to make a successful spike, you must jump
into the air and sharply and forcefully hit a moving ball over the net so that it lands within the bounded
area on the opponent's court. Due to the many variables associated with spiking, its timing is difficult
and its success requires hours of practice.
The attacking team attempts to have as many different options to them as possible. The dink
can catch the opponents off-guard. A well-placed dink often "breaks the back" of the opposition and
may help improve the momentum of the offense.
The off-speed spike is similar in effect to the dink, but it is hit deeper into the opponent's court.
Placement is the emphasis, rather than power of the off-speed spike. The attacker hopes to move
from the starting defensive position and make an error in attempting to play the ball,
The hard-driven spike is the primary offensive weapon in volleyball Most team gain a majority
of their points on successful spikes. The spike takes very little time to travel from the attacker's hand
to the floor; therefore, there is the time for defensive players to move to the ball. The hard-driven
spike adds dread deal of excitement to the game and, thus, has tremendous spectator appeal.
THE BLOCK
The block is the first line of defense against your opponent attack. The purpose of the of the
block is to take a portion' of your court away from your court away from the opponents. Blocking as
defined under international rule (FIVB Rule 2009-l) the action or players close to the net to intercept
the ball coming from opponent by reaching higher than the top of the net
A block can be considered successful if the ball rebounds off the blocker's hands directly into
the opponent's court or if the blocker deflects the hall so that it goes high in the air on the blocker's
team's side of the court.
There are two types of blocks- the single block and the multiple blocks. In a single block,
only one player blocks at a time. Single blocking in volleyball is often not enough to stop opposing
attack. Teams often join two or three players together, forming double or triple blocks, referred to as
multiple blocks.
The execution of the double and triple blocks is similar to the execution of the single
block. The main difference is that two or three players join together to block. When the
block is on the outside of the court, the outside player sets the block and the middle
players joins the outside player. When moving to join the outside player, the middle player
should watch the outside player moving to that position; then both players can jump at the
same time. When the middle blocker is blocking and the opponent's set is high enough,
both outside players move to join the middle player, forming a triple block. During this
block, the middle blocker's hands directly line up with the ball, and the outside blockers
take away the angles.
You, the blocker, jump before the attack is completed Correction: Watch the opposing
setter until you the attack know where the set will be placed; then watch the tacker until
the attacker's hand and the ball are both in view.
You return to the floor while the attacker is contacting the ball Correction: Wait to jump
until just after the attacker jumps.
The fingers of your hands are closed correction: Spread the fingers of your hands wide so
that your thumbs are pointing at the ceiling.
You land with straight legs Correction: You must bend your knees upon landing for
cushioning.
Your line-up body-to-body with the attacker Correction: Line-up one-half body width on the
attacker's hitting side.
As the joining blocker, you move into the teammate setting the block Correction: You
should focus on the player setting the block, not on the ball
The ball contacts your hands and remains on your side of the net correction: You must
square your shoulders to the net before jumping
As the joining blocker, you reach toward the attacker's hitting hand Correction: As the
joining blocker, you are protecting the angle only and should not reach for the ball.
THE SERVE
The serve is an integral part of volleyball match. It is the act of putting the ball into play. A
highly effective serve will score an outright winner-an ace. our next Skill to master is the serve. There
are several different types of serve in volleyball. Each one has its advantages and disadvantages.
The only time that you earn points in volleyball is when your team is serving. It is therefore very
important that you serve with consistency- that is, serve the ball over the net into the opponent's court
at least 90% of the time.
There are several types of serves. Top players may master several, but few players master
them all. For beginners, the most important factors in serving are speed and accuracy. The first goal
is to get the ball into the court with speed; the next concern is to maneuver the ball to the defense's
weakness.
The underhand serve can be extremely effective at the beginning level. Any player
can serve the ball underhand. Once you are consistent in using the underhand serve,
you should practice other serves that are more effective.
The starting position for the underhand serve is standing in a stride position with the
leg on the side opposite your hitting hand forward and shoulders square to the net. Hold
the ball about waist level, slightly to the center from your front foot, with your weight
evenly distributed on both feet. Your hitting hand swings backward above the waist level
and then forward to Contact the ball. Your weight shifts with the swing of your hand,
shifting to the rear foot and then to the front foot. You contact the ball with an open
hand, the heel of your hand cutting into the back of the ball just below its center. Watch
ne flight of your serve and prepare for further action.
B. The Overhand Serve
The overhand serve is a serve in which a player strikes the ball with his or her
hand above the shoulder. Dunphy (2000) identifies several types of overhand serves:
floaters, spins, and jumps. Each has a unique technical form. For all types of overhand
serves, your starting position is facing the net with your feet shoulder-width apart and
under your shoulders. The backswing is like catcher's throw rather than a full-arm
swing. The elbow leads the hand and arms as the hitting arm comes forward. The wrist
remains stiff and your hand is open to offer the largest surface area possible. The
essential element in executing the floater serve is the toss. The toss must be made with
little or no spin on the ball. The key to consistent serving is line elimination of all
extraneous movements.
The float serve is the most commonly use a Serve at elite levels of play. It is a non-
spinning ball that moves with existing air currents. The essential existing air currents.
The essential element in executing the floater serve is the toss, The toss must be just in
front of your hitting shoulder at a height that allows you time to swing your arm and still
contact the ball at full extension. The toss must be made with little or no spin on the ball.
1. Jump service
2. Floater
3. Round House/Wallop
4. Side Arm
Strategies in Serving
LOCATION OF THE TEAM - The players not in play should either sit on their team bench or be in
their warm-up area. The coach and other team members sit on the bench, but may temporarily leave
it.
The benches for the teams are located beside the scorer's table, outside the free zone.
Only the team members are permitted to sit on the bench during the match and to participate in the
warm-up session.
Players not in play may warm-up without balls as follows:
- during play: in the warm-up areas;
- during time-outs and technical time-outs: in the free zone behind their court.
During set intervals, players may warm-up using balls in the free zone.
EQUIPMENT - A player's equipment consists of a jersey, shorts, socks (the uniform) and sport shoes.
The color and the design for the jerseys, shorts and socks must be uniform for the team (except for
the Libero). The uniforms must be clean. Players' jerseys must be numbered from 1 to 18
For FIVB, World and Official Competitions, players’ jerseys must be numbered from 1 to 20
PLAYING FORMAT
TO SCORE A POINT - A team scores a point:
- by successfully grounding the ball on the opponent’s court;
- when the opponent team commits a fault;
- when the opponent team receives a penalty.
Fault - A team commits a fault by making a playing action contrary to the rules (or by violating them in
some other way). The referees judge the faults and determine the consequences according to the
Rules:
- If two or more faults are committed successively, only the first one is counted.
- If two or more faults are committed by opponent simultaneously, a DOUBLE FAULT is called
and the rally is replayed.
Rally and completed rally - A rally is the sequence of playing actions from the moment of the
service hit by the server until the ball is out of play. A completed rally is the sequence of playing
actions which results in the award of a point.
- if the serving team wins a rally, it scores a point and continues to serve;
- if the receiving team wins a rally, it scores a point and it must serve next.
TO WIN A SET - A set (except the deciding, 5th set) is won by the team which first scores 25 points
with a minimum lead of two points. In the case of a 24-24 tie, play is continued until a two-point lead
is achieved
TO WIN THE MATCH - The match is won by the team that wins three sets.
In the case of a 2-2 tie, the deciding set (the 5th) is played to 15 points with a minimum lead of 2
points.
DEFAULT AND INCOMPLETE TEAM - If a team refuses to play after being summoned to do so, it is
declared in default and forfeits the match with the result 0-3 for the match and 0-25 for each set.
PLAYING ACTIONS
BALL IN PLAY - The ball is in play from the moment of the hit of the service authorized by the first
referee.
BALL OUT OF PLAY - The ball is out of play at the moment of the fault which is whistled by one of
the referees; in the absence of a fault, at the moment of the whistle.
BALL "IN" - The ball is "in" when it touches the floor of the playing court including the boundary lines.
PLAYING THE BALL - Each team must play within its own playing area and space
The ball may, however, be retrieved from beyond the free zone.
TEAM HITS - A hit is any contact with the ball by a player in play.
The team is entitled to a maximum of three hits (in addition to blocking, Rule 14.4.1), for returning the
ball. If more are used, the team commits the fault of: "FOUR HITS".
CONSECUTIVE CONTACTS - A player may not hit the ball two times consecutively
SIMULTANEOUS CONTACTS - Two or three players may touch the ball at the same moment.
When two (three) team-mates touch the ball simultaneously, it is counted as two (three) hits (with the
exception of blocking). If they reach for the ball, but only one of them touches it, one hit is counted. A
collision of players does not constitute a fault.
When two opponents touch the ball simultaneously over the net and the ball remains in play,
the team receiving the ball is entitled to another three hits. If such a ball goes "out", it is the fault of
the team on the opposite side.
If simultaneous hits by two opponents over the net lead to extended contact with the ball, play
continues.
ASSISTED HIT - Within the playing area, a player is not permitted to take support from a team-mate
or any structure/object in order to hit the ball.
However, a player who is about to commit a fault (touch the net or cross the centre line, etc.) may be
stopped or held back by a team-mate.
BALL TOUCHING THE NET - While crossing the net, the ball may touch it.
BALL IN THE NET - A ball driven into the net may be recovered within the limits of the three team
hits. If the ball rips the mesh of the net or tears it down, the rally is cancelled and replayed.
REACHING BEYOND THE NET - In blocking, a blocker may touch the ball beyond the net, provided
that he/she does not interfere with the opponent’s play before or during the latter's attack hit.
After an attack hit, a player is permitted to pass his/her hand beyond the net, provided that the
contact has been made within his/her own playing space.
PENETRATION UNDER THE NET - It is permitted to penetrate into the opponent’s space under the
net, provided that this does not interfere with the opponent’s play.
CONTACT WITH THE NET - Contact with the net by a player is not a fault, unless it interferes with
the play. Players may touch the post, ropes, or any other object outside the antennae, including the
net itself, provided that it does not interfere with play. When the ball is driven into the net, causing it
to touch an opponent, no fault is committed.
PLAYER'S FAULTS AT THE NET - A player touches the ball or an opponent in the opponent's
space before or during the opponent’s attack hit.
A player interferes with the opponent's play while penetrating into the opponent’s space under the net
A player’s foot (feet) penetrates completely into the opponent's court.
SERVICE - The service is the act of putting the ball into play, by the back right player, placed in the
service zone.
FIRST SERVICE IN A SET - The first service of the first set, as well as that of the deciding set (the
5th) is executed by the team determined by the toss. The other sets will be started with the service of
the team that did not serve first in the previous set.
SERVICE ORDER - The players must follow the service order recorded on the line-up sheet.
After the first service in a set, the player to serve is determined as follows:
when the serving team wins the rally, the player (or his/her substitute) who served before, serves
again;
when the receiving team wins the rally, it gains the right to serve and rotates before actually serving.
The player who moves from the front right position to the back-right position will serve.
AUTHORIZATION OF THE SERVICE - The first referee authorizes the service, after having checked
that the two teams are ready to play and that the server is in possession of the ball.
EXECUTION OF THE SERVICE - The ball shall be hit with one hand or any part of the arm after
being tossed or released from the hand(s). Only one toss or release of the ball is allowed. Dribbling or
moving the ball in the hands is permitted.
At the moment of the service hit or take-off for a jump service, the server must not touch the court
(the end line included) or the floor outside the service zone.
After the hit, he/she may step or land outside the service zone, or inside the court. The server must
hit the ball within 8 seconds after the first referee whistles for service. A service executed before the
referee's whistle is cancelled and repeated.
SCREENING - The players of the serving team must not prevent their opponent, through individual or
collective screening, from seeing the server or the flight path of the ball.
A player or group of players, of the serving team makes a screen by waving arms, jumping or moving
sideways, during the execution of the service, or by standing grouped to hide the flight path of the
ball.
Faults after the service hit - After the ball has been correctly hit, the service becomes a fault (unless
a player is out of position) if the ball:
- touches a player of the serving team or fails to cross the vertical plane of the net completely
through the crossing space;
- goes "out";
- passes over a screen.
SERVING FAULTS AND POSITIONAL FAULTS- If the server makes a fault at the moment of the
service hit (improper execution, wrong rotational order, etc.) and the opponent is out of position, it is
the serving fault which is sanctioned.
Instead, if the execution of the service has been correct, but the service subsequently becomes faulty
(goes out, goes over a screen, etc.), the positional fault has taken place first and is sanctioned.
ATTACK HIT
CHARACTERISTICS OF THE ATTACK HIT - All actions which direct the ball towards the opponent,
with the exception of service and block, are considered as attack hits. During an attack hit, tipping is
permitted only if the ball is cleanly hit, and not caught or thrown. An attack hit is completed at the
moment the ball completely crosses the vertical plane of the net or is touched by an opponent.
RESTRICTIONS OF THE ATTACK HIT - A front-row player may complete an attack hit at any
height, provided that the contact with the ball has been made within the player's own playing space
(except Rule 13.2.4).
A back-row player may complete an attack hit at any height from behind the front zone:
- at his/her take-off, the player's foot (feet) must neither have touched nor crossed over the
attack line;
- after his/her hit, the player may land within the front zone.
A back-row player may also complete an attack hit from the front zone, if at the moment of the contact
part of the ball is lower than the top of the net.
No player is permitted to complete an attack hit on the OPPONENT’S service, when the ball is
in the front zone and entirely higher than the top of the net.
BLOCKING - Blocking is the action of players close to the net to intercept the ball coming from the
opponent by reaching higher than the top of the net, regardless of the height of the ball contact. Only
front-row players are permitted to complete a block, but at the moment of contact with the ball, part of
the body must be higher than the top of the net.
Block Attempt - A block attempt is the action of blocking without touching the ball.
Completed Block - A block is completed whenever the ball is touched by a blocker.
Collective Block - A collective block is executed by two or three players close to each other and is
completed when one of them touches the ball.
BLOCK CONTACT - Consecutive (quick and continuous) contacts with the ball may occur by one or
more blockers provided that the contacts are made during one action.
BLOCKING WITHIN THE OPPONENT'S SPACE - In blocking, the player may place his/her hands
and arms beyond the net provided that this action does not interfere with the opponent’s play. Thus, it
is not permitted to touch the ball beyond the net until an opponent has executed an attack hit.
BLOCK AND TEAM HITS - A block contact is not counted as a team hit. Consequently, after a block
contact, a team is entitled to three hits to return the ball.
The first hit after the block may be executed by any player, including the one who has touched the
ball during the block.
BLOCKING FAULT
- The blocker touches the ball in the OPPONENT’S space either before or simultaneously with
the opponent’s attack hit.
- A back-row player or a Libero completes a block or participates in a completed block.
- Blocking the opponent’s service.
- The ball is sent "out" off the block.
- Blocking the ball in the opponent’s space from outside the antenna.
- A Libero attempts an individual or collective block.
SEQUENCE OF INTERRUPTIONS - Request for one or two time-outs, and one request for player
substitution by either team may follow one another, with no need to resume the game.
However, a team is not authorized to make consecutive requests for player substitution during the
same game interruption. Two or more players may be substituted during the same game interruption.
SUBSTITUTION OF PLAYERS - A substitution is the act by which a player, other than the Libero or
his/her replacement player, after being recorded by the scorer, enters the game to occupy the
position of another player, who must leave the court at that moment. Substitution requires the
referee's authorization.
LIMITATION OF SUBSTITUTIONS - Six substitutions is the maximum permitted per team per set.
One or more players may be substituted at the same time.
A player of the starting line-up, may leave the game, but only once in a set, and re-enter, but only
once in a set, and only to his/her previous position in the line-up.
A substitute player may enter the game in place of a player of the starting line-up, but only once per
set, and he/she can only be substituted by the same starting player.
EXCEPTIONAL SUBSTITUTION - A player (except the Libero) who cannot continue playing due
to injury or illness, should be substituted legally. If this is not possible, the team is entitled to
make an EXCEPTIONAL substitution, beyond the limits of Rule 15.6.
An exceptional substitution means that any player who is not on the court at the time of the injury,
except the Libero or his/her replacement player, may be substituted into the game for the injured
player. The substituted injured player is not allowed to re-enter the match.
An exceptional substitution cannot be counted in any case as a regular substitution.
ILLEGAL SUBSTITUTION - A substitution is illegal, if it exceeds the limitations indicated in Rule 15.6
(except the case of Rule 15.7).
When a team has made an illegal substitution and the play has been resumed the following
procedure shall apply:
the team is penalized with a point and service to the opponent,
the substitution is rectified,
the points scored by the team at fault since the fault was committed are cancelled. The opponent’s
points remain valid.
SUBSTITUTION PROCEDURE - Substitution must be carried out within the substitution zone. A
substitution shall only last the time needed for recording the substitution on the score sheet, and
allowing entry and exit of the players.
The actual request for substitution is the entrance of the substitute player(s) into the
substitution zone, ready to play, during a regular interruption.
If that is not the case, the substitution is not granted and the team is sanctioned for a
delay. The request for substitution is acknowledged and announced by the scorer or second
referee, by use of the buzzer or whistle respectively.
If a team intends to make simultaneously more than one substitution, all players being substituted
must report to the substitution zone at the same time to be considered in the same request. In this
case, substitutions must be made in succession, one pair of players after another.
PLAYER SPECIALIZATION
There are 5 positions filled on every volleyball team at the elite level, Setter, Outside Hitter/Left Side
Hitter, Middle Hitter and Opposite Hitter/Right Side Hitter and Libero/Defensive Specialist. Each of the
positions plays a specific, key role in winning a volleyball match.
SETTER have the task for orchestrating the offense team. They aim for second touch and their
main responsibility is to place the ball in the air where the attack can place the ball into the
opponents’ court for a point. They have to be able operate with the hitters, manage the tempo
of their side of the court and choose the right attacker to set. Setters need to have swift and
skillful appraisal and tactical accuracy, and must be quick at moving around the court.
LIBERO are defensive players, who are responsible for receiving the attack or serve and are
usually the players on the court with quickest reaction time and best passing skills. Libero
means “free” as they have the ability to substitute for any other player on the court during each
play. They do not necessarily need to be tall, as they never pay at the net, which allows shorter
players with strong passing and defensive skills to excel in the position and play an important
role in the team’s success. Liberos wear different color jersey than their teammates.
OUTSIDE HITTERS attack from near the left antenna. Since most sets to the outside are high,
the outside hitter may take longer approach, always starting from outside the court sideline. In
non-beginner’s play, there are again two outside hitters on every team in every match
MIDDLE BLOCKERS/ MIDDLE HITTERS are players that can perform very fast attacks that
usually take place neat the setter. They are specialized n blocking, since they must attempt to
stop equally fast plays from their opponents and then quickly set-up a double block at the side
of the court. If non-beginners play, every team will have wo middle hitters
OPPOSITE HITTERS/ RIGHT SIDE HITTERS carry the offensive workload for a volleyball
team. Their primary responsibilities are to attack the ball from the right side and to put up a
well-formed block against the opponents outside hitters. This player hits the most balls on the
team. He/she is set from the front row ad the black row. Set to the opposite usually go to the
right side.
DESIGNATION OF THE LIBERO - Each team has the right to designate from the list of players on
the score sheet up to two (2) specialized defensive players: Liberos.
All Liberos must be recorded on the score sheet before the match in the special lines reserved for
this.
One Libero designated by the coach before the start of the match, will be the starting Libero. The
Libero on court is the Acting Libero
. If there is another Libero, he/she will act as the second Libero.
Only one Libero may be on court at any time. The Libero cannot be either team captain or game
captain at the same time as performing as a Libero.
EQUIPMENT -The Libero players must wear a uniform (or jacket/bib for the re-designated Libero)
whose jerseys at least must contrast in color with that of the other members of the team. The Libero
uniform may have a different design, but it must be numbered like the rest of the team members. For
FIVB, World and Official Competitions the re-designated Libero must, if possible, wear the
same style and color of jersey as the original Libero, but keep his/her own number.