top of page

thevolleyballanalyst Volleyball Statisticians Manual 2019/20 With DataVolley Codes

Apr 12, 2020
16 min read

Prologue

I wanted to write up this volleyball statistician manual for a while now.  This is because the last version I wrote in 2013 is vastly difference to what I stat now.  There have been some fundamental shifts in how I define certain stats, such as how I rate the quality of a pass (see link).  Also, I don’t stat certain technical skills anymore, such as setting and defence.  This is mainly due to the time constraints of statting in real time with DataVolley.  The second reason why I wanted to write this up was have a reference point for players (and coaches) if they wanted to know how I stat certain things.  So below is the system I used for statting volleyball matches in the 2019-20 season.  You can also download a PDF version on the link below.

Overview

thevolleyballanalyst measures five technical skills of attack, serve, block, reception and free balls when using DataVolley.  Each action variable in each technical skill are fully defined so it can produce reliable and objective data.  This is so the same set of data can be produced by different statisticians statting the same match and/or the same statistician statting the same match twice.    The operational definitions follows the format:

Action Variable code (DataVolley code) definition. Approved ruling: guidelines to how to stat in certain situations. Teams are referred to as Team White and Team Blue players.  When needed, players are identified by shirt number or by position.  DataVolley: an explanation of how to code in DataVolley.  Philosophy: an explanation why it has been defined the way it has.

Attack

An attack attempt is an attempt to attack the ball into the opponent’s court in an effort to win a point.  If an attack attempts comes on the third ball touch, i.e. after a dig and a set, the ball must is contacted above the height of the net and cross the net into the opponent’s court.  This would normally constitute the spike technique (approach, jump and arm swing or tip).  Standing volleys, digs or down balls on the third ball touch are not considered attack attempts and should be coded as free balls.  If an attack attempt comes on the first touch, i.e. overpass attack, or on the second touch, e.g. setter’s attack, then any technique can be considered an attack attempt if the player is intending to score a point. 

Kill (A#) is an attack attempt that directly results in a point won.  The attack attempt is un-returnable by the opposition and is a direct cause of the opponent not returning the ball. 

Attack Zero (A+) is an attack attempt that results in the continuation of play on the opposition side of the net. 

Attack Rebounded (A-) is an attack attempt that is rebounded by an opposition block and play continues on the attacker’s side. 

Attack BlockedKilled(A/) is an attack attempt that is rebounded by an opposition block that directly leads to a point lost, i.e. an opposition kill block. 

Attack Error (A=) is an attack attempt that directly results in a point lost.  An attack error is charged to a player whenever an attacker:  1.       Hits the ball out of bounds.  2.       Hits the ball into the net resulting in a four hit violation. 3.       Is called for a net violation.  4.       Is called for a centre-line fault.  5.       Is called for an illegal contact on the attack.  6.       Is called for an antenna fault.  7.       Is called for a 3-metre line violation.  8.       Is called for a thrown ball or an illegal hit during an attack attempt. 

Approved Ruling 1. A ball is set to a Team White hitter who (a) attacks the ball with a spike technique (approach, jump, arm swing), (b) digs the ball over the net or (c) hits a down ball (an overhead contact made by the hitter while standing on the floor) over the net.  RULING: In (a), an attack attempt is charged to Team White.  In (b) and (c) digs and down balls are considered free ball attempts on the third ball touch (i.e. after a set) so a free ball zero (F+) is charged to Team White.  If the free ball results in a point scored and if, in the opinion of the statistician, Team White hitter is intending to score a point, a free ball kill can be charged (F#).  Otherwise a free ball zero (F+) is still charged to Team White and a free ball-overpass dig error (D=) is charged to Team Blue. 

Approved Ruling 2. Team White player attacks the ball. Team Blue player (a) digs the ball but no one on Team Blue is able to keep the ball in play or (b) digs the ball over the net where it falls untouched. RULING: In (a), Team White player receives a kill (A#).  The situation that led to Team Blue not making the play was created by Team White player’s attack. In (b) Team White player is charged with an attack zero attempt (A+) and a free ball-overpass dig error (D=) is charged to Team Blue.   However, if in the opinion of the statistician, the Team Blue player intended to score a point, e.g. the dug ball is directed deep into Team White’s court, then a kill (A#) is awarded to Team Blue.

Approved Ruling 3. Team White player attacks the ball that lands in Team Blue’s floor but is called for a thrown ball or an illegal hit. RULING: Team White player is charged with an attack error (A=).  

Approved Ruling 4. Team Blue player overpasses a Team White serve.  Team White player jumps and puts it down with a two-handed motion. RULING: although this motion is similar to a block, the Team White player is charged with an attack attempt (A).   

Approved Ruling 5: Team White player performs an attack approach, jump but volleys the balls over the net instead of an arm swing or tipping action.  RULING: if, in the opinion of the statistician, the Team White player was not under any undue pressure to keep the ball in play, then an attack attempt (A) is charged to Team White player.  Otherwise, a free ball attempt is charged to Team White Player (F). 

Approved Ruling 6: Team White player spikes the ball that (a) the ball clearly lands inbounds but the referee calls it out or (b) the ball clearly lands out of bounds but the referee calls it in.  RULING: in (a), Team White player is charged with an attack error (A=).  In (b), the Team White player is charged with an attack kill (A#).  Philosophy: the statistician should stat according to what the referees calls, regardless if the statistician agrees with the call or not. 

Reception

A reception attempt is the first ball touch from an opposition serve.  Reception and pass are terms used interchangeably.  The reception zones and ball trajectory are a guide to rate the quality of the reception. 

Perfect Pass (R#) (3 Points) is a reception attempt that lands in the perfect zone, with a high ball trajectory and the setter is able to set overhand.  The setter is able to set in a neutral, upright, relatively stationary position. 

Positive Pass (R+) (2 Points) is a reception attempt that lands in the positive zone with high ball trajectory or in the perfect zone with a medium ball trajectory and the setter is able to set overhead.  The setter is able to set in a neutral, upright, relatively stationary position. 

Neutral Pass (R!) (1.5 Points) is a reception attempt that lands in the neutral zone with high ball trajectory or in the positive zone with a medium ball trajectory or in the perfect zone with a low ball trajectory.  The setter is able to set overhand in all situations. 

Poor Pass (R-) (1 Point) is a reception attempt that lands outside the neutral zone or has a low trajectory.  The setter cannot set the ball or can only dig set the ball.  The setter is usually rushing to take the second ball. 

Over Pass (R/) (1 Point) is a reception attempt that results in the ball being sent immediately back over the net to the serving team, i.e. an overpass.

Reception Error (R=) (0 Points) is a reception attempt that directly results in a point lost.  A reception error is charged to a player:

  1. If the serve strikes the floor in the area of the closest player. 

  2. If the player passes the serve but it cannot be kept in play by his or her team.

  3. If the player is called for a ball handling violation by the referee, i.e. lift, double hit. 

  4. If the team is out of rotation.

Service

A service attempt is the first ball touch that starts a rally.  The quality rating is the inverse of the reception quality rating. 

Service Ace (S#) (Serve Rating 4) is a service attempt that directly results in a point won, i.e. an opposition reception error.  If the receiving team is out of rotation, then a service ace is only rewarded if the serve would have resulted in a point if the error was not called.  Otherwise a positive serve is charged to the server.  Philosophy: the server did not actively earn a point when the opposition team is out of rotation so should not be awarded a point. 

Over Pass Serve (S/) (Serve Rating 3) is a service attempt that results in an over pass.

Positive Serve (S+) (Serve Rating 3) is a service attempt that results in a neutral or poor pass.

Neutral Serve (S!) (Serve Rating 2) is a service attempt that results in a positive pass. 

Poor Serve (S-) (Serve Rating 1) is a service attempt that results in a perfect pass. 

Service Error (S=) (Serve Rating 0) is a service attempt that directly results in a point lost.  A service error is charged to a player: 

  1. If the serve fails to go over the net and lands on the side of the team serving. 

  2. If the serve is out of bounds or hits the antenna. 

  3. If the server foot faults.

  4. If the server is called for an eight second violation. 

  5. If the server tosses more than once for service. 

  6. If a player serves out of rotation. 

  7. If there is a rotational fault.

Approved Ruling 1. Team Blue player serves the ball. The ball hits the floor (a) near Team White player or (b) between two Team White players. RULING: in (a) Team White player is charged with a reception error (R=).  In (b), the Team White player closest to the served ball is charged with a reception error (R=). 

Approved Ruling 2. Team Blue serves the ball. Team White passes the ball over the net where (a) Team Blue keeps the ball in play or (b) Team Blue spikes the ball for a kill. RULING: in (a) a reception overpass (R/) is charged to the Team White player.  In (b) a reception overpass (R/) is charged to the Team White player and Team Blue player is charged with an attack kill (A#).  Although the overpass led directly to an opposition kill, a reception error is not charged.  A reception error is charged only when a service ace occurs.

Approved Ruling 3. Team Blue serves the ball. Team White player No. 1 makes a bad pass, but (a) Team White player No. 2 keeps the ball in play and Team White player No. 3 returns the ball or (b) Team White player No. 2 keeps the ball in play; however, Team White player No. 3 hits the ball into the net. RULING: In (a), a poor reception (R-) is charged to White Player No. 1 and a free ball zero attempt (F+) charged to Team White Player No. 3.  In (b), if, in the opinion of the statistician, Team White player No. #3 was not under any undue pressure to keep the ball in play, e.g. not chasing the ball, the ball is beyond the baseline, then a free ball error (F=) is charged to Team White player No. 1.  Otherwise, a reception error (R=) is charged to Team White player No. 3.

Approved Ruling 4. Team Blue player No. 1 serves the ball. However, the referee calls Team Blue for a server out of rotation. The server should have been Team Blue player No. 2.  RULING: Team Blue player No. 2 receives a service error, not Team Blue player No. 1 who was serving at the time the infraction was called.

Approved Ruling 5: Team White is serving and the referees calls for Team Blue for out of rotation violation.  RULING: the player responsible for the violation is charged with a reception error (R=).  If, in the opinion of the statistician, the serve would have resulted in an ace regardless of the referee call, then a service ace (S#) is also charged to Team Blue.  Otherwise, a positive serve (S+) is charged.  Philosophy: not every reception error should result in a service ace if it was not earned. 

Approved Ruling 6: Team Blue player No. 1 passes the ball and Team Blue setter, can only dig-set the ball due to a low ball trajectory.  RULING: in (a), all low trajectory balls that can only be dig-set are negative passes (R-) so Team Blue player No. 1 is charged with a negative pass.

Approved Ruling 7: Team White player No. 1 passes a perfect ball, i.e. a high ball trajectory pass that lands in the perfect zone, but Team White player setter dig-sets the ball.  RULING: a perfect pass (R#) is charged to Team White player #1.  Philosophy: nearly all dig sets are charged as a negative pass (R-) because nearly all dig sets are due to a low ball trajectory.  However, each reception attempt should be judged on its own terms with the setter as a guide.  So a high ball trajectory pass that lands in the perfect zone should be charged as a perfect pass (R#) because most setters would overhand set the ball. 

Approved Ruling 12: Team White player No. 1 passes the ball to a near overpass.  (a) Team White setter is sets one-handed.  (b) Team White setter sets two-handed but in a stretched position, e.g. leaning with outstretched arms.  RULING: in both (a) and (b), Team White player No. 1 is charged with a neutral pass (R!). 

Approved Ruling 13: Team White served the ball that (a) the ball clearly lands inbounds but the referee calls it out or (b) the clearly lands out of bounds but the referee calls it in.  RULING: in (a), Team White player is charged with an service error (S=).  In (b), the Team White player is charged with an ace (S#) and White Blue player is charged with a reception error (R=).  Philosophy: the statistician should stat according to what the referees calls, regardless if the statistician agrees with the call or not. 

Block

A block attempt is a ball touch in an attempt to rebound an opposition’s attack. 

Kill Block (B#) is a block attempt that directly results in a point won for the blocking team.

Blocked Ball (B+) is a block attempt where play continues on the attacker’s side, i.e. blocked ball/ put back.

Block Out (B-) is when an opposition attack rebounds off a block attempt and the blocking team cannot keep the ball in play as a result, i.e. the ball deflected too far for the defending team to keep the ball in play.  DataVolley: Block Outs can only be coded separately and not as a compound code as DataVolley as code the attack as an attack zero.  It should be coded separately as:*1A# a1B-

Block Error (B=) is a block attempt that directly results in a point lost. A player is charged with a blocking error when: 

  1. A blocker is called for a net violation. 

  2. A blocker is called for a centre-line fault. 

  3. A back-row player is called for blocking. 

  4. A blocker is called for a thrown ball during a block. 

  5. A blocker is called for reaching over the net when the setter is setting, i.e. blocking the setter.  

Approved Ruling 1. Team White player attacks and Team Blue players block the ball down on Team White player’s side. (a) The ball hits the floor. (b) The ball is kept in play but cannot be returned. (c) The ball is kept in play and returned by Team White. RULING: In (a) and (b), Team White player is charged with an attacked block killed (A/) and Team Blue player is charged with a block kill (B#).  In (c), an attack rebounded (A-) is charged to Team White and an block rebounded (B+) given to Team Blue. 

Approved Ruling 2. Team White player hits the ball off of Team Blue’s block. The ball goes off the block (a) out of bounds or into the antenna; (b) and stays on Team Blue’s side of the net but cannot be kept in play; or (c) and is kept in play by Team Blue. RULING: In (a) and (b), Team White player is charged with a kill (A#) and Team Blue is charged with a block out (B-).  Remember these codes are inputted separately and not as a compound code.  In (c), an attack zero attempt (A+) is charged to Team White.  No blocking attempts is charged to Team Blue. 

Approved ruling 3: Team White player spikes the ball and the referee calls for a blocking violation on Team Blue, e.g. net touch.  (a) The spiked ball strikes the floor or looks to be unreturnable, (b) Team Blue is able to defend the spiked ball with a high ball trajectory, (c) the spiked ball goes out of bounds.  RULING: in all three cases, Team Blue player is charged with a block error (B=).  In addition, (a), Team White player is charged with an attack kill (A#).  In (b) and (c), Team White player is charged with an attack zero attempt (A+).  Philosophy: the attacker should not automatically receive a kill for every block error.  A kill is only awarded if the kill would have happened regardless of the block error, as in situation (a) and not in situation (b) and (c).  DataVolley: if there is no kill then the attack zero (A+) and block error (B=) are statted separately and not as a compound code as the compound code will automatically code the attack as a kill. 

Approved Ruling 4: Team White attacks the ball and the ball vastly deflects from Team Blue’s block.  (a) White Blue is still able to keep the ball in play or (b) White Blue is unable to keep the ball in play.  RULING: in (a) Team White is charged with an attack zero (A+) and no blocking stats is charged to Team Blue since this type of block touch are not currently statted .  In (b) Team White is charged with an attack kill (A#) and White Blue is charged with a block out (B-).  DataVolley: the attack kill (A#) and block out (B-) should be statted separately and not as a compound code as it will automatically code the attack as an attack zero attempt. 

Approved Ruling 5: Team White attacks the ball lands out of bounds and it looks to be no deflection off the Team Blue’s block.  However, the referee calls for a ball touch and rewards Team White for a point.  RULING (a) Team White is charged with an attack kill (A#) and Team Blue charged with a block out (B-).  Although there seems to be no deflection, the statistician should always follow the referee’s call. 

Approved Ruling 6: Team White player No. 1  sets the ball very tight on the net and Team White player No. 2 attempts to tip the ball but is immediately kill blocked by Team Blue.  RULING: if, in the opinion of the statistician, Team White player No. 2 had no other way of avoiding the block kill then a free ball zero attempt (F+) is charged to Team White player No. 2 and a block kill (B#) is charged to team Blue. 

Approved Ruling 7: Team Blue blocks a Team White (a) hard driven down ball in attempt to score a point (b) volley free ball only to keep the ball in play.  RULING: in both cases, a free ball zero attempt (F+) is charged to Team White but in (a) a block attempt is charged to Team Blue and in (b) an attack attempt is charged to Team Blue. 

Setting

A set attempt is the second ball touch that intends to set up an attack attempt.  Only Set Errors are coded currently. 

Setting Error (E=) is a setting attempt that directly results in a point lost. An assist error is charged to a player whenever an assist attempt: 

  1. Is called for a ball handling error, i.e. lift or double touch violation. 

  2. A set is poor AND the attacker cannot keep the ball in play.

    1. The set goes far beyond the antenna.    

    2. The set is too low or tight on the net.

    3. The set is too high or low for the quick middle attack. 

  3. A back row attack violation is called on the back row setter for an intended set that goes over the net.

Approved Ruling 1: Team White setter sets the ball so that the attacker (a) cannot get to the errant set or (b) cannot return the ball over the net because the set is too tight on the net.  RULING: in both cases, a setting error (E=) is charged to the setter as the fault lies with the setter and not the attacker. 

Approved Ruling 2. A back row Team White setter jump-sets the ball over the net and the referee calls a back-row attack violation. RULING: Team White setter is charged a setting error (E=).  Philosophy: although the referee calls for a back-row attack violation, the intent was to set the ball and not to attack the ball so a setting error should be charged.

Approved Ruling 3: Team White middle attacker goes for a slide attack approach but the Team White setter sets for an A/ 1 quick attack.  Other Team White players are able to return the errand set to Team Blue and a point is lost.  RULING: a setting error (E=) is charged to the setter.  Philosophy: although some fault may be put on the middle player, the setter had control of the ball so the fault lies with the setter. 

Free Ball

A free ballattempt is an attempt to return the ball to the opposition side, usually only to keep the ball in play.  The ball is usually contacted below the height of the net.  Standing volleys, digs and down balls are normally considered free balls attempts.

Free Ball Kill (F#) is a free ball attempt that directly results in a point won.  A free ball kill is awarded to a player any time a free ball lands in the opposition court or is a direct cause of the opponent not returning the ball.  There must also be some intention to score a point. 

Philosophy: the intention to score a point must be present to be awarded a point scored.  A free ball with the intention to score a point can happen.  This can be when there’s a hard driven down ball on the third ball touch.  Or it could be standing volley that is directed deep into the corners or short within the 3 metre line.  In both cases, it is not considered an attack attempt since there is no attack approach or jump and the ball is contacted below the height of the net.  This means it is a free ball attempt but there’s an still an intention to score a point.

Free Ball (F+) is a free ball attempt that results in the continuation of play. 

Free Ball Error (F=) is a free ball attempt that directly results in a point lost when the player is not under any undue pressure. 

Approved Ruling 1: a Team White player volleys the free ball into the net but is not under any undue pressure.  RULING: a free ball error (F=) is charged to Team White. 

Approved ruling 2: a Team White player performs a down ball on the third ball touch that results in a point won.  RULING: down balls on the third ball touch are not considered attack attempts.  If, in the opinion of the statistician, that there is an intent to score a point, e.g. a hard driven down ball, then a free ball kill (F#) is charged to the Team White player.  Otherwise, a free ball zero (F+) is charged.

Free Ball-Overpass Digs

A free balldig attempt is the first ball touch from an opposition free ball or overpass.  Only free ball dig errors are coded currently. 

Free Ball Dig Error (D=) is a free ball dig attempt that results in a point lost.  A missed dig is charged to a player when:

  1. If the opposition free ball strikes the floor in the area of the closest player (usually in between two players who did not go for a ball)

  2. If the player free balls digs the opposition free ball attempt but it cannot be kept in play by his or her team.

  3. If the player is called for a ball handling violation by the referee, i.e. lift, double touch. 

DataVolley: “D” codes are technically defence stats, i.e. digs from an opposition attack attempt.  I use the “D=” code because I don’t have another way to code free ball-overpass digs and I don’t currently stat defence stats.

Quick Definitions Guide

A quick definitions guide of the performance data statted can be found below. 

Performance Indicators

Performance indicators normalises data into percentages, ratios or per set/ match averages.  This is so it creates a level playing field so we understand and compare the levels of performance.  Below is a number of performance indicators that are used and it includes their calculation.  Please note that since no defence stats taken, opposition attack zero attempts and opposition attack kills are used as a proxy measure for digs and missed digs, respectively. 

 
 
 

Comments


bottom of page