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Volleyball Scouting Skill Progression 2024-25 | What to Learn Next

May 31, 2024
4 min read

tl:dr

  • Learning to code subzones (A-D) is the next big thing to learn

  • Smaller things to learn are

    • Coding zones (1-9) for setting and digs after block

    • Compound coding for free balls and free ball digs

    • Coding “on spike” and “after block” extended codes in real-time

    • Coding tooled blocks as B= rather than B/

  • Fully grading the setting and block is still the last thing to learn

Introduction

I blogged about how I have improved my scouting skills.  Now I want to reassess what my current level is and what is the next thing I should learn.  The goal is to eventually be able to code everything.  

Current Scouting Level

I did a matrix of what I currently code.  This will help me see gaps in what I don’t code and it will help me determine what I should learn next.  What I learn next should be a balance between what will help me most in analysing performance and how hard it will be to learn.  

What to Learn in the 2024-25 Season?

Coding SubzonesSubzones are where the court is divided into 9 zones (1-9), which are further subdivided into four subzones (A-D) (see below).  I previously outlined that this is the next big thing to learn and nothing has dissuaded me from this.  It would help me most because the attack and service direction charts would be more precise with 36 total subzones rather than 9 zones.  It would also cover a lot of holes in my current scouting level by learning one thing.  

Coding Regular Zones for SettingBefore I can code setting subzones, I need to code the regular zones (1-9) first.  I’m confident I can learn it fairly quickly as you only need to code the setting origin zone.  I may have to start coding regular zones first before adding subzones. 

Coding Regular Zones for Dig After BlockI don’t currently code regular zones for digs after block.  This is because the attack directions are compounded with the block rather than the dig.  This means I have to code digs after block separately, which means I would have to code the regular zones too.  I think this would be too much for me, especially if I am going to code “After Block” extension codes in real time (see below).  But this is something I will try to do.  

Compound Coding Free Balls and Free Ball DigsI also don’t currently code the regular zones for free balls and free ball digs.  I just worked out that I can compound code free balls and free ball digs so I only have to code zones and subzones once.  It would also grade the free ball attempts, which I don’t currently code.  The compound code would look something like this: 5F81B.6DE#.  The E is the extension code of “Emergency”, which I use to mean Free Ball Digs.  I also found out I don’t need to code the “D” for digs as the default is digs anyway.  

Coding “On Spike” and “After Block” Extension Codes in Real TimeI don’t use the extension code of “On Spike” to code whether a dig came after a spike.  To calculate the number of “On Spike” digs, I would simply total all digs minus all the “Spike Cover”, “After Block” and Free Ball digs.  Of course, I should ideally code it using the “On Spike” extension code.  It can be possible as I will have to press the “W” button to open up the extension codes and then press “S” for “On Spike”.  Both keys are next to each other so I could do it.  I also feel that I could code digs after block using the extension code “B”.  This one would be slightly harder as the “B” button is further away from my resting fingers but I feel like I can do both in real-time.

Code Tooled Blocks as B= and not B/The main reason why I would code tooled blocks as B= rather than B/ is because I realised I have three blocking grades (B= is Block Error, B/ is Tooled Block, B- is Negative Touch that leads to a Dig After Block Error) that relate to the end of the rally.  I want a grading system where the next grade is clearly better than the last but I have three blocking grades that are essentially telling me the same thing, i.e. they all have a 0% rally win rate.  I can clump those actions together so I can make better use of the other blocking grades.  I would have to code Block Errors with the extended code of “Net Contact (B=I) so I am still able to calculate point-scoring stats as I still believe Block Errors should be considered a point lost and Tooled Blocks should not.  

What to Learn Beyond the 2024-25 Season?

Fully Grading the SettingI would probably use Joe Trinsey’s setting grades of Good Set (E#), Too Far Off (E+), Too Far In (E!), Too Wide (E-), Too Tight (E/), and Error (E=).  I did think already starting with coding good sets as E# but I feel learning to code subzones is already enough.  

Fully Grading the Block I would likely grade the block as follows: Block Kill (B#), Block Touch (B+), Rebounded Block (B!), Negative Block (B-), Missed Blocking Assignment (B/), and Block Error + Tooled Block (B=).  Coding positive and negative blocks, based on whether it helps the team to be in-system or not, should be ok learn.  The big thing is being able to code missed blocking assignment, where the blocker jumps but doesn’t touch the spiked attack.  It would require adding a separate code that is not compounded.  This is probably the last thing to learn.  I will probably write a blog post on blocking grades.  

Final Thoughts

It’s going to be good to be coding subzones.  The attack directions charts are going to look so much better.  I will probably start practicing coding these things during the All Nations Tournament 2024.  

I’m also happy I started this process of systematically improving my scouting skills.  I feel like it will accelerate my learning and I reach my goal of coding everything within 2-3 seasons.  

 
 
 

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