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Volleyball Glossary

Here's a list of volleyball terms you'll hear on the court. Each definition includes examples and links to related concepts.

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Dig

The first defensive touch on an opponent's attack, usually with a forearm platform but sometimes a one-arm reach or rolling save. A clean dig to the setter's target area gives your team a full range of offensive options. A poor dig forces an emergency set and limits your scoring chances.

Dink

A soft fingertip push over, around, or off the top of a block, same family as a tip. You use it when the block is selling out to touch sky and the back row is parked deep, because the empty floor between tape and first defender is the reward. The AVP announcers call it a dink; indoor coaches more often just say “tip the seam.”

Dive

A defensive play where you leave your feet, fully extend to reach the ball, and land on your chest or torso. Used when the ball is too far away for a normal dig. A successful dive keeps the rally alive and can lead to a transition opportunity.

Double Contact

A ball-handling fault where the ball visibly contacts your hands (or body) in two separate motions on a single play. On the first team contact (serve receive, dig, or free ball), FIVB rules allow more leniency because the ball arrives with pace. On the second or third touch—especially when setting—the standard is stricter.

Dump

The setter’s own attack on 2nd touch: push, one-hand, or tip. You sell the wide set, wait for the block to drift, and drop the second ball in the open area. FIVB back-row player rules still apply, so a back-row setter can only “dump” on a contact below the height of the net, while a front-row setter can attack a ball completely above the net. That is why many teams script dumps the moment their setter is in zone 2 or 3 on the front row.

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Serve

The opening contact of every rally, struck from behind the end line. It is the one skill entirely in your control—no teammate can help. Types include float serves, jump topspin serves, standing topspin serves, and underhand serves. All are legal under FIVB, NCAA, and high school rules as long as the server stays behind the line at contact.

Serve Receive

The pass off the opponent's serve and the formation your team uses to cover the court. A good serve receive pass is the foundation of your side-out offense—a clean pass to target unlocks quick sets, pipes, and high sets. Common formations use two or three passers depending on the rotation and scouting report.

Service Error

A serve that fails to start the rally: the ball goes into the net, lands out of bounds, or the server commits a foot fault, wrong rotation, or other violation. Service errors are tracked alongside aces to evaluate whether an aggressive serving strategy is paying off.

Set

The second touch, usually a finger release, that puts the ball in the hitter’s window for an attack, though bump-sets on bad passes are still in play. The set fixes tempo, location, and how much the block can read you. A clean set in-system is a foot above the net, off the net, in stride for the approach; a bad one ends up as a free ball the other way.

Shank

A badly mishit pass that flies wildly off target—into the stands, into the net, or far from any teammate. Usually caused by late footwork, a poor angle, or contact on the edge of the platform. The stat sheet records it as a reception error.

Side-Out

You take the other team’s serve, win the rally, get the point, and the ball. In the old system you only got serve; in rally you get both, but coaches still call the pass-kill side-out.

Slide

An attack where the middle hitter runs along the net and jumps off one foot to hit a set delivered behind the setter. The lateral movement and timing difference make it difficult for the opposing middle blocker to track, especially if they already committed to a quick set in front.

Spike

A hard, downward hit where you jump and swing at the ball above the net. The approach, jump, and arm swing combine to generate power—top-level players can hit 60 to 80+ mph. In everyday gym language, spike and hit mean the same thing, though the stat sheet records any scoring attack as a kill regardless of how hard you swung.

Sprawl

A low, forward extension where you push off and slide on your chest without fully leaving the ground. Used for balls in the mid-court area where a full dive is too much and a normal dig cannot reach.

Stuff

A block that sends the ball directly back down to the attacker's side for an immediate point. The ball never crosses back to the blocking team's court. Stuff blocks are tracked as solo blocks or block assists and are among the most momentum-shifting plays in the game.

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