2. How to scout a game? - Coding Guide

I. Basic code structure:



The main code for each action consists of the following:

  1. an indication of whether it applies to the home team (*) or the away team (a)
  2. the number of the player on the team performing the described play
  3. the element of play  (S, R, E, A, B, D, F)
  4. the type of play performed (Q,H,M,T,U,N,O)
  5. effect of a play


The advanced code for each action consists of the following:

  1. combination of play (for set, attack) 
  2. type of play (F, B, C,P, O)
  3. starting zone of the play performed
  4. starting subzone of the play performed
  5. ending zone of the play performed
  6. ending subzone of the play performed


II. What is most important for particular elements?


*12SQ61.3# - Serve-Reception Code
aK13 - Setter Call (Setting Code)
a4X55.3+ - Attack - Block Code

a10X55.20D= - Attack - Dig Code


1. Serve - "S"

  • serve type:
    • Q - jump serve
    • T - A ball toss to a float serve and then jump serve
    • M - Jump float 
    • H - Float
  • serve starting zone



  • serve ending zone


2. Reception - "R"

  • effect
    • # - perfect pass (4 grade). - The ball is passed to a setter in the best way possible. It arrives at the right height, speed, and position. Setting is easy, and all attack options are open.
    • + - good pass (3 grade) – Pass that requires the setter to move a little. He has to make 2-3 steps to the ball. Some attack options might be a little challenging to set.
    • ! - the ball is received on the 3-meter or close (2 grade)
    • - - negative pass (1 grade) - There are two types of negative reception. The first one depends on the reception ending zone, which in this case is at least 3.5 meters off the net or very close to the antenna. The second one describes the situation when the ball is received very low, and sometimes the setter needs to fall onto his knees to set the ball. Usually, setting to middle blocker is impossible (unless you have a brilliant setter).
    • / - overpass (0.5 grade) - The ball is sent back to the other side of the net or cannot be attacked.
    • = - error - (0 grade) - Direct mistake in reception. The team loses the point.



While coding service and reception are related. You don't need to put each code separately, just put a dot after the serve code and then type the passing code. 


5SQ16.12#


This means that player #5 serves from zone 1 to zone 6 (jump serve), and player #12 passes the ball perfectly


This way, the information goes between codes. The serving end zone is the passing start zone, the passing effect is the opposite of the serve effect:




3. Setting - "E"

  • setter call
    • K1 - front quick
    • K7 - Seven (Gap)
    • K2 - Back Quick
    • KD - Fast
    • KE - No setter call
  • setting zone


Using a setter call, you don't have to put a team prefix or setter number!


K13 - which means the middle-blocker is approaching to front quick (setter call - K1), and the setter is in zone 3


4. Attack - "A"

  • attack combination - OH, OP
    • X5 - Quick ball zone 4
    • V5 - High ball zone 4
    • X6 - Quick ball zone 2
    • V6 - High ball zone 2
    • X8 - Quick ball zone 1
    • V8 - High ball zone 1
    • XP - Quick pipe
    • VP - High pipe


  • attack combination - MB
    • X1 - Front Quick
    • X7 - Gap
    • CF/X2 - Back Quick
    • CD/XD - Fast


  • ending zone


While coding service and reception are related. You don't need to put each code separately, just put a dot after the serve code and then type the passing code. 


5X56.12D#


This means that player #5 attacks from quick ball from zone 4 to zone 6, and player #12 defends the ball 


5V66.12#


This means that player #5 attacks from high ball from zone 2 to zone 6, and player #12 blocks his attempt


This way, the information goes between codes. The default element related to the attack is block, so if we want to dig there, we need to add D in coding. The attack end zone is the dig start zone, and the attack effect is the opposite of the block/defense effect:





5. Block- "B"

  • effect
    • # -  Block Stuff/ Winning block
    • + - The ball is touched, and the team can play a counterattack
    • ! - When the opponent team can cover and attack again
    • / -Net Violation
    • = - Block - out
  • number of players in the block
    • 0 - no block
    • 1 - 1 player block
    • 2 - 2 player block
    • 3 - 3 player block
    • 4 - hole block


6. Dig - "D"


  • effect
    • # -   The team can play the counterattack
    • + -  The team can play the counterattack
    • / -The ball comes back to the attacking team
    • = - Unsuccessful try (Team loses the point)


IV. Other important information

  • You don't need to use the prefix "*" while coding the game - the program will automatically know that it is the home team if you don't put "a" before the code.
  • Before extended codes, you need to put a coma ",". 


V. Coding Shortcuts

  • P - point for the home team
  • aP - point for away team
  • Z1 (aZ1) - change the rotation of the home (away) team and assign the setter role to a player in zone one 
  • I1 - rotate the home (away) team 
  • C1:2 (aC1:2) - substitution player 1 - out, player 2 - in
  • T (aT) - time-out for home (away) team


VI. Precise coordinates


If you want to use heat maps in your analysis, you need to mark directions on the court image that you can see on the match screen. You can drag the mouse and draw an arrow or mark the end of the play if you have a starting zone marked in the code. You can do it live, during scouting, or after the game.


VII. Synchronization


You need to start scouting the rally at the moment when the player serves the ball. This way, it will synchronize automatically with the video. More information about synchronization can be found here: https://volleystation.freshdesk.com/a/solutions/articles/103000030691?portalId=103000039042.



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