Lentopallo · Taso 3: Esikeskitaso · Alataso 3.4
Attack Combinations
10 testiä · 100 faktaa · päivitetty 25. lokakuuta 2026 · markdown
Tempo, the X play, the slide, the pipe, fast outside sets, overloads and tandems, decoys, plays by rotation, calling plays and what happens when a combination breaks down.
Jokainen alla oleva testi koostuu kymmenestä Insporta-kysymyksestä. Testin alla oleva luettelo kertoo, mitä kysymykset tarkistavat: yksi fakta kysymystä kohden ja lähde, josta kysymys on kirjoitettu. Lukekaa se ennen testiä tai palatkaa siihen väärän vastauksen jälkeen.
Testi 1TempoTee testi
First tempo: the hitter jumps before or as the setter touches the ball.
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Third tempo is a high ball: the approach starts after the set.
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Second tempo comes between a quick and a high ball.
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Different speeds stop the block settling on one timing.
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A high, slow set lets every blocker arrive.
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The hitter jumps before the set, so the pass must be exact.
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Middles hit the quick sets.
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Quick, fast, high.
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The middle is moving before the ball reaches the setter.
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A hitter in the air at the moment of the set is first tempo.
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Testi 2The X playTee testi
The X starts with the middle's quick approach in front of the setter.
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The second hitter cuts behind the middle to hit close beside her.
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If the middle blocker goes with the quick, the crossing hitter is free.
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The cross only works if she arrives a moment after the quick.
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An outside or the opposite crosses behind the middle.
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With the middle blocker committed, the crossing hitter faces little block.
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Two hitters crossing need practised paths and timing.
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The middle goes first; the crossing hitter follows.
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A committed blocker leaves the crossing hitter free.
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A quick with a second hitter crossing behind it is an X play.
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Testi 3The slideTee testi
The slide hitter moves sideways in the air, so blockers chase her.
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Middles often run slides behind the setter.
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The slide finishes behind the setter, toward the right antenna.
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The set meets a hitter who is running along the net.
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The moving take-off makes the slide hard to block without a big jump.
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Starting as if for a quick drags the blocker before the slide moves away.
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The approach curves behind the setter, parallel to the net.
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Start in front, run behind, one-foot take-off, hit.
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Slides move most; high balls are hit almost straight up.
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A curved run behind the setter ending in a one-foot jump is a slide.
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Testi 4The pipe and the quickTee testi
A middle blocker watching the quick has no time to block the pipe.
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Outside hitters in the back row attack the pipe.
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A late attack from the middle catches blockers between hitters.
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The back-row hitter needs time and room to reach the ball from behind the line.
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With only two front-row hitters, the pipe adds one more option.
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Back-row players must take off behind the attack line to attack above the net.
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The pipe is hit from the back middle.
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The quick holds the block; the pipe follows.
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With the middle blocker held, the pipe goes through the middle.
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A back-row attack from the middle is the pipe.
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Testi 5Fast sets to the outsideTee testi
A fast set reaches the hitter before the middle blocker arrives.
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A fast set leaves no time for a late approach.
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A poor pass makes a fast, precise set very hard.
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The middle has to cover the whole distance in less time.
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Hitters at the antennae get the fast sets.
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A fast set is flat, just over the net.
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A flat path gets the ball across the net fast.
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Early start, flat set, contact near the antenna, late block.
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Flat and fast, medium, then high and slow.
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The block had no time to form against the fast set.
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Testi 6Overloads and tandemsTee testi
Two attackers close together give the block two threats in one place.
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A hitter facing one blocker has more of the court open.
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Decoys draw blockers away from the hitter who gets the set.
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Attacking where the block is weakest gives the best odds.
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The blocker who jumped with the quick is coming down as she hits.
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Blockers cannot cover two hitters in one area at once.
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Reading the set is safer than guessing which hitter gets it.
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Load one side, then attack the other.
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Isolation means one blocker; a bad pass brings the whole block.
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Back-to-back jumps in one spot make a tandem.
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Testi 7DecoysTee testi
A decoy runs and jumps to draw blockers, but the set goes elsewhere.
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Each real-looking approach has to be respected.
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A lazy fake fools nobody.
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Middles run quicks on most plays, set or not.
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Unpredictable decoys keep the block guessing.
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After a bad pass, blockers know a quick is impossible and ignore the decoy.
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The call tells each hitter her job on the play.
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Call, fake, pull and set elsewhere.
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Only a full approach fools the blockers.
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Her run drew attention while the set went elsewhere.
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Testi 8Plays by rotationTee testi
Each rotation puts a different set of hitters in the front row.
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A back-row hitter adds a third option.
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The best play depends on who is at the net in that rotation.
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A back-row setter may not send it over from above the net.
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With its best hitters at the net, the team uses its fastest plays.
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Each rotation needs its own paths and timing.
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The back-row opposite attacks from the right back.
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Know the rotation, choose, signal, run.
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Three front hitters give most options; no back-row attack gives fewest.
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Zone 1 gives the team another hitter for this rotation.
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Testi 9Calling playsTee testi
A signal behind the back is hidden from the opponents.
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Once the rally starts, there is no time to agree a plan.
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Number systems give the place along the net and the speed of the set.
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In a broken rally, the setter needs to hear who can attack.
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If the pass is off, the planned play may not be possible.
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Codes keep the plan secret.
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The setter calls plays, sometimes following signals from the bench.
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Signal, acknowledge, serve, run.
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From the match plan down to the final choice.
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Hand signals behind the back tell the team's hitters the play.
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Testi 10When combinations break downTee testi
A bad pass usually rules out the fast parts of the play.
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A hitter who keeps coming stays an option.
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Every team agrees where the ball goes when the play cannot run.
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Crossing runs need exact timing.
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The best set goes to a hitter who can actually attack.
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Fast plays win points but can also bring errors.
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A play the opponents always read no longer works.
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A bad pass forces the team onto its bail-out plan.
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The faster the play, the more it needs a perfect pass.
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Crossing paths collide when the timing is off.
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Lähteet
FIVB Coaches Manual (Levels I-II) and general coaching references; original questions authored, nothing reproduced. Numbered FIVB rules belong to the Rules category.
- FIVB Coaches Manual (Levels I-II), general coaching references100