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Volleyball Journey Blocking Guide: Contest the Attack

Last updated 2026-10-18Unofficial player article

Quick answer

  • Input: Use Q on PC or L2/LT on console while airborne.
  • Position: Contest an approaching attack near the net rather than jump from too far away.

Make the net contest intentional

Blocking in Volleyball Journey uses airborne Q or L2/LT. Approach a useful net position, watch the opponent's attacking preparation and choose the block as a response to that play. The grounded version of the same input is a dive, so a block is a different contact intention from an emergency floor save.

Volleyball Journey: Blocking Guide: Contest the AttackWatch players call and attempt blocks during a team rally.
Snapshot as of

Read the attacker without abandoning the court

A net position is useful because it lets you contest the attack while still seeing the developing ball. Jumping from too far away can leave you committed to a contest you cannot reach. Move into the play before deciding that the airborne input is the answer.

Avoid following every opposing movement with an immediate jump. Watch where the ball is going and which attacker is preparing to use it. A block chosen from the actual setup is easier to understand than a repeated jumping rhythm that has already ended before the contact.

Leave the next defensive job possible

A block attempt does not remove the rest of the rally. Keep track of the ball after the contest and the space your teammates are covering. If another player is already taking the net action, think about the following receive instead of adding another body to the same intention.

The bump guide explains a playable receiving contact. That is a different job from contesting the ball at the net, and the side benefits when someone is ready for each phase. Do not judge a defensive contribution only by whether it produces an immediate point.

Refine the moment after learning the action

Use block timing when you can produce the airborne action but keep committing ahead of the attack. That guide distinguishes early jumps from an approach that never reached useful space. The spike guide gives the attacker's perspective.

Keep the next correction narrow. If Q produced a grounded dive, fix the contact context. If you were already airborne but nowhere near the attacking lane, fix the position. A single input reference cannot solve all three problems in the same way.

Next step

Block TimingUse the approaching attack to correct the moment of a reachable block.

Related reading

Volleyball Journey Spike Guide: Approach and Air Contact

Use the airborne spike input, approach a reachable set, read the opposing net contest, and distinguish a timing miss from a grounded bump.