Battle Court (WJAL Jai Alai) — Glossary & Code Reference
The game
Jai alai played as doubles (2v2) or singles (1v1) at the World Jai Alai League "Battle Court". Matches are best of 3 sets; a set is first to 6 points. Players catch the ball in a cesta and throw it against the front wall.
Court positions (doubles)
- F — Frontcourt (FC): plays near the front wall; serves every point; takes more kill shots; uses forehand/backhand/costado.
- B — Backcourt (BC): covers the back wall and rebotes; mostly backhand; does not serve.
Throw sides (the side column)
- F — Forehand, B — Backhand
- C — Costado: side-arm throw taken off the side wall area (almost exclusively frontcourters)
- S — Serve
Placements (the placement column and shot-stat prefixes)
Non-kill rally placements:
- I — Inside: any ball that is not outside or split placement (the default ball)
- O — Outside: thrown distinctly to the outside without touching the side wall, NOT intended as a kill shot
- M — Middle: ball to the middle attempting to split the players or to change the next throw's angle/decision, NOT intended as a kill shot
Kill-shot placements (intent to end the point):
- F — Filo: outside ball like O, but THROWN AS A KILL SHOT
- S — Splitter: middle ball like M, but THROWN AS A KILL SHOT
- T — Two-wall: thrown outside off a two-wall, cutting out sharply
- H — Three-wall: plays two walls, cuts out sharply off the rebote
- D — Dejada (drop): soft drop meant to bounce twice quickly
- C — Cortada: cut shot angled into the side-front corner
⚠️ placement='C' (Cortada kill shot) and side='C' (Costado throw side)
are unrelated concepts that share a letter.
In shot-stat columns the placement codes map to prefixes: T→two_wall, S→splitter, F→filo, D→dejada, H→three_wall, C→cortada.
Catch detail (charting)
- A — Air: ball caught (or tipped) in the air
- B — Bounce: ball played off the bounce (harder)
- R suffix: ball played off the rebote (back wall)
Serves
Every point starts with a frontcourter serve (FS). Serve outcome codes:
- O — Overserve: serve too long (fault)
- U — Underserve: serve too short (fault)
- M — Missed serve: serve meant to hit the side wall before the bounce so the receiving FC can't pick it, dragging the receiving BC into the middle/outside
- I — Illegal serve
A first-serve fault forces a second serve; a second fault is a DOUBLEFAULT.
An ace is an unreachable serve the opponent never touches.
In serve stats:
faultscounts BOTH serves of a double fault (so a double fault adds 2 to faults).
Point outcomes (result / detailed_result / catch_result)
- WINNER: kill shot succeeds — opponent never touches the ball
- TIP: ball contacts the cesta but isn't caught — point to the thrower
- TIP OFF KILL SHOT (detailed_result): the tipped ball was a kill attempt
- MISSED REBOTE (detailed_result): receiving player failed a back-wall ball
- OUT: the throw lands out of the court, or hits the thrower's own teammate, or enhanced interference — point to the opponent
- PAD: throw hits the pad / never reaches the front wall — point to opponent
- SCREEN: throw hits the overhead screen — point to opponent
- DOUBLEFAULT: two consecutive serve faults — point to receiver
- CHULA: ball lands in the crack between back wall and floor and never comes out for a rebote — automatic winner
- ENINT — Enhanced interference: interference on a throw/catch that awards the point to the team interfered with (ordinary interference replays the point)
- catch (throw-level): opponent caught it; rally continues
- fault (throw-level): first-serve fault; second serve follows
Rebote
A ball played off the BACK wall. rebote_stats measure the CATCHER
(did they handle the back-wall ball); player_rebote_creation style analysis
measures the THROWER (does their throw force rebotes). In the throw-level
tables, rebote = TRUE on a row means that row's player received the
incoming ball off the back wall.
Court position (throw-level analysis)
Where a player is on the court when they throw is inferred from the PLACEMENT OF THE OPPONENT'S PREVIOUS THROW (the ball they just received):
| Court position | Previous throw's placement |
|---|---|
| Outside | O, T, or H |
| Middle | S or M |
| Inside | I |
| After a cortada | C (less position-specific — use for "results after a cortada") |
| After a dejada | D (same idea) |
Example: "Inaki's two-walls from the outside" = Inaki rows with placement 'T' whose previous-row placement was O, T, or H. Computed with LAG(placement) OVER (PARTITION BY date, match, "set", point ORDER BY throw). The throw_situations tool does this automatically.
Per-throw outcomes (throw-level tables)
For a throw row N: won the point (a "kill" when it's a kill-shot placement, "not returned" generally) ⟺ its catch_result is WINNER/CHULA OR next_catch_result is TIP. Returned ⟺ next_catch_result IN (catch, WINNER, CHULA, OUT, PAD, SCREEN) — the opponent handled the ball, whatever happened afterwards. Thrown away ⟺ own catch_result is OUT/PAD/SCREEN.
Teams & ranks
Franchises: Chargers, Cyclones, Devils, Fireballs, Renegades, Warriors. Ranks: 1 = elite … 6 = bottom, for players and teams (team ranks can be fractional, e.g. 2.5). Lower number = better.
Seasons
Fall 2024 (Sep-Dec 2024) · Winter 2025 (Jan-Apr 2025) · Fall 2025 (Sep-Dec 2025) · Spring 2026 (Jan-May 2026). Singles tracked from Winter 2025 onward.
Rank gradients worth knowing
- Rebote %: rank 1 ≈ .890 → rank 6 ≈ .702 (biggest skill separator)
- Total catch rate: .967 → .901
- Out-of-play (error) rate: .030 → .055
- Kill rate: ~flat .30-.33 across ranks (weaker shooters face weaker defenders)