+0.5 jump speed, faster sprint build-up, +1 stamina and a 0.05 s shorter spike windup. The jump part does not stack with other jump traits.
Every jump gets +0.8 speed, plus up to +0.8 more on spike jumps and +0.25 on block jumps the shorter you are. Does not stack with other jump traits.
Max power raised to 15.5
Spikes above power 13 come down lower and harder the longer the ball has been in play, building up over about 32 seconds.
Increased jump speed by 1.8 (standing jumps, up to 6'10", stronger on shorter builds and diminishes as builds get taller)
Longer arms: attack and block hitboxes are 0.8 taller, the attack one also sits 0.4 higher, and receives reach 0.35 deeper. Green spikes also register from contacts 0.8 lower.
Increased block width by 0.55
Your dives travel 25% farther.
+1.25 jump speed, more the shorter you are, but your spike windup is 0.15 s longer and a block charge takes 0.7 s instead of 0.55 s. Does not stack with other jump traits.
You can keep sprinting on the ground while busy with an action, not only while standing idle.
Every block jump counts as a green charge with a flat +2.4 jump bonus, whenever you release.
Receive hitbox is 1 wider and 1 deeper, but receiving a spike above power 8 costs 5 stamina.
Hard spikes and serves have to hit closer to the edge of your receive to break it.
Your sprint builds up speed faster. Does not stack with Athletic's sprint bonus.
Bigger attack hitbox (+1 wide, +2.4 tall, +1 deep) and bigger block (+0.5 wide, +1.2 tall). Green spikes also register from contacts 1.2 lower.
Your attack and receive hitboxes are 10% taller. As your rolled Physical it also gives +1 stamina.
Attack hitbox is 0.06 bigger on every side while you are on the ground (it shrinks back in the air) and dives reach 0.075 deeper.
Raises your max power to 15.3, your serves break receives more easily and your spikes hit 0.1 higher on the opposing block, so more of them wipe. With Backrow Blitz, the back-row bonus drops to +0.2.
+3 max stamina.
Stamina regenerates twice as fast.
Hard spikes that reach your head never headshot you; you receive them like any other spike.
+2 walk speed and +4 sprint speed cap, and you can still walk when a broken receive throws you into a dive.