Analyze jumps with Jump Insights
Follow an athlete’s jump development, see whether gains come from height or a faster movement, and read rebound quality in 10-5 sets.
Jump Insights read one athlete in one jump exercise. Open Labs → Insights → Jump, pick the athlete, then choose the Exercise and Period in Setup.
| Tab | Question |
|---|---|
| Development | Does the athlete jump higher, and how? |
| Strategy | Is the gain coming from height or from a faster movement? |
| Reactive | Does the athlete keep rebound quality through repeated contacts? |
Heights follow your units; times are in milliseconds.
Countermovement or reactive
The page reads the exercise as reactive when it was recorded with the 10-5 protocol, or when at least half the jumps have a ground contact time. Otherwise it is a countermovement jump. This changes two labels:
| Countermovement | Reactive | |
|---|---|---|
| Timing | Contraction time | Contact time |
| Ratio | RSI-mod (height ÷ time to take-off) | RSI (height ÷ contact time) |
Loaded and unloaded jumps
A loaded jump is lower and slower by itself. Development and Strategy therefore read only the unloaded jumps by default when there are any. Use Load to choose All loads, Unloaded, or a specific 5 kg band.
Development
Set up:
- Measure: Height (default), or any measure with readings: flight time, contraction or contact time, RSI, RSI-mod, peak, relative, and average power, peak and relative force, force at peak velocity, impulses, and times to peak.
- Session value: Best jump (default) or Median jump. For times, best is the shortest.
Read:
- Tiles: Best session, Typical session (the median of the sessions’ values), Last session, and Volume (sessions and jumps).
- Timeline: one dot per session. The solid line is the best jump, the dashed line the median jump, and the band runs from the lowest to the highest jump. Time measures are drawn upside down so up is always better. Click a dot to open that session.
- Session, jump by jump: every jump of the session with its set, load, height, timing, ratio, and power.
- Sessions: every session with its sets, jumps, best, median, and median timing and ratio.
Strategy
The period is cut into three by date, and the first third is compared with the last.
The notice gives the verdict:
- Jumps higher and moves faster
- Jumps higher, but with a slower movement (or a longer contact)
- Jumps lower, with a faster movement (or a shorter contact)
- Jumps lower and moves slower
- No relevant change between the first and the last third of the period: both changed less than 3 %.
- Fewer than 5 jumps in a third of the period: the first and last thirds each need five jumps. Thirds are by date, so uneven training can leave one short; widen the period.
Tiles give the change in height and in timing, from start to now. The Start against now chart plots every jump with height up and faster timing to the right, and an arrow from the median jump of the first third to that of the last. The upper-right quadrant is Higher and faster.
Reactive
Only sets recorded with the repeated-contacts (10-5) protocol count.
| Measure | Meaning |
|---|---|
| Reactive score (default) | Mean RSI of the five best contacts. Needs five contacts. A session’s score is its best set. |
| Contact time | Median ground contact time. Lower is better. |
| Height | Median jump height. |
| Retention | Median height of the last third of contacts over that of the first third. 100 % means no drop. Needs six contacts. |
- By session: the chosen measure per session. Click a dot to open that session’s first set.
- Set, contact by contact: each contact of one set, with height, contact time, and RSI.
- Sets: every 10-5 set with contacts, score, contact time, height, retention, and CV of RSI.
“No 10-5 sets for this exercise in the period” means no set used that protocol. See Jump workouts.
Analyze sprints with Sprint Insights
Read an athlete’s times on every stretch of track, compare runs gate by gate, and check how steady they are across repeats.
Analyze reaction games with Reaction Insights
Follow an athlete’s reaction time, accuracy, and pace per game configuration, and check whether speed is coming at the cost of mistakes.