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11. STRENGTH & POWERChecked on computer-drawn athletes only

Jump Analysis

Vertical jump from a side clip: flight time, jump height, countermovement depth and timing, with feedback on arm and leg coordination.

How far has this tool been checked?

The measurements were checked against computer-drawn athletes whose true answers are known exactly. That shows the arithmetic and the event rules are right under clean, controlled conditions. It does not measure how well the body-tracking model sees real people (water, loose clothing, crouching, fast limbs) and has not been compared with a lab or a coach’s stopwatch. Treat the numbers as an aid, and use the confidence label beside each value.

Where the camera goes

Seen from above. Angles are measured round from the front of the athlete; 90° is square-on from the side. Reference line: direction the athlete faces.

faces / moves this wayor this side90°

Side view (best). Dip, drive, takeoff and landing; all pilot metrics.

Needed for the key results

How high, and how it should sit

level, not tiltedCamera height

Tripod at about waist level. Do not hand-hold the phone.

From published guidance

Framing

Whole body, from feet to hands overhead, in frame for the whole jump.

70%90%

The 70–90% band is our own guidance. No published source gives a camera distance in metres, so use it as a starting point and adjust until the whole movement fits.

Ready to record?

Tick each item as you set it up. This is a reminder, not a lock.

0 of 12 ready

All the camera settings

Every setting shows where it came from.

Camera height
Tripod at about waist level. Do not hand-hold the phone.
From published guidance
Distance
No published distance exists. Stand back until the whole athlete fits with a small margin, so the athlete fills roughly 70-90% of the frame height. Use the 1x lens and move your feet, not the zoom.
Our guidance
Frame rate
60+ fps (recommended 120). 60 fps or more. Slow-motion footage saved at normal speed works if you enter the recorded rate. Flight time is only as precise as one frame, so higher is better.
From published guidance
Resolution
1080p
From published guidance
Orientation
Landscape or portrait both work.
From published guidance
Lens and zoom
Use the 1x lens with no digital zoom. Avoid ultra-wide and fisheye lenses.
From published guidance
Lighting
A well-lit area with minimal shadows.
From published guidance
Stability
Tripod or fixed support, level with the horizon.
From published guidance
Calibration
Jump height from flight time needs no calibration. Enter athlete height only if you also want body-scaled distances.
From published guidance

Before you start

  • Stand still for about half a second at the start, then jump.
  • Land where you took off, in the same plane, and stay in frame.
  • Re-test with the same camera angle and similar lighting.

Cues for the athlete

Plain coaching cues, one thing at a time.

drive

  • Throw the arms to the ceiling so the upper body peaks together with the legs.
  • Drive once, forcefully, through the floor rather than extending one segment early.

General

  • Review the feedback first and pick one or two changes.
  • Accessory work to consider: loaded jump squats, clean-pull variations, and jumps paired with overhead med-ball scoop tosses.

Why camera position matters

Research behind these rules.

2D angles are only trustworthy when the limb moves in the plane the camera sees. Camera-side joints are measured more accurately than far-side joints, and timing is only as fine as one frame.