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As soon as that athlete steps <br>off the mat, it is ready for the <br>next athlete. <br><br>Because there is no need to reset anything after each jump, you can record your athletes vertical jumps one after the other at a rate of about 7 athletes per minute (give or take 2 athletes depending on how fast your athletes are able to get on, jump, and get off the mat). <br>Quickness drills can be done from this mode as well. As soon as the athlete is off the mat for 1.1 seconds, the computer automatically goes into timing mode. Shuttle runs can be performed by standing on the mat and runnin some distance and then returning to the mat. The computer will compute the time the athlete was off the mat (see illustration 2). <br> <br>4-JUMP MODE<br><br>This mode is unique only to the Just Jump or Run. It is an extremely important function because of its ability to put a measurable number to an athletes ability to explosively jump out of a down position such as a sprinter exploding out of the blocks or jumping after a rebound several times. Of course, the faster your athletes can explode out of these positions, the greater advantage they will have over their opponents. It s reactive jumping power.<br>In this mode, the athlete will need to jump consecutively 4 times as quick and as high as possible. The computer will compute the athletes average ground time, average jump height, and explosive leg power factor (ELPF). The ELPF is the air time divided by the ground time. Therefore, the less time on the ground and the higher the jump, the greater the ELPF. <br>A good performance number for ground time is .20 to .23 seconds. A goo to get the grad5 because of time or energy especially on the Hex or Trap Bar Dead Lift and Clean Day. Select your poundage as in the first week. Record your efforts. Important Concept: You should do 5 or more reps on the last set exce~Т'g the Clean or Trap Ba