A common, low-tech plyometrics method is performing box jumps, where the athlete jumps repeatedly from the floor to the top of the box and back again. By concentrating on the mechanics of the jump, directing propulsion from the balls of the feet and thrusting with an explosive extension of the legs, the ability of the athlete to land lightly and immediately return to the floor enhances motor control over the movement.
Use a smaller ball. It's much easier, when you're first starting out, to try dunking with a smaller ball. You'll be able to palm it more easily and control your approach, making the maneuver more satisfying and your practice closer to the real thing. Continue dribbling and shooting exercises with the appropriate-sized ball so you're not getting too used to the "wrong" size, but keep a small ball around for your sick dunks.[1]
Stand with your feet shoulder-width apart. Keeping your back straight, bend at your knees and hips as if you are attempting to sit in a chair until your thighs are parallel with the floor. Simultaneously extend your arms straight out in front of you. From this position jump up, straighten your legs and swing your arms back down to the side of your body. Repeat 25 jumping squats in a row for three sets with a 1-minute break between sets.
Writer Antonio Passolini (formerly "Johnny Jump-Up" in his Greg Dark days) borrows several elements of science fiction cyber classics such as BLADE RUNNER and STARGATE with an experimental project at the asylum ironically referred to as Mindgate. Employing intentionally impenetrable mumbo jumbo, Dr Hellstrom has created a doorway into the mind's realm as if it were a separate world running parallel to the physical one our bodies inhabit. The f/x when Mangrove and her henchmen (Decker again and Peter North) pass from one world to another are impressive, matching the big budget blockbuster original every step of the way.
Rope skipping is also a very basic form of a type of exercise called plyometrics. Plyometric exercises involve repetitive explosive movements, such as jumping up and down or catching and throwing a medicine ball. The idea is to execute the movement with as little downtime as possible between repetitions. This, in effect, trains muscles to be powerful and explosive, and utilize the kinetic energy inherent in athletic movements in the most efficient way.
At the onset of the jump, the ball is controlled by either one or both hands and once in the air is typically brought to chest level. The player will then quickly thrust the ball downwards and fully extend their arms, bringing the ball below the waist. Finally the ball is brought above the head and dunked with one or both hands; and the double clutch appears as one fluid motion. As a demonstration of athletic prowess, the ball may be held in the below-the-waist position for milliseconds longer, thus showcasing the player's hang time (jumping ability).
The simplest method to measure an athlete's vertical jump is to get the athlete to reach up against a flat wall, with a flat surface under his/her feet (such as a gym floor or concrete) and record the highest point he/she can reach flat-footed (the height of this point from the ground is referred to as "standing reach"); fingertips powdered with chalk can facilitate the determination of points touched on the wall. The athlete then makes an effort to jump up with the goal of touching the highest point on the wall that he or she can reach; the athlete can perform these jumps as many times as needed. The height of the highest point the athlete touches is recorded. The difference between this height and the standing reach is the athlete's vertical jump.