This is a dunk where the player takes off from a distance which is significantly further away from the basket than is considered typical. The free-throw line is most commonly constituted as the take-off point, an effect likely attributed to the easily observable span between the line and the basket in the view of the TV audience. In order to achieve the hang-time and altitude necessary, players will generally leap from one-foot to maximize the momentum generated from the half-court running start often required to complete the dunk. A cornerstone of dunk contests, dunks from a distance are also performed in games, most often on the fast break.
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Before takeoff, or at the onset of the jump, the ball is brought to the abdomen and then the windmill motion is started by moving the ball below the waist according to the length of the player's fully extended arm. Then following the rotation of the outstretch arm, the ball is moved in a circular motion, typically moving from the front towards the back, and then slammed through the rim (from the profile view of a player facing the basket, the windmill motion most generally appears clockwise). Although, due to momentum, many players are unable to palm the ball through the entire windmill motion, the dunk is often completed with one-hand as centripetal force allows the player to guide the ball with only their dunking hand. In some instances sticky resins or powders may be applied to the palm, these are thought to improve grip and prevent loss of possession. Amongst players, subtle variations in the direction of the windmill depend on bodily orientation at takeoff and also jumping style (one-foot or two-feet) in relation to dominant hand.
Similar to building explosive power by jumping over a stationary object, hurdles allow you to practice your leap. Space eight flights of hurdles two feet from each other and aim to jump over each like a pogo stick—basically, as high as you can. Repeat this for 10 repetitions: one flight of eight hurdles equals one repetition. Do this twice per week.
Turn on the windmill. As you approach, bring the ball into your abdomen and back, extending your arm behind your body and up in a circular fashion, like a windmill spinning. At the apex of your jump, bring your arm all the way around to throw it down like a boss. Dominique Wilkins, the Dunkmaster General of the 90s, used to blow crowds away with this spectacular dunk.
Parte 5, se introduce el complejo capitalismo de desastres en el que la autora describe cómo las empresas han aprendido a sacar provecho de tales desastres. Ella habla acerca de cómo el mismo personal pasa fácilmente de puestos relacionados con la seguridad y defensa de los organismos públicos de los Estados Unidos a puestos en empresas lucrativas.
The vertical jump is defined as the highest point that the athlete can touch from a standing jump, less the height that the athlete can touch from a standing position. The measurement of the jump is flawed if the athlete is permitted to take one or more steps before jumping, as the athlete will convert some of the energy developed in the step taken into the force of propulsion that generates upward lift. Basketball has numerous legends and other urban myths concerning the seemingly superhuman leaping ability attributed to certain players; one such player, former University of Louisville star Darrell "Dr. Dunkenstein" Griffith, was reputed to possess a 42 in (1 m) vertical leap. It is likely that the average National Basketball Association player 6 ft 6 in (1.97 m) or shorter has a vertical leap of between 25 and 30 in (0.63 and 0.75 m); taller and heavier players will usually not be able to jump as high.
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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.
I gave myself six months to dunk because that was the low end of the “six to eight months” prescribed on the website of Brandon Todd, a 5'5" former D-III star who set the same goal for himself in 2005, and then, at age 22, accomplished it. When I first contacted him, Todd perfectly expressed the more shallow reason behind my goal: “When you can dunk, it means you’re a good athlete. Period. It takes away any subjectiveness.” I also chose six months because, as would be proved repeatedly during this mission, I am prone to tragic spells of overconfidence.
Important Update! – I have been receiving a few emails/comments on players tracking their jump during the course of their program. Please understand that what you are doing when completing a jump program is breaking down the muscle. You aren’t going to see improvements mid-week because the muscle hasn’t healed properly. That’s why I suggest only checking how much you’ve improved at the end of each rest week. Rest is just as important as the routine.