A quick launch of the jumper into the air at the lineout is a distinct advantage. If it is done without much movement or giving away when the throw will be, so much the better. This session challenges the jumping pod to set and lift quickly and efficiently under pressure.
Warm up time: 5-7 Session time: 8-10 Development time: 10-15 Game time: 10-15 Warm down time: 5-8
What to think about
All forwards must work in this session because they all need to be lifters and at least three or four should be considered jumpers. It also means you need more than one player who can throw in.
The warm-up before this session focusses on specific lifting and jumping techniques. Remind players of techniques but do not spend much time correcting them. They have to view the session as match- related and adjust as they would when playing.
Set-up
Jump and lift in one quick movement, try to avoid giving away when and where it will happen.
Lift hard and up, holding your position.
Thrower: Hard to the hands, no lobs.
What you get your players to do
Stand a jumping pod of three players between two throwers who are each holding a ball. One thrower is farther away than the other (say 7m and 10m – see picture 1, fig 1).
Call out which player will throw. The pod turns and jumps as soon as it can. The jumper aims to meet the ball at the top of the jump. The ball is returned to the thrower and the exercise begins again (see picture 1, figs 2 and 3).
Jumping pods can cycle themselves in and out of the group. Do not perform more than four jumps in each set.
A jumping pod between two throwers. Call out a thrower and the pod turns and jumps to meet a throw at the top of the jump.
Development
Put two pods between two throwers who are 7m away. Each pod faces its own thrower (see picture 2, fig 1). Call out which thrower will throw. That team throw and catch the ball while the other team compete to block the throw (see picture 2, fig 2).
Two pods jump against each other. Call out which team will throw in the ball.
Game situation
Put two pods with a thrower about 5m from a throwing channel. Call out a team colour. That team walks into the lineout, moving to a cone predetermined by them (in this case B – see picture 3, fig 1).
When ready, the pod jumps to win the ball against the other group. The throw can be any time, so the throwing team can jump as soon as it reaches the line or use dummies and move to another place in the line (see picture 3, fig 2).
With the nominated team moving into the lineout and aiming to beat the other team for the throw in.
What to call out
“Lifters: Get square quickly then bend the knees”
“Jumpers: Get in the air and lock the legs”
“Jumpers: Elbows level with shoulders before you jump”
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