Submit Combine 5 Results
Measures speed off the mark and over the short distances common to rugby.
On attack, a quicker player will get to and through gaps sooner than a slower player. Quicker reacting players will have a head start to wherever it is that they’re going.
Tested as part of 100m sprint. At least two timers stand at 40m mark of course. Timers begin on runner’s movement. One attempt. If a runner wants to repeat, this will usually be allowed if testing time exists.
Average of all timers, to hundredth of a second. In the case of two runs, the faster average will be used.
The purpose of this test is to measure the player’s repeat sprint ability, local muscle endurance of the legs and lower back, as well as agility.
- Set up 3 Cones, 5 meters apart in a straight line
- Assistance will be needed to time the athlete
- Start standing over Cone #1 with one hand touching the cone
- Count down 3,2,1- start the timer
- Sprint to the Cone #2. Touch the cone with your right hand
- Change direction and sprint to Cone #3. Touch that cone with your left hand
- Sprint back through to the starting Cone #1
- Stop the timer and submit your score
- Complete this drill 3 times by measuring the quickest time possible in seconds with a stopwatch
The broad jump is primarily used to measure a player’s short-area quickness and burst.
Players who work primarily in tight areas. Their strength and speed off the line, coupled with the balance after landing, are key factors to success.
Players jump from a standing position, and they must land balanced. Players cannot move forward or backward after landing. It’s a measure of lower-body balance and strength.
Broad jump, in cm = jumping distance from standing start to balanced landing
This test measures two vital attributes applicable to the game:
- Power generating capacity of the legs
- Absolute jumping ability.
Leg-generated power is relevant to scrummaging and driving through tackles and tacklers. Absolute jumping ability is relevant to jumpers at lineouts and kickoffs as well as other situations in the game when ball must be won in the air.
Measure standing reach, feet flat on floor. Jump with both feet. One step is allowed. Measure jumping reach.
Vertical jump, in cm = jumping reach minus standing reach.