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Action in the air and landing

Rules to play High Jump

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Action in the air and landing

There are three major flight techniques for the high jump the hang, the sail, and the hitch kick. Each technique is to combat the forward rotation experienced from take off but is basically down to preference from the athlete. It is important to note that once the body is airborne, there is nothing that the athlete can do to change the direction they are traveling and consequently where they are going to land in the pit. However, it can be argued that certain techniques influence an athletes landing, which can have an impact on distance measured. For example, if an athlete lands feet first but falls back because they are not correctly balanced, a lower distance will be measured. In the 1970s some jumpers did a forward somersault,that was subsequently made illegal.


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Uniforms
Speed work
Power sprint or bounding
Sprint
Takeoff
Double arm
Action in the air and landing
The object
The play
In the event of ties
Plyometrics
Bounding
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