Get your jumper in the air quicker - and without letting on when the throw will be coming - to ensure you beat the opposition to the ball. By DAN COTTRELL.
A quick launch of a jumper should be done without much movement and giving away when the throw will be.
Two balls, six cones.
EXERCISE 1
Stand a jumping pod of three players between two throwers. One thrower is further away than the other (say, 7m/10m). Call out the player to throw. The pod turns and jumps as soon as it can. Return ball to the thrower and repeat. Do not perform more than four jumps in each set.
EXERCISE 2
Put two pods between two throwers who are 7m away. Each pod faces its own thrower. Call out which thrower will throw. That team catches the ball while the other competes to block the throw.
GAME SITUATION
Put two pods with a thrower each about 5m from a throwing channel. Call out a team colour. That team walks into the lineout, moving to a pre-determined cone. When it is ready, it jumps to win the ball against the other group, which aims to win the ball. The throw can be any time, so the throwing team may jump as soon as it reaches the line or use dummies and move to another place in the line.
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