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Basketball Combine
 May 14 & 15 2010
REGISTRATION


Cost: $150 includes uniform
 Be sure to register above also.

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South Regional Combine Series



Combine and Showcase will be held May 14 & 15.  Skills and drills will be taught. Scouts will be present and games will be played. Players will get their SPARQ rating and be rated by scouts.  Do not miss this chance to get noticed, improve your skills, and become a better basketball player.

 Schedule of Events:

Friday May 14: Testing, Ball Handling, and Games


Saturday May 15 from 9 AM - 6 PM
Games


SPARQ Rating Authorized                         In Attendance:             Vype
  • Rivals.com
  • Scout.com
  • Dudley Dawson - Hawgs Illustrated
  • Richard Davenport - Democrat Gazette
  • Arkansas Sports 360 Magazine
  • Vype Magazine
  • 3 Recruiting Services
  • Nike SPARQ Certified Testing
              



Free throw champ  Three Point Champ

All Combine TeamVertical


The following tests are used for males and females to determine your SPARQ Rating for basketball:

Lane Agility

The half-court game demands crisp footwork, sharp cuts, and superior body control, especially when defending. The Lane Agility drill tests your ability to change direction
quickly, requiring fast footwork around a pro-sized foul lane (16’ wide x 19’ deep). Begin in a 2-point (standing) athletic stance at start line extended from foul-line cone.Hand-timing begins on your first movement from set position.Sprint to baseline cone; Slide-shuffle right, without crossing feet, along baseline to opposite cone; Back-pedal up the lane to elbow cone at foul line; Slide-shuffle left across lane to start cone; Touch floor with hand even with starting cone, marking one cycle; Then reverse direction counter-clockwise around lane to complete a second cycle of slide-shuffle / sprint /
slide-shuffle / back-pedal across foul line, past start cone. Two timed trials are allowed; both should be recorded.

Max Touch

Max Touch measures functional jumping ability by having you jump with a limited approach to reach the highest point possible. Maximal ‘touch’ height above the court floor is measured with a Vertec device pre-set to eliminate the need for measuring standing reach. Your maximum touch height reflects stature, wingspan, jump mechanics and explosive leg
power, all key elements in the game of basketball. You will be allowed an approach of up to but not more than 15 feet to the Vertec.  Approach area is measured by an arc extending out from the foul line. Athletes can step within this arc, but not beyond it. Number of approach steps are are up to you - take as many steps as needed to attain maximum touch height.
Jump off one or two feet, whichever will yield the highest jump.  Two trials are allowed; both measurements  will be recorded.


Multi-Stage Hurdle

Basketball is a sport that demands anaerobic endurance, as it involves a series of high intensity bursts – jump and sprint intervals – with short periods of recovery. The average
play lasts about 10 to 20 seconds. The Multi-Stage Hurdle test mimics the energy demands of the game.  The Multi-stage Hurdle involves repeated 2-footed hops over a 12” hurdle in two
20-second intervals separated by a 10-second rest period. Total number of jumps reveals foot quickness, body control, and ‘repeated effort’ ability. This test also
indicates recovery capacity, an important part of the battle for rebounds and a crucial factor in the transition game. You start standing by one side of the hurdle. Upon being given ‘start’ command by timer, you execute repeated two-footed lateral hops back and forth over hurdle. You will continue this for 20 seconds, performing as many jumps as possible during that time, then rest for 10 seconds, and continue for another 20-second interval. Fifteen seconds into each of the two jump intervals, timer calls out a warning, “Five seconds left.” At end of first jump interval, timer
calls out, “Rest!” and the counter records number of completed (landed) jumps. Timer gives a warning five seconds into rest interval; at end of 10 seconds of rest, timer calls out “jump!” and
athlete resumes jumping. At end of second jump interval, timer calls out “stop!” and counter records number of completed jumps. If you knock the hurdle out of position, the counter should immediately replace it to minimize interruption in jumps. If hurdle is knocked over, test is stopped and you are given one chance to re-do the test after 2 minutes of recovery. A full test consists of both 20-sec. jump intervals separated by 10 seconds of rest. Jumps not landed by end of time intervals are not counted in athlete’s jump totals. You will be given one trial.

Kneeling Power Ball Toss
Basketball is a sport that demands upper-body strength and power, both for accurate passing and shooting as well as to handle the many collisions between players. In this test, you heave a medicine ball (SPARQ Power Ball) from the chest for maximum distance. The toss resembles a coordinated two-handed basketball chest pass, but executed from a kneeling position with a slightly elevated ball trajectory (30° to 40° above level) for greatest distance. The medicine-ball chest pass is a well-studied plyometric exercise and a reliable field test for upper-body power. This test assesses your ability to develop power from your hips and chest, then express it through your shoulders and arms. Kneel down atop foam pad with your back straight, chest facing the throwing lane, thighs parallel and feet positioned so your shoelaces are flat or flush to the floor. Grab a 3kg Power Ball at its sides with both hands, then raise the ball overhead, extending the arms. Rear back moving your hips toward your heels, gathering ball at your chest keeping elbows raised from sides. In a coordinated motion resembling an explosive chest pass, release the ball forward using a trajectory of about 30° to 40° above horizontal. Keep elbows elevated during throw to insure proper release and maximal distance. Knees should not move off pad prior to throw. Athlete finishes with arms fully extended and palms outward, following through with both hands landing in front of line to support torso. Athlete is given one practice throw and two measured throws. Throws are disqualified and should not be measured or recorded if you: Initiate toss before ball marking official is ready to sight the ball. Kneel beyond or extend a knee beyond the launch line prior to release of ball.Raise one or both knees off the ground prior to ball release or simultaneously with release of ball, as some athletes appear to ‘frog leap’ off launch pad. This typically happens because: Your toes are flexed on ground instead of lying with laces flat; this is a DQ. You gather the ball at the waist instead of chest with elbows low (not high) and direct the loading phase to the lower legs for eventual propulsion. This is improper mechanics and a DQ. For legal throws, the ball should be held chest high and elbows elevated and extended from sides, not drooping. Rotate your torso and/or throw the ball favoring one hand (like a shot put) instead of executing a coordinated two-handed release; Flex your feet such that toes are perpendicular to ground or braced against ground during throw. Such a violation results in athlete lurching forward at the knees, off of the pad. You will be warned after first disqualification and allowed to redo a toss. Any additional tosses in which you do not execute the toss as instructed by the protocol and reinforced by test administrator will result in a disqualified trial without an opportunity to redo.


No-Step Vertical

The No-Step Vertical Jump reveals development of your lower-body peak power – a proven discriminator among athletes at any level of play. This kind of explosive power translates
into quick acceleration on the court, and the ability to elevate to defend the hoop or grab a rebound. SPARQ combines your body weight with your vertical jump height to calculate lower-body Peak Power. Putting weight into the equation adds another dimension to the results, moving it beyond simply measuring inches. Think of it this way: A compact point guard might put up a vert that is 4 inches higher than an imposing power forward, but the forward is moving a larger object (himself) a comparatively greater distance, demonstrating a higher level of Peak Power. And that will make all the difference in the battle of the boards. You will perform a countermovement vertical jump, squatting down and jumping up off two feet with arm swing for greatest height. Two trials are allowed; both measurements will be recorded.

3/4 Court Sprint

The 3/4 – Court Sprint measures linear acceleration and "off the mark" speed. Possession in basketball can turn on a dime, one second you're back on defense, the next you're speeding up court on a 3 on 2 fast-break. Acceleration and speed are key to chasing down that loose ball, keeping numbers on a fast-break and finishing.

Time of possession is key – if you're controlling possession, you're controlling the game. In hoops, acceleration and speed will often dictate possession, and decisive game situations. Blaze through the ¾–Court Sprint and you're on your way to being a game-changer










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AthletePlus Physical Therapy & Sports Performance, 1906 Cambridge St, Springdale, AR 72764 - Phone: 479-750-2600