Archive | Tests and Tryouts

 

Weightlifting

There are two different weightlifting events—the “snatch”, in which competitors must lift the barbell over their heads from the floor in one continuous movement, and the “clean and jerk” where competitors first “clean” the barbell from the floor to an intermediate position, “racking” the bar in a front squat, then standing up in the concentric portion of the front squat, and finally “jerking” the barbell to a position above their head. In both cases, for a successful lift, competitors must hold the bar steady above their heads, with arms and legs straight and motionless.

A third lift, the “clean and press” or simply “press”, was practiced in the Olympics until 1972. The clean and press differs from the clean and jerk, in that the weight is pressed directly up from the chest with the arms only, while remaining standing, while the jerk uses the legs’ power to assist the arms part of the way up, followed by the body sinking downward into a split or squat to complete the extension of the arms, before once again standing. The press was eliminated due to the difficulty in judging whether the lift was performed correctly: Lifters were bending so far backward as to turn it into a “standing bench press”.

Three judges oversee the successful completion of the lift. Once a competitor has met the requirements in their opinion, each judge shines a white light. When at least two white lights are shown, the lift is regarded as successful and the competitor may return the bar to the platform. If the competitor fails to achieve a successful lift in the opinion of a judge, a red light is shown. The bar must be lifted to at least knee level within 60 seconds of the bar being loaded or the lift does not count. If the competitor is making two consecutive lifts then they are permitted 120 seconds for the second lift.

Snatch
The snatch is one of the two current Olympic Weightlifting events (the other being the clean and jerk). The essence of the event is to lift a barbell from the platform to locked arms overhead in a smooth continuous movement. The barbell is pulled as high as the lifter can manage (typically to mid chest height) at which point the barbell is flipped overhead. With relatively light weights (as in the “power snatch”) locking of the arms may not require rebending the knees. However, as performed in contests, the weight is always heavy enough to demand that the lifter receive the bar in a squatting position, while at the same time flipping the weight so it moves in an arc directly overhead to locked arms. When the lifter is secure in this position, he rises and waits for the referee’s down signal.


Antonio Krastev World Record Snatch 216 kg in Ostrau in 1987.


Hossein Reza Zadeh 201kg snatch.

The lift requires not only great strength but also a high degree of shoulder flexibility, excellent balance, and speed.

It is executed in a single movement. However, for coaching purposes, it is divided into two phases.

Approach the bar and with back straight, crouch low and grasp the bar with it positioned over the balls of your feet. Legs should be bent with the buttocks close to the heels. Any kind of grip may be used, however it is standard to use a wide grip, with the hands near the ends of bar. A hook grip is normally used in competition. The chest should be puffed out and the shoulders slightly forward of the bar.

Begin lifting. The hips, shoulders and bar should move at the same pace. Push from the toes and slowly transition the weight into the mid-foot as you lift. The angle of the torso relative to the ground should remain constant,

Keep the bar close to your legs as you lift – this ensures proper alignment of the body. The bar should brush your legs a little on the way up.

When the weight is at mid-thigh, accelerate the bar upward by powerfully extending the knees and hips ( and to some degree the ankles) until the body is fully erect. At the same time, shrug the shoulders. This part of the lift is known as the ‘scoop’ or ‘second pull’. Often, a lifter will bend the knees slightly and bring their torso to vertical before the second pull. This is called the ‘double knee bend’ style of lifting.

At the apex of the bar’s height, pull your body underneath the bar, catching it with locked arms overhead while squatting. This part of the motion requires a developed sense of timing and coordination, and is the crux of the entire lift.

Lock your arms with the weight overhead and stand up from the squat position.
This lift requires coordination, torso (core) stability, and explosive power of the legs to generate the upward momentum required to snatch hundreds of pounds overhead. Tremendous speed is required to get underneath the bar after the second pull.

Clean and Jerk
The Clean and Jerk is a highly technical lift that is known as “the king of lifts” because more weight can be lifted above one’s head as compared to any other known weightlifting technique.


Hossein Rezazadeh of Iran lifts a World Record 263.5 kg (580.9 pounds — World Record and Olympic Record) in Athens 2004 Summer Olympics.

The clean portion of the lift refers to the lifter explosively pulling the weight from the floor to a racked position across deltoids and clavicles. In early twentieth century weightlifting competitions, a variant movement called the “continental” (because it was practiced by Germans rather than the British) allowed the lifter to pull the barbell up to his belt, where it could rest. Then with several successive flips, the bar would be moved up the torso until it reached the position for the overhead jerk. The continental gained a reputation as clumsy, slow, and unathletic compared to the swift coordinated movement required to lift the bar “clean.” Hence, the clean movement was adopted by the early weightlifting federations as the official movement.

Beginning Phase
he athlete begins the clean by squatting down to grasp the bar. Hands are positioned approximately thumbs distance from hips using what is known as a hook grip. The hook grip requires grasping the bar so that the fingers go over the thumb. This makes it much easier for the lifter to maintain his grip on the bar. The lifter’s arms are relaxed and just outside the legs with the bar up against the shins. The hips are as low as necessary to grasp the bar, with the feet placed approximately hip width. Weight is kept on the heels. Toes may be pointed straight ahead or angled out according to the lifters preference. The chest is up and the back is neutral to slightly hyperextended. This is the starting position of the “pull” phase of the lift. keep your back straight.

Clean Phase
The lifter jumps the bar up through triple extension — a quick succession of extension of the hips, knees and then ankles. When
the legs have driven the bar as high as possible, the lifter pulls under the bar by violently shrugging (contracting) the trapezius muscles of the upper back (“traps”). This pulls the lifter under the bar and into a deep squat position. Specialized bearings allow the bar to spin freely in relation to the weights thus allowing the elbows to extended in front. At the same time, the bar may now lay or “rest” across the palms, the front of the shoulder or deltoid muscles, and the clavicles. At this point the lifter should be in a full squat position, with his buttocks on or very close to the heels, sitting erect with the bar resting comfortably across the deltoids and fingers. By keeping a rigid torso and maintaining a deep breathhold the bar bends over the lifters clavicle. The improvement in construction of modern weightlifting bars has greatly increased this springing action compared with bars used in the first half of the twentieth century. This springing action is used to rebound from the full bottom squat position. This is commonly known as a front squat.

Jerk Phase
The lifter may then adjust grip in anticipation of the jerk phase.The jerk portion of the lift again requires the lifter to jump the bar into the air. A quick dip or bending of the knees initiates another explosive triple extension of the hips, knees and ankles. The jerk also requires the lifter to drop under the bar as the bar reaches its maximum height. Generally the lifter drops under the bar using the split technique. It is extremely difficult, if not impossible for most athletes to press several hundred pounds (depending upon bodyweight) overhead so the lifter does not begin pushing the bar until completely under it. At this point the lifter is under the bar with one leg out front with the knee bent between 70 to 90 degrees and the back leg extended behind with a 20 to 30 degree knee bend and with the heel up and weight on the bent toes and ball of the foot. The torso is erect and in a state of isometric tension, (the breath is still being held) with elbows locked, holding the weight with the arms at full extension in the overhead position. Ideally, viewed from the side, the bar should be over the ears or just behind. The feet are then placed parallel to each other. After one or two seconds the lifter may then take a breath while lowering the bar in front and allowing it to drop to the lifting platform.

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Quarterback Passer Rating

Passer rating is a measure of the performance of quarterbacks or any other passers in the NFL. There are at least two formulae currently in use: one officially used by the National Football League and the Canadian Football League, and one used in college football.
The Passer Rating is calculated from four components using each quarterback’s (1) completion percentage, (2) passing yardage, (3) touchdowns and (4) interceptions . The NFL’s current “passer rating” or “quarterback rating” system (the former term being the official one) was conceived by Pro Football Hall of Fame’s Don Smith in 1973. The rating was applied retroactively to all previous seasons. The system is of a sliding-scale design, where outstanding performances meet diminishing returns faster than sub-par ones. The best passer rating that a quarterback can obtain under it is 158.3 (technically 158.333→), while the worst is zero. Conceptually, the average rating would be 79.2 (technically 79.166→), since this is equidistant between zero and 158.3, but the architects of the rating had 66.66→ in mind as the “average” score (100 * [1.00*4]/6).

Cumulative League-wide Average
The cumulative league-wide average passer rating for the years 2000 through 2003, all inclusive, was 78.9 (the figure is typically rounded to the nearest 1/10 of a point); however in 2004 the league average was 82.8, the highest ever recorded. This may be due, at least in part, to stricter rules regarding pass interference.

Details on Components and Formulae

C = Completion Percentage

((Completions/Attempts) x 100 – 30)/20

Y = Passing Yardage or Yards per Attempts

(Yards/Attempts) – 3) x .25

T = Touchdowns per Attempts

(Touchdowns/Attempts) x 20

I = Interceptions per Attempt

2.375 – (Interceptions/Attempts) x 25

The four components are combined in the following formula:

((C + Y + T + I) / 6) x 100

See also FitnessMath.com NFL Quarterback Passer Rating

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Wonderlic Personnel Test

The Wonderlic Personnel Test is a 12-minute test of cognitive ability, or general intelligence, which has been taken by more than 125 million people since 1937. Wonderlic serves thousands of clients, including the NFL Combine, which has used the Wonderlic Personnel Test for more than 30 years as part of its draft selection process. Wonderlic tests are referenced in hundreds of books on psychology and have been featured on Dateline, CNBC, Lifetime, CNNfn, and 20/20. More than 130 million people have taken Wonderlic assessments.

The score is calculated as the number of correct answers given in the allotted time. A score of 20 is intended to indicate average intelligence (corresponding to an intelligence quotient of 100; a rough conversion is accomplished via the following formula: IQ = 2WPT + 60).

Scores for NFL Player Positions
The following average scores correspond to examples from Paul Zimmerman’s The New Thinking Man’s Guide to Pro Football. According to Zimmerman, examples of average scores include for each position correspond to the following examples:

Offensive Tackle ….. 26

Center …………… 25
Quarterback ………. 24
Guard ……………. 23
Tight End ………… 22
Safety …………… 19
Linebacker ……….. 19
Cornerback ……….. 18
Wide receiver …….. 17
Fullback …………. 17
Halfback …………. 16

Scores for Occupations
While an average football player usually scores around 20 points, Wonderlic, Inc claims a score of at least 10 points suggests a person is literate [2]. Furthermore, when the test was given to miscellaneous people of various professions, it was observed that the average participant scored a 24. Examples of scores from everyday professions included,

Chemist ………….. 31
Programmer ……….. 29
Newswriter ……….. 26
Sales ……………. 24
Bank teller ………. 22
Clerical Worker …… 21
Security Guard ……. 17
Warehouse ………… 15

Perfect Score Equals 50
Harvard graduate and Cincinatti Bengals Punter Pat McInally is the only NFL player confirmed to score a perfect 50.

The Wonderlic Employment Test and other products and services are administered by …

Wonderlic, Inc.
1795 N. Butterfield Rd
Suite 200
Libertyville, IL 60048  •  800.323.374

Website: wonderlic.com

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BenchAmerica

BenchAmerica/BenchWorlds

Held late Summer/Early Fall

5K Run
10 Minute Stairmaster Climb
Chin Up till you drop/arm hang
One Minute Push Ups
Benchpress for reps
Most weight lifted

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Human Adaptation and Countermeasures Office

The Human Adaptation and Countermeasures Office (HACO) develops the knowledge base and the technologies required to preserve the health, performance, and safety of space flight crews.

Check these links for more information:

Human Adaptation and Countermeasures Office

Exercise Physiology

Test Subject Facility – KC-135

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NASA Occupational Health Information

NASA Occupational Medicine policy is to minimize sick absences and reduced productivity due to marginal physical disability, permanent disability, or premature death. This is accomplished by providing to employees Physical Fitness Programs to help control and reduce health risk factors, such as sedentary lifestyle, obesity, high blood pressure, and diabetes, and also, by offering post-cardiac and post-injury rehabilitation services.

Check the following links for more information:

http://ohp.nasa.gov/disciplines/fitness/index.html

Exercise in Space: ‘Out of this World Workout – The Role of Exercise in Space

Human Physiology Research and the ISS: Staying Fit Along the Journey | Unabridged

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NFL Combines

Information noted as of Jan. 13 2005, please check Combines.com for updates.

Combine tests for football consist of body measurements, physical tests and position-specific drills for football. Physical tests are used to determine a football player’s size, speed, quickness and strength. Position drills allow players to demonstrate their ability in fundamental skill areas necessary for their position.

TESTS

Body Measurements

  • Height
    • Height and weight measurements determine a player’s size. Height is measured to 1/8th of an inch accuracy.
  • Weight
    • Weight is measured to the nearest pound.
  • Body Photo
    • The body portrait provides a visual image of a player’s body type and build. Players are photographed from the front wearing shorts only.
  • Hand Span
    • Spread hand is measured from tip of thumb to tip of pinky.
  • Arm Length
    • Extended arm is measured from shoulder blade to tip of middle finger.

Physical Tests

  • 40 Yard Dash
    • The 40 yard dash is a measure of straight ahead speed. Each player runs twice. Two times are recorded for each run. The best time is used for scoring purposes. Timing is done by pro scouts.
  • 20 Yard Short Shuttle
    • The 20 yard short shuttle is a measure of quickness. Each player is timed twice, once to the left and once to the right. Both times are recorded. The best time is scored.
  • Vertical Jump
    • The vertical jump is a measure of lower body strength. The test is conducted using the Vertec measuring device. Each player jumps twice. The highest jump is scored.
  • 225lb. Bench Press
    • The 225 pound bench press is a measure of upper body strength. Each player completes as many repetitions as possible.

Position Drills

  • QB
    • QB’s are filmed in isolation performing 3, 5 and 7 step drops and also throw to WR’s in one-on-one coverage against DB’s.
  • RB/TE vs LB
    • Running Backs and Tight Ends compete against Linebackers in man coverage during a one-on-one passing drill. The offensive player selects his routes from a desigmnated list of patterns.
  • WR vs DB
    • Wide Receivers compete against Defensive Backs in man coverage during a one-on-one passing drill. The WR selects his routes from a desigmnated list of patterns.
  • OL vs DL
    • All lineman are timed in the 10yd and 20 yd dash. They then perform several cone drills to evaluate foot speed and quickness. Finally, lineman compete one-on-one Pass Rush/Block Drills. Helmets are worn during the blocking drills.
  • Punters
    • Punters perform two punting drills; the Baseline Strength Test and Random Selection Scenario Test. During the Baseline Strength Test, punters are measured for hang time, distance and get-off time on a total of six punts. During the Random Selection Scenario Test, punters are tested on their ability to perform six different types of punts (Direction Right, Direction Left, Deep Center, Deep Nose Over, Straight Pooch, Float Pooch).
  • Kickers
    • Kickers perform kick-offs and Field Goals. During kick-off tests, kickers will be measured for hang time, location and distance on three consecutive kicks. During FG tests, kickers will be be asked to kick 8 FG’s at randomly selected distances ranging from 30 to 55 yards.
  • Long Snap
    • Players experienced in long snapping are tested at both 7 and 15 yards. Each player completes 7 snaps at each distance and is graded on time and accuracy.

GRADING

Grading Scale

Grades at the regional combines are based on a 5-10 scale. The table below assigns classifications to each of the five grade ranges.

Grade Description Player Type
9.00-10 Player significantly exceeds minimum pro standard. Pro Player
8.00-8.99 > Player meets or exceeds minimum pro standard. Pro Prospect
7.00-7.99 Player scores slightly below minimum pro standard. Potential Pro Prospect
6.00-6.99 Player scores below minimum pro standard. College Level Player
5.00-5.99 Player scores significantly below minimum pro standard. Below College Level
Grade Categories Top

The results of the Body Measurements and Physical Tests are used to determine a player’s score in five grade categories: Size, Speed, Quickness, Strenght and Final Test Grade.

Category Basis for Scoring
Size Size Grade is based on Height/Weight measurements
Speed Speed Grade is based on BEST 40 time
Quickness Quickness Grade is based on BEST Short Shuttle time
Strength Strength Grade is based on Bench Press AND Vertical Jump results
Final Test Grade (FTG) FTG is an Average of Size, Speed, Quickness and Strength grades. Players with an FTG equal to or greater than 8.00 are Pro-Rated. Players with an FTG of 8.50 or higher qualify to attend the ELITE Combine.
Minimum Pro Standards Top

For each graded category the minimum pro standard equals a grade of 8.00. Performances better than the minimum pro standard will achieve a score between 8.01 and 10.00, while performances below the minimum pro standard will fall between 7.99 and 5.00.

Players who achieve an FTG of 8.00 or greater are inlcuded in the Pro-Rated Players List and have streaming combine video included in their online database profile.

The table below provide the minimum pro standards by position for each combine test.

Pos
Ht
Wt
40
Shuttle
Bench
VJ
QB
6014
205
4.90
4.45
12
30
RB
5100
200
4.65
4.35
15
32
FB
5110
230
4.75
4.40
18
28
WR
5110
185
4.65
4.29
10
32
TE
6030
240
4.85
4.50
18
28
CB
5110
180
4.55
4.29
10
32
S
5114
195
4.65
4.35
12
32
OLB
6020
230
4.80
4.45
18
30
ILB
6010
235
4.85
4.50
20
30
DE
ass="bodytext" bgcolor="#dddddd" width="50">
6030
265
5.00
4.55
22
28
DT
6024
285
5.20
4.75
24
26
NT
6020
290
5.20
4.80
24
26
OG
6030
290
5.35
4.80
24
26
OT
6040
290
5.39
4.80
24
26
OC
6020
285
5.30
4.75
24
26

REVISED 11/03

SC-ELITE Combine Qualification Standards (8.50) Top

To qualify for the Scout Camp ELITE Combine, players must score an FTG of 8.50 or higher. The table below lists the measurements and times for each position that will earn an 8.50 grade.

Players are NOT required to meet all standards of size, speed, quickness and strength to qualify as long as their FTG (which is an average of size, speed, quickness and strength) is at least 8.50.

Pos
Ht
Wt
40
="#555555" width="54">
Shuttle
Bench
VJ
QB
6026
213
4.81
4.37
14
32.5
RB
5112
208
4.56
4.27
18
34.5
FB
6002
239
4.66
4.32
21
30.5
WR
6002
192
4.56
4.21
12
34.5
TE
6042
250
4.76
4.42
21
30.5
CB
6002
187
4.47
4.21
12
34.5
S
6006
203
4.56
4.27
14
34.5
OLB
6032
239
4.71
4.37
21
32.5
ILB
6022
244
4.76
4.42
24
32.5
DE
6042
275
4.91
4.47
26
30.5
DT
6036
296
5.10
4.66
28
28.5
NT
6032
301
5.10
4.71
28
28.5
OG
6042
301
5.25
4.71
28
28.5
OT
6050
301
5.29
4.71
28
28.5
OC
6032
296
5.20
4.66
28
28.5

r="0" cellpadding="0" cellspacing="2" width="100%">
Punter Grading Top

Punter grading is based on the averages for touch-to-toe, hang time and distance during the open-field punting portion of testing.

The table below provides the minimum pro standards (8.00) and Elite combine standards (8.50) for each category and the percentage of weight it carries in calculating the FTG.

Category 8.00 8.50 % of FTG
Touch-to-Toe 1.40 sec 1.35 sec 20%
Hang Time 4.25 sec 4.45 sec 40%
Distance 42 yds 47 yds 40%
Kicker Grading Top

Kicker grading is based on field goals made and average kickoff hang time and distance. The KO Grade is based 50% on distance and 50% on hang time. The Field Goal Grade is based on a starting grade of 5.00, with each successful kick increasing the grade by the point values listed below. The final grade (FTG) is based on 70% Field Goal Grade and 30% KO Grade.

Kick-offs
Category 8.00 8.50
Hang Time 3.85 sec 4.05 sec
Distance 62 yds 67 yds


Field Goals
Distance Point Value
30 yds 0.25
35 yds 0.35
40 yds 0.45
45 yds 0.75
45 yds 0.75
50 yds 0.80
50 yds 0.80
55 yds 0.85
Long Snap Grading Top

Long Snap grading is based on the average time and accuracy for 7 snaps at each distance.The tables below provides the minimum pro standards (8.00) and Elite combine standards (8.50) for time and accuracy.

7 yd Snap 8.00 8.50
Time 0.28 sec 0.26 sec
Accuracy 1.29 1.14
15 yd Snap 8.00 8.50
Time 0.75 sec 0.71 sec d>
Accuracy 1.57 1.43


Accuracy Scale
Grade
Description
1
Excellent – Holder makes no adjustment
2
Good – Holder makes minor adjustment
3
Poor – Holder makes major adjustment
4
Uncatchable – Snap is wild or short

SOURCE:
Combines.com | Grading

nflcombine.net

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Firefighter Combat Challenge Events

  1. Stair Climb
    Move to the fifth floor with highrise pack (four flights of stairs)
  2. Hose Hoist
    Pull donut roll to fifth floor
  3. Forcible Entry
    Drive the beam five feet
  4. Hose Advance
    Drag the nozzle 75 feet and hit a target
  5. Victim Rescue
    Drag the 175 lb. dummy

More information at www.firefighter-challenge.com

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NFL Sample Physical Strength & Conditioning Expectations

The following tests include Strength, Power, Cardiovascular Endurance, Flexibility, Speed, Agility, Speed Endurance, Muscular Endurance, and Percent Body Fat

STRENGTH
BENCH PRESS MAX*
POSITION     EXCELLENT  GOOD  AVE POOR
Receivers          300   275  250  225
Quarterbacks
Kickers   

Running Backs      350   325  300  280
Defensive Backs  

Linebackers        400   375  350  325
Tight Ends

Offensive Line     425   400  375  350
Defensive Line

STRENGTH
SQUAT MAX*
POSITION     EXCELLENT  GOOD  AVE POOR
Receivers          400   375  350  325
Quarterbacks
Kickers   

Running Backs      500   475  450  425
Defensive Backs    475   450  425  400

Linebackers        500   475  450  425
Tight Ends

Offensive Line     600   570  540  510
Defensive Line     550   525  500  475

*Predicted max from a number of reps of a certain weight that uses the Bryzinski Linear Regression Equation to predict the maximum weight. Reliability of the prediction decreases for rep count greater than 10 reps.


POWER

VERTICAL JUMP (INCHES)
POSITION   EXCELLENT  GOOD   AVE  POOR
Receivers       34.0  31.0  29.0  27.5
Quarterbacks
Kickers   

Running Backs   33.0  30.5  28.5  27.0
Defensive Backs   

Linebackers     32.0  30.0  28.0  26.0
Tight Ends

Offensive Line  28.5  27.0  25.5  24.0 
Defensive Line   


CARDIOVASCULAR ENDURANCE

MILE-AND-A-HALF RUN

POSITION     EXCELLENT   GOOD      AVE    POOR

Receivers         8:30   8:45     9:00    9:15
Quarterbacks
Kickers   

Running Backs     8:45   9:00     9:15    9:30
Defensive Backs  

Linebackers      
9:00   9:15     9:45   10:00
Tight Ends

Offensive Line   10:00  10:20    10:40   11:00
Defensive Line    9:30   9:45    10:00   10:15

FLEXIBILITY
SIT AND REACH (DISTANCE IN INCHES FINGERTIPS CAN PASS FEET WHEN LEGS ARE STRAIGHT)
POSITION     EXCELLENT  GOOD  AVE POOR
Receivers          +6     +5   +4   +3
Quarterbacks
Kickers   

Running Backs      +6     +5   +4   +3
Defensive Backs  

Linebackers        +5     +4   +3   +2
Tight Ends

Offensive Line     +5     +4   +3   +2
Defensive Line

FLEXIBILITY
LOWER BACK EXTENSION (Distance from chin to floor when athlete extends back from a prone flat position)
POSITION     EXCELLENT  GOOD  AVE POOR
Receivers          +22   +20  +18  +16
Quarterbacks
Kickers   

Running Backs      +22   +20  +18  +16
Defensive Backs  

Linebackers        yle="font-family: courier new,courier,mono;">+22   +20  +18  +16
Tight Ends

Offensive Line     +22   +20  +18  +16
Defensive Line

SPEED
40 YARD DASH
POSITION    EXCELLENT  GOOD   AVE  POOR
Receivers         4.4  4.50  4.60  4.70

Quarterbacks      4.7  4.80  4.90  5.00
Kickers   

Running Backs     4.5  4.60  4.70  4.80
Defensive Backs   4.4  4.50  4.60  4.70

Linebackers      
4.6  4.70  4.80  4.90
Tight Ends

Offensive Line    4.9  5.10  5.25  5.40
Defensive Line    4.7  4.85  5.00  5.10

AGILITY
PRO AGILITY RUN – 5 yards – 10 yards – 5 yards, changing direction. Straddle center line; turn and run 5 yards – touch, turn back and run 10 yards; touch, then turn and run final 5 yards
POSITION    EXCELLENT  GOOD  AVE  POOR
Receivers         4.2   4.3  4.4   4.5

Quarterbacks      4.4   4.5  4.6   4.7
Kickers   

Running Backs     4.2   4.3  4.4   4.5
Defensive Backs  

Linebackers      
4.3  4.4   4.5   4.6
Tight Ends

Offensive Line    4.6  4.7   4.8   4.9
Defensive Line   

SPEED ENDURANCE
SUSTAIN HIGH PERCENTAGE OF WORK ON REPEATED SPRINT WORK OF 10 STRAIGHT 40′s with 15 seconds rest. Take average of ten sprints and divide by the personal best for the 40 yard dash.

POSITIONS  EXCELLENT  GOOD   AVE  POOR
ALL              96%   93%   90%  <90%

UPPER BODY MUSCLE ENDURANCE
BENCH PRESS HI REPS MAX WITH PRESCRIBED WEIGHT FOR POSITION
POSITION   EXCELLENT  GOOD   AVE  POOR
Receivers        20     16    12     8
Quarterbacks    
Kickers
(185 LBS)  

Running Backs    25     20    16    12
Defensive Backs
(225 LBS) 


Linebackers      30     25    20    16

Tight Ends
(225 LBS)

Offensive Line   35     30    25    20

Defensive Line
(225 LBS)   

PERCENTAGE BODY FAT

POSITION     EXCELLENT  GOOD  AVE POOR
Receivers         <=6      7    8   >9

Quarterbacks      <=7      8   10  >11
Kickers   

Running Backs     <=6      7    8   >9
Defensive Backs  

Linebackers       <=8    
  9   10  >11

Tight Ends

Offensive Line   <=14     15   16  >17
Defensive Line   <=12     13   14  >15


Posted in NFL LevelComments (0)

Bruce Protocol Treadmill Test

The information in this article is under construction and has not been confirmed!
THESE TABLES AND FORMULAS ARE UNDER CONSTRUCTION NOT READY FOR USE

The Bruce Protocol Treadmill test is used in Cardiac Stress Testing and is used for Maximal Exercise Tolerance Testing. The test begins at 10% incline or grade and 1.7 mph speed. Workload increases every 3 minutes until arrhythmias or symptoms abort the test or until subject reaches a predetermined goal such as Target Heart Rate or Stage Goal.
 
STAGE   TIME     SPEED   GRADE    PACE (min/mile)  METs/VO2
  1    0 min   1.7 mph     10%       00:35:17       4/16

       1 min                                      

       2 min                                      
  2    3 min   2.5 mph     12%       00:24:00       7/25

       4 min                                      
       5 min                                     
  3    6 min   3.4 mph     14%       00:17:38      10/36
       7 min                                     
       8 min                                      

  4    9 min   4.2 mph     16%       00:14:17      12/42
      10 min                                   
      11 min                                    
  5   12 min   5.0 mph     18%       00:12:00      14/52
      13 min                                    
      14 min                                     

   6  15 min   5.5 mph     20%       00:10:54      17/59
      16 min                                     
      17 min                                     
   7  18 min   6.0 mph     22%       00:10:00      19/68

The treadmill calculations below give the relative oxygen consumption for walking and running. The changeover from walking to running occurs between 3.0 and 3.5 mph and there is a different formula for running than walking.

                           
O2 CONSUMPTION TREADMILL WALK
What is the relative oxygen consumption of walking 3.4 mph at a 14% treadmill grade?

In the expression below we are adding a resting component, horizontal component and a vertical component of oxygen consumption.

In the formula below can replace ’3.4′ (both mph) and .14 (percent grade) with your numbers.   
        

   
   
   
 
Resting component = +3.5 ml O2/kg/min also known as 1 MET
Horizontal component = 
Speed (meters/min) X .1 ml (O2/kg/min)/(m/min)
Vertical component = Grade X speed m/min X 1.8 ml O2/kg/min
1 mph = 26.8224 meters/minute.
Horizontal component oxygen consumption = .1 ml (O2/kg/min)/(m/min)
Vertical component oxygen consumption = 1.8 ml O2/kg/min/(m/min)

3.5 + (3.4 *26.8224)*.1 +.14 * (3.4 *26.8224) * 1.8 = 35.60 …

EXAMPLE answer in the equation should read
35.60 … (ml O2/kg/min)

                           
 
                                         
O2 CONSUMPTION
RUN/JOG TREADMILL

What is your relative oxygen consumption for a run/jog on treadmill?

               
In the expression below you can replace the ’6.0′ (mph in horizontal and vertical component) and the ‘.03′ (grade).

 

     
   
   

Resting component = 3.5 ml O2/kg/min also known as 1 MET.
Horizontal component = Speed (meters/min) X .2 ml (O2/kg/min)/(m/min)
Vertical component = Grade X speed (m/min) X .9 ml O2/kg/min
1 mph = 26.8224 meters/minute.
Horizontal component oxygen consumption = .1 ml (O2/kg/min)/(m/min)
Vertical component oxygen consumption = 1.8 ml O2/kg/min/(m/min)
             
3.5 + (5.0 * 26.8224 * 0.2) + (.18 * 5.0 * 26.8224 * 0.9) = 52.04 … ml O2/kg/min             
             

EXAMPLE answer in the equation should read
52.04 … ml O2/kg/min

             

 

 

For more information on this topic, check Chapter 5 in



ACSM’s Guidelines for Exercise Testing and Prescriptions, 6th ed.
 (Philadelphia: Lippincott Williams & Wilkins, 2000), 98.


Posted in Cardio TestsComments (0)

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