TRACK & FIELD LAB // LANDING LAB
V.01 / HORIZONTAL JUMPS / 2026
TRACK & FIELD // PHASE 06 / LANDING // LONG & TRIPLE JUMP

Land.
Extend. Gain.

The landing extends or kills the jump. Heels reach forward, knees pull through, the body folds over the legs (not behind), and the hips slide through the heel mark. A clean landing adds 6 to 10 in (15 to 25 cm) beyond the apparent flight; a sit-back costs 8 to 16 in (20 to 40 cm).

Distance Gained, Best
+10in+25 cm
Distance Lost, Worst
−12in-30 cm
Heel Extension, CoM
12 / 20in30 to 50 cm
LJ vs TJ, Entry Speed
29.5 / 21.3ft/s9.0 / 6.5 m/s
01 / SETUP Where The Sand Mark Lives

The mark is the back-most contact.

Officials measure to whichever body part touches sand closest to the board. A perfect heel strike at full extension means nothing if a hand, hip, or trailing foot drops behind it. Every cue in this lab points one direction: keep the back contact forward. Beginning jumpers commonly leave 6 to 10 in on the table by landing flat-footed or sitting back. Developing jumpers learn to extend the heels but still slide through poorly. Advanced jumpers fold over the legs, slide the hips through the heel mark, and add 6 to 10 in to their flight distance.

◆ Data Check, The Sand Mark Rule

The sand mark is the back-most disturbance, not the heel mark. Hands braced behind the hips, a sit-back where the seat lands first, a trailing foot that catches late: any of these become the official measurement. A landing that looks further but lets a hand fall behind cancels the gain. Coach the cue, not the picture.

LONG JUMP · PHASE 06

Long Jump Landing

Entry from flight to sand
29.5ft/s entry9.0 m/s
Apex height · ~1 ft 10 in (~0.55 m)
Flight time · ~0.55 s
Heel extension target · 12 to 20 in (30 to 50 cm) ahead of CoM
TRIPLE JUMP · PHASE 06

Triple Jump Landing

Lower flight, shorter window
21.3ft/s entry6.5 m/s
Apex height · ~1 ft 6 in (~0.45 m)
Flight time · ~0.40 s
Cue priority · controlled fall, not reach
02 / ANATOMY Three Stages of a Landing

Extend, contact, slide.

The last quarter-second of flight is where inches live. Heels rotate forward on the rise, the body folds at the hip during contact, and the hips drive through to the heel mark on landing.

// Stage A · Extension

Heels rotate forward.

CoM HEEL TICKS

On the descent, the leg extends and the foot dorsiflexes. Toes pull up, knees stay slightly bent, and the heels project past the center of mass.

Heel-out angle · ~75° from vertical
// Stage B · Contact

Body folds over the heels.

CoM FOLD

Heels strike the sand. Knees flex to absorb. The chest drives toward the thighs so the body folds over the legs, never tipping behind them.

Knee flex at strike · ~30 to 45°
// Stage C · Slide

Hips drive through the heel mark.

HIPS SLIDE THROUGH

Momentum carries the hips past the heel strike. The athlete rotates over the contact line and exits forward on the seat or shoulder, never backward.

Hip pass distance · +6 to 10 in (15 to 25 cm) beyond heels
◆ Coaching Emphasis · Reading the Diagram

Each stage diagram shows the center of mass arc (dashed line) and the heel-tick cluster (vertical marks in the sand zone). The gap between where the CoM passes and where the heel cluster sits is the distance you are fighting to protect. When the heel ticks are ahead of the CoM at contact, you gain distance. When they are behind it, you give it back.

Key cue to layer on top: "The sand mark is the back-most contact point. Anything behind your heels cancels the gain." Reach the heels, fold the body, slide the hips through. In that order. Never land sitting up. Sitting back drops your hips and your hands behind the heel mark.

03 / DELTA Distance Gained vs. Lost

Five patterns, one truth.

Same flight, same takeoff. The landing alone swings the official mark by more than two feet. The two right-most patterns convert flight into measured distance; the two left-most give it back. A great landing adds 6 to 10 in (15 to 25 cm); a poor landing subtracts 8 to 16 in (20 to 40 cm). The full swing from worst to best is over a foot of jump distance, all decided after the flight is already set.

Fig. 03 · Landing Pattern Delta · vs. Theoretical Flight Mark
Y: Inches · X: Pattern
Loss patterns
Neutral
Gain patterns
◆ Math of Free Distance

The flight is decided the moment you leave the board. Newtonian physics: you cannot change your center of mass trajectory in the air. But the landing decides where the back-most contact ends up. That makes it free distance, if you train it.

Take a boys HS jumper with a 20 ft (6.10 m) flight CoM trajectory. Four landings, same flight:

Sit-back landing (hips drop, hands brace): sand mark at 19 ft 4 in (5.89 m). Distance lost: 8 in (20 cm).
Neutral standup landing (extends heels, does not fold): sand mark at 20 ft 0 in (6.10 m). No gain, no loss.
Heel-extend landing (heels reach, partial fold): sand mark at 20 ft 6 in (6.25 m). Distance gained: 6 in (15 cm).
Slide-through landing (heels reach, fold over, hips drive through): sand mark at 20 ft 10 in (6.35 m). Distance gained: 10 in (25 cm).

Same flight. Four different sand marks. 18 in (45 cm) total spread. The landing is the easiest foot of distance in the event if you train it systematically.

04 / TIMELINE Heel Position vs. CoM

The last 0.4 seconds, heels-first.

Horizontal heel position relative to the center of mass through the final phase of flight. Heels start behind, reach to neutral, and at contact sit 12 to 20 in (30 to 50 cm) ahead. Late heels are the most common reason a long flight produces a short mark.

Fig. 04 · Heel-to-CoM Horizontal Offset · Final 0.4 s
Y: Offset (in) · X: Time to contact (s)
Clean Landing
Heels-Late (sit-back)
05 / REFERENCE LJ vs. TJ Landing Window

Less time, tighter landing.

Triple jumpers enter the pit lower and slower than long jumpers. The window to rotate heels into position is shorter, which is why TJ landing coaching emphasizes a controlled fall rather than a reach. Long jumpers have time to extend; triple jumpers have to be ready before the fall starts.

06Phase Six Landing · LJ vs TJBoys averages, high school to collegiate
Discipline Entry Speed Apex Height Flight Time Landing Window Distance Delta
Long Jump · Boys 29.5 ft/s(9.0 m/s, ~20.1 mph) 1 ft 10 in(0.55 m apex above board) 0.55 stotal flight ~0.30 sheels rise to contact +10 in(+25 cm at full extension)
Long Jump · Girls 24.6 ft/s(7.5 m/s, ~16.8 mph) 1 ft 7 in(0.48 m apex above board) 0.50 stotal flight ~0.27 sheels rise to contact +8 in(+20 cm at full extension)
Triple Jump · Boys 21.3 ft/s(6.5 m/s, jump-phase entry) 1 ft 6 in(0.45 m apex of jump phase) 0.40 sjump-phase flight ~0.20 stighter window +6 in(+15 cm controlled fall)
Triple Jump · Girls 19.0 ft/s(5.8 m/s, jump-phase entry) 1 ft 4 in(0.40 m apex of jump phase) 0.36 sjump-phase flight ~0.18 stighter window +5 in(+12 cm controlled fall)
06 / FAILURES Three Ways To Lose Distance

Where inches go to die.

Every loss pattern leaves a signature in the sand. Read the pit, trace the cue, fix the pattern. The three cards below cover the most common failures at the high school level. Below them, a fourth error and fix-in-practice detail the full set of mistakes to avoid.

1
// Failure 01 · Sit-Back

Sit-Back

Hips drop early, hands brace behind. The seat lands first and the hands punch the sand to keep the athlete from tipping further. The hand mark becomes the official mark.

Tell
Hand prints behind hip prints.
Cost
8 to 16 in (20 to 40 cm) off the apparent flight.
Cue Chin to thighs at contact. Push the chest to the knees so the fold goes forward, never back.
2
// Failure 02 · Heels-Late

Heels-Late

Knees come up but the feet stay tucked. The athlete reaches with the thighs and the heels arrive a tenth of a second too late. The mark falls behind where it should be by the length of one foot.

Tell
Toe drag mark, no heel print.
Cost
4 to 8 in (10 to 20 cm), plus contact instability.
Cue Toes up, heels out. Show the soles to the pit on the way down, not the tops of the feet.
3
// Failure 03 · Twist

Twist

One heel arrives ahead of the other. The athlete pivots into the sand on a single leg, rotates sideways, and the trailing foot or hand catches behind the lead heel mark.

Tell
Asymmetric heel marks; pivot scuff.
Cost
6 to 12 in (15 to 30 cm), plus injury risk.
Cue Heels together, knees together. Land like a closed pair of scissors, not an open one.
◆ Four Mistakes To Avoid: Sit-Back, Stand-Up, Twist, Heels Too Early

The flight is fixed at takeoff; the landing swings the sand mark by more than a foot. Four patterns give those inches back. The Sit-Back: hips drop early, hands brace, seat lands first (costs 8 to 16 in / 20 to 40 cm). The Stand-Up: heels extend but the body never folds over them; lands tall, no loss but no gain (opportunity cost 6 to 10 in). The Twist Landing: one heel arrives ahead of the other, athlete pivots, the back foot or hand becomes the official mark (costs 6 to 12 in plus lateral knee stress). Heels Too Early: heels extend at apex and gravity drags them down through descent, so they land closer to the CoM (costs 4 to 8 in).

Fix them with hang drills on rings or a bar for the pike-from-extension, box-to-pit reps for hip slide-through, parallel-heel approach drills for alignment, and pop-and-pike for late heel timing. Cue across all four: heels lead, body folds over the heels, hips slide through the heel mark.

07 / DRILLS Landing Technique Training

Train the landing, earn the inches.

Landing technique is one of the most trainable skills in horizontal jumps because it can be isolated from speed and approach. These four drills target each stage of the landing sequence: extension, fold, slide-through, and full-competition feedback. LJ entry speed (boys HS) is approximately 9.0 m/s (29.5 ft/s); girls HS approximately 7.5 m/s (24.6 ft/s). TJ entry speed is approximately 6.5 m/s (21.3 ft/s), giving less time to set up the landing and making early drill investment especially high-return.

// Drill 01

Hang Drill

Extension + Pike Focus

Hang from rings or a bar in full body extension, then pike the legs forward. The goal is to feel the body fold over the legs without losing upright posture in the torso. This is the safest way to train the fold mechanic without speed or sand.

Setup
3 to 5 sets x 6 reps. Rings, hang bar, or gymnastics pull-up bar.
Focus
Heels lead the pike, hips fold, head stays neutral throughout.
Cue
"Heels reach, body folds, hands stay back."
// Drill 02

Box-to-Pit Slide-Through

Hip Slide-Through Focus

Stand on a low box at the edge of the pit, jump forward, and focus entirely on landing technique: heel reach, hip slide-through, and where the back-most sand mark ends up. No approach, no speed, pure landing mechanics at a manageable height.

Setup
6 to 10 reps from an 18 to 24 in box at the pit edge.
Focus
Hip slide-through past the heel mark. Coach marks both heel and back-most contact after each rep.
Cue
"Slide the hips. Sit forward, not back."
// Drill 03

Pop-and-Pike

Late Pike in Real Flight

Short approach of 4 to 6 strides, full takeoff, then exaggerate the pike position in flight. The purpose is to train the athlete to hold the extension and delay the heel drop until the last possible moment before contact. This fights the "heels too early" error directly.

Setup
6 to 8 reps at 50 to 70 percent approach speed.
Focus
Hold the pike. Do not drop heels until they are directly over the landing zone.
Cue
"Pike late, drop heels at the last second."
// Drill 04

Mark-the-Sand Series

Data-Driven Landing Feedback

Full approach jumps with a coach marking two points after every rep: (1) the back-most contact point and (2) the heel position separately. The gap between those two marks tells the athlete exactly how much distance they are leaving from fold and slide-through errors. Objective data changes behavior faster than cues alone.

Setup
6 to 10 full-approach jumps. Two marks after each. Verbal feedback before the next rep.
Focus
Close the gap between the heel mark and the back-most contact mark over the series.
Cue
"Where did the back of you land?"
◆ Conditioning Note · Fatigue and Landing Regression

Pit landing technique is fatigue-sensitive. Late-meet jumps, round 5 and round 6, regularly show a regression to sit-back habits even in athletes who have trained the fold. Build the conditioning by running double or triple landing reps from the box-to-pit drill late in workouts, after other pit work is done. That is when the training carries over to competition.

TJ-specific note: Triple jump landing has less time to set up than long jump because of lower entry speed and a lower flight apex. The cue for TJ landing shifts from "reach for distance" to "controlled fall through the heels." TJ landing rewards consistency and alignment over maximum extension. An athlete who lands square, symmetrical, and forward every rep will outscore one chasing maximum extension on an inconsistent basis. Build the TJ landing at the box first, then transfer to short approach, before integrating with full TJ approach work.