The use of life-size video projection (5), live opponents (6) and light stimuli (7) have all been investigated to force players into a decision-making process. The most valid being video footage which provides more sport-specific cues to pick up on (e.g. hip position and body lean) in comparison to reacting to a simple light signal (7,8). However, from a practical perspective, there are issues with using video as multiple clips will be required to avoid players memorising the direction changes as well as the logistical difficulty of having a projector in the playing environment. Therefore, a light-based system which provides a reliable, random stimulus, that can be synchronised with a timing system may be more appropriate.
Despite variation in how the decision is triggered these RAT have generally adopted a straight line sprint that is followed by a 45° cut to either the left or right (Y-Sprint). The distances leading up to the cut have varied ranging between 2 and 8 m (4,9). Shorter distances may be advantageous as they are typically followed by a less aggressive deceleration and change of direction. This would make the decision-making element a greater contributor to the overall score instead of the proficiency of movement (i.e. decelerating and changing direction) dominating success at the test.
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Leg dominance between left and right side in pre-planned movement.
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Leg dominance between left and right side in reactive movement. This can be very useful for identifying whether players are ready to return to play after an injury. E.g. A player with a right knee injury (MCL) may be less confident at pushing off their right knee when they cannot pre-plan the movement – this would show up as a slower reactive time.
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Quick score in pre-planned – Player has high level of single leg strength and high rates of force development. i.e. ‘Fast Mover’
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Quick score in reactive – Player has high perceptual-cognitive skills and can pick up an external cue and process the information quickly. i.e. ‘Fast Thinker’ – these players may be of interest to the technical coach as their ability to read the game may allow them to get away with being less physically competent.
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Combining both pre-planned and reactive scores allows players to be bucketed as fast/slow movers and fast/slow thinkers. This in turn can be used to individualise what aspect of agility they need to work on – closed skills in isolation or an integrated approach with more reactive components.
In conclusion, although the Y-Sprint only covers some of the movements that are required for football (acceleration/deceleration, cutting) its simplistic set-up and integrated decision making component makes it a very powerful tool that can inform the practice of not only sport science and conditioning staff but also the medical and coaching teams.
References