Dunk Calculator
Choose your measurement system and enter your data.
Enter your data:
Here are Your Results:
Required vertical jump height
— inches to touch the rim
— inches to dunk a basketball
— inches for a 360° windmill
Tip: If standing reach is unknown, set “Know standing reach?” to NO and we’ll estimate it from height.
A Quick Step‑by‑Step to Use a Dunk Calculator
- Measure standing reach precisely.
- Confirm rim height.
- Choose an extra reach value (start with 6in).
- Compute the required vertical for dunking and rim touch.
- Note hang time and takeoff speed if available.
- Build a 8–12 week plan around closing the gap: strength, power, plyos, technique, and body composition.
- Re‑measure every 3–4 weeks and adjust.
What a Dunk Calculator Does
At its core, a dunk calculator tells the minimum vertical leap needed for a player to get their hand (and the ball) high enough above the rim to complete a dunk. It typically lets a player:
- Input standing reach (or estimate it from height), rim height, and an “extra reach” allowance for palming/ball clearance.
- Output the vertical jump needed to touch the rim, to dunk, and sometimes for more advanced dunks.
- Optionally compute hang time, initial takeoff velocity, and jump energy.
The calculator doesn’t judge technique or timing—it quantifies the raw vertical requirement so training can be targeted.

Visual Analysis of Vertical Jump
If a video or images are provided, a detailed breakdown can be done frame-by-frame. Below is a clear checklist and what to look for at each phase. Share a short, well-lit, side-angle video (sagittal view) and, if possible, a front view (frontal plane) at 60fps+ for best accuracy.
What to Capture
- Camera: Waist-to-head in frame, fixed position, perpendicular to movement.
- Markers: Hip (greater trochanter), knee (lateral epicondyle), ankle (lateral malleolus), shoulder, and fingertip with small stickers or contrasting tape.
- Attempts: 3–5 maximal jumps with hands on hips (squat jump, SJ) and with arm swing (countermovement jump, CMJ).
Phases to Analyze and Key Checks
- Setup/Start
- Stance: Feet hip-width, full foot contact, neutral spine.
- Common issues: Toes turned out excessively, and anterior pelvic tilt.
- Descent (Eccentric, countermovement)
- Depth: Moderate knee/hip flexion (roughly 70–100° at the knee for CMJ).
- Tempo: Smooth drop, no collapse.
- Faults: Knees valgus (caving in), heels lifting, excessive trunk forward lean.
- Bottom Position
- Angles:
- Shank and torso should be roughly parallel.
- Knee stays over mid-foot.
- Faults: Butt wink (pelvic tuck), lumbar flexion, knee beyond toes with heel rise.
- Angles:
- Ascent (Concentric)
- Sequencing: Hips-knees-ankles extend in order (proximal-to-distal).
- Triple extension: Full hip, knee, and ankle extension at take-off.
- Faults: Early heel rise without hip drive, knees caving, asymmetrical push.
- Take-off
- Arm swing: For CMJ, aggressive back-swing, then fast forward/upward swing.
- Toe-off: Neutral ankle at contact, leaving the ground; avoid plantarflexing too early.
- Faults: Arms mistimed, one foot leaving early, torso pitching forward.
- Flight
- Body line: Tall, extended; minimal leg cycling for CMJ.
- Faults: Tucking too early, scissoring legs (asymmetry).
- Landing
- Quiet, soft, hips back, knees over toes, heels down quickly.
- Faults: Stiff landing, valgus collapse, asymmetric loading, repeated hopping.
Simple At-Home Measurements
- Jump height (video method):
- Record at 240fps if available. Mark a reference on the wall.
- Use time-in-air method: Height ≈ 1/8 × g × (time in air)^2; with g≈9.81m/s².
- Practical: Measure frames from toe-off to landing; time = frames/frame rate.
- Reach and chalk method:
- Mark standing reach, then the highest touch mark. Height = difference.
- Reactive strength index (if doing drop jumps):
- RSI = Jump height / Ground contact time. Requires high-frame-rate video or a contact mat.
Common Corrective Focuses
- Knee valgus: Strengthen glutes (clamshells, lateral band walks), cue “push knees out,” foot tripod.
- Limited ankle dorsiflexion: Calf stretching, ankle mobilizations, and goblet squats with heel wedge.
- Poor hip drive: Hip thrusts, Romanian deadlifts, paused squats.
- Timing/coordination: Rebound CMJs, pogo hops, arm-swing drills.
- Stiff landings: Altitude drops, snap-downs, eccentrics; aim for “quiet” landings.
Drill Progressions (2–3x/week)
- Technique
- Wall countermovement drills (keep knees over mid-foot)
- Tall-to-short landings (stick and hold)
- Arm-swing rhythm: Back-swing fast, up-swing faster
- Strength
- Split squats, front squats, RDLs, hip thrusts (4–8 reps, 3–5 sets)
- Power
- Loaded CMJ (light, 10–20% body weight)
- Box jumps (land higher than jump height, step down)
- Depth jumps only if strong and pain-free
- Elasticity
- Pogo jumps, ankling, jump rope (short contacts, 10–20s bouts)
What to Send for a Detailed Review
- 1 side-view and 1 front-view of 3 CMJs and 3 SJs.
- Optional: A slow-motion clip of one’s best jump.
- Any pain/discomfort notes (knee/ankle/low back).
- Training background and current best jump height.
If a video is shared here, a frame-by-frame visual analysis with specific cues and targeted drills will be provided.
Key Terms and Measurements
- Standing reach: The highest point the fingertips can reach while standing flat-footed with one arm fully extended overhead. Measure against a wall for best accuracy.
- Rim height: Standard is 10ft (3.05m), but adjustable hoops may be set lower for youth or training progressions.
- Extra reach for dunk: The additional clearance above the rim needed for the ball and hand position to finish a dunk. A common working value is around 6in (15cm), though hand size, grip, and style can change this.
- Vertical jump (required): The difference between the target contact height (rim height plus extra reach) and standing reach.
The Core Formula
Minimum vertical leap needed to dunk:
- Vertical required = Rim height − Standing reach + Extra reach
Example:
- Standing reach: 7ft 6in (90in/228.6cm)
- Rim height: 10ft (120in/304.8cm)
- Extra reach: 6in (15.2cm)
- Required vertical: 120 − 90 + 6 = 36in (91.4cm)
Touching the rim requires less because you’re only aiming to reach the plane of the rim (no ball clearance), so:
- Vertical to touch rim = Rim height − Standing reach
Useful Physics Add‑Ons
Many calculators include helpful physics outputs derived from basic kinematics (using gravitational acceleration g≈9.81m/s²):
- Initial takeoff speed (v0) to reach the required vertical (h):
- v0 = √(2gh)
- Hang time for a jump of height h:
- Hang time = √(8h/g)
- Jumping energy (idealized):
- Energy ≈ mass × g × h
These don’t replace technique, but they contextualize what kind of explosiveness and time in the air a given vertical requires.
Getting Accurate Inputs
- Measure standing reach carefully barefoot, arm fully extended, shoulder close to the wall, and mark the highest fingertip touch.
- Use the actual hoop height if it’s adjustable—measure from floor to rim.
- Set extra reach based on reality: smaller hands or a preference for two‑handed dunks may need more than 6in; strong palming or a one‑hand cuff can sometimes make 6in sufficient.
If standing reach is unknown and only height is available, some tools estimate standing reach from height, but direct measurement is better.
Interpreting Results
- Vertical to touch the rim: A milestone that often precedes consistent dunking by 4–8in of additional vertical.
- Vertical to dunk: The practical target for a simple one‑hand flush.
- Advanced dunks, such as windmills or 360s, may require larger verticals due to the ball’s path and timing.
Remember that dunk success also depends on approach speed, timing, ball control, and technique—not just vertical.
Converting the Output into a Training Plan
Once the calculator gives a vertical target, build a plan around closing the gap:
- Strength base
- Squat and hinge patterns (back/front squat, trap bar deadlift, RDL) for lower‑body force.
- Progressively overload in 3–6 rep ranges to build force capacity.
- Explosive power
- Olympic‑style derivatives (hang/power cleans), loaded jumps, and medicine ball throws for rate of force development.
- Keep reps low (2–4) with full recovery.
- Plyometrics and elasticity
- Box jumps, approach jumps, depth jumps, bounds, and pogo hops to develop stiffness and reactivity.
- Start with low‑to‑moderate volumes, prioritize quality and landings.
- Technique and approach
- Practice penultimate step mechanics, hip projection, and arm swing timing.
- Rehearse with lighter balls (size 5/7), tennis ball/lob work, and low‑rim progressions to ingrain coordination.
- Body composition
- Favor a power‑to‑weight sweet spot; modest fat loss without sacrificing strength can meaningfully improve jump height.
- Recovery and progression
- 2–3 lower-body power sessions/week, avoiding daily maximum jumping.
- Cycle intensities (accumulation → intensification → taper/deload every 4–6 weeks).
Common Pitfalls
- Overreliance on calculators without measuring standing reach or rim height.
- Ignoring hand size and ball control, many miss dunks not from insufficient vertical, but from poor grip or timing.
- Too much plyo, too little strength—or vice versa. A balanced approach wins.
- Inadequate recovery, leading to stagnation or knee/Achilles irritation.
Frequently Asked Questions
What is a dunk calculator?
A digital tool that calculates how high you need to jump to dunk a basketball based on your height, reach, and rim height.
How does it work?
It uses the formula: Required Vertical Jump = (Rim Height + Extra Clearance) - Standing Reach.
What information do I need?
Your height, standing reach, current vertical jump (optional), and rim height.
What if I don't know my standing reach?
Most calculators estimate it as 75% of your height or 1.33 times your height.
Are dunk calculators accurate?
Yes, they provide reliable estimates based on physics and real player statistics.
How much clearance do I need above the rim?
You need 6-8 inches above the rim to complete a proper dunk.
What's the difference between touching the rim and dunking?
Touching the rim requires less vertical leap than dunking, which needs extra clearance for control.
What if my arm span is different from average?
Measure your actual standing reach rather than using height estimates for better accuracy.
How often should I check my progress?
Measure your vertical jump monthly to track improvement and update your dunk calculator results.
Conclusion
Dunk calculators provide a scientific approach to determining your basketball dunking potential by combining simple physics with your body measurements. The core calculation—comparing your standing reach plus vertical jump against the rim height plus clearance needed—gives you an exact target for improvement rather than guesswork.