AMRAP With Friends

5 minute AMRAP

System Override

Upper-lower switch · Blood Shunt · intensity 3 of 5

The workout

As many rounds as possible in 5 minutes of:

Overview

System Override is 10 tuck jumps and 10 commando planks. The work moves through the quads and the midline instead of sitting on one muscle.

Muscles worked

Energy systems

These are overlapping contributions. This workout is not assigned to one energy system.

  • Glycolytic: High
  • Oxidative: Low
  • Neuromuscular: Moderate

Training effect

Immediate demand

5 minutes, intensity 3 of 5. Today the limiter is the sets being the same size.

Intended stimulus

The style is built to switch the upper body and the lower body inside one round. On this workout that is 10 tuck jumps and 10 commando planks.

Repeated practice

Repeat the same workout and compare the score. What can change over weeks is how long that pace lasts. One time through does not produce that change.

Body-composition context

Body weight changes with the rest of how you eat and train. This workout is one piece of work on one day.

Expected feel

The sets are the same size. The round gets hard when one of them breaks.

Pacing

High neurological demand. Knees must break the hip crease on the jumps.

The clock is short enough to start near the pace you can hold. Do not spend the first minute looking for a rhythm, and do not let the tuck jumps be the set that collapses.

The movements

Tuck Jumps

This is incredibly demanding neurologically. Do these in small, unbroken bursts (e.g., 5 reps) and take a two-second reset.

What not to do. Landing flat-footed with the knees locked.

Commando Planks (Up-Downs)

Widen your feet. A wider base of support kills the rotation in the hips, making the core work harder but the movement faster.

What not to do. Always leading with the same arm, so one shoulder does most of the work.

Why these movements

The work moves through the quads and the midline instead of sitting on one muscle.

Scaling

Keep an upper-body movement and a lower-body movement in the same round. Drop reps on both before you drop one of them.

Tuck Jumps

  • Step instead of jump. Same pattern, same range, no flight. Keeps the pace without the landing.
  • Lower and slower. Keep the jump but cut the height and take the landing softly.

Commando Planks (Up-Downs)

  • From the knees. Knees down, straight line from knees to shoulders.
  • Hands elevated. Hands on a bench or step. The higher the surface, the less you carry.

Mistakes and who it is for

  • Opening the tuck jumps at a sprint makes the tuck jumps the piece that falls apart.
  • Resting until you feel fresh between movements removes the point of keeping them in one round.
  • Letting the tuck jumps shrink so the rest of the round can speed up changes the workout on the page.

Suited to someone who wants 5 minutes through Tuck Jumps, Commando Planks (Up-Downs).

Scoring and progression

Work through the movements in the order listed, then start the next round. Your score is the number of complete rounds plus any reps of the round you were partway through when the clock hit zero — written as rounds plus reps, so seven full rounds and twelve reps is7+12.

Progression is repeating this workout and comparing that score. The page does not promise a change from one time through.

Related workouts

Run it with friends

System Override runs on a shared countdown: share a rally link, everyone gets the same 5-minute clock, and the leaderboard updates as people log rounds.