T3 (OSv1). 

SERIOUS TRAINING FOR SERIOUS ATHLETES:

I. INTRODUCTION.
Coach Neal and Soldier Up Sports are proud to be a leading developer of sports related training and performance enhancement technologies. Our mission, to assist parents, athletes, and coaches in accomplishing theirs. And, in keeping with our mission, we are proud to have developed the most effective and technologically advanced sports training/ operating system imaginable... T3 (OSv1).

T3 (OSv1) stands for: Triangular Training Theory (T3), training/ operating System (OS), version (v), current build (1). No different than a computer, our T3 operating system is the fundamental code that athletes (computers) need to function. The better the OS, the better the athlete (computer) is able to perform. And, quite simply, T3 is the best and only sports OS in existence.

A. PARENTS
The first step to elevating any athletes game is getting the parents on board. Parents have to understand:

  • Whenever their athletes are playing "competitive" sports, the coaches job is to establish team chemistry, teach his system, refine players skills in that system, and above all else, WIN (NOTE: Refining skills is not teaching kids how to play the game).
  • Winning at the competitive level requires L7 to L10 athletes (see: The Scale).
  • The coaches job is NOT to create L7-L10 athletes. That's our job.
  • Athletes should be training 8-12 months out of the year.
  • 2x per week for maintenance.
  • 3-4+ times a week for development.
  • A Total of 12+ Hours per week. Not including "Team" Practice.
  • Training and team practice are two completely separate things.
  • All training is NOT created equal.

B. ATHLETES
Athletes need to understand:

  • Training is not easy.
  • Training will test and tax you both mentally and physically.
  • But, come practice time and game time, you will be capable of putting on one heck of a show. And, believe it or not, that show is what's going to allow you to play on towards your dream while everyone else's dream falls short.
  • If you want a LEVEL:10 life, you have to do LEVEL:10 work. Not just in sports, but in anything in life you choose to pursue.

C. COACHES
We've got your back! We know what you need to succeed and we're ready to help you do just that by:

  • Working with you to design and run your off-season training program.
  • Helping you identify and address (through training) specific player needs throughout the season.
  • Creating you the L7-L10 athletes you need to WIN.

 

II. THE SCALE.

10: Monster.
Consistently dominates the game at any level of play. May not win all the time due to overall strength of roster, but plays well above even an elite athletes ability to contain.

9: Elite.
"Automatic" (S3) up to and including most Advanced (M3) METL Tasks. Could be L10 but lacks the Intensity + Killer Instinct required to play at L10.

8: Well Above Average.
Demonstrates S3 MTR-F with some to many Advanced (M3) METL Tasks.

7: Above Average.
Demonstrates S3 MTR-F with most Intermediate (M2) METL Tasks and some Advanced (M3) METL Tasks. 

6: Average.
Demonstrates S2 MTR-F with many to most Intermediate (M2) METL Tasks. May demonstrate S3 MTR-F with some Advanced (M3) METL Tasks.

5: Below Average.
Demonstrates S2 MTR-F with some to many Intermediate (M2) METL Tasks.

4: Well Below Average.
Demonstrates S2 MTR-F with some Intermediate (M2) METL Tasks. Demonstrates S1 MTR-F with most Fundamental (M1) METL Tasks.

3: Needs Considerable Improvement.
Demonstrates S1 MTR-F with some to most Fundamental (M1) METL Tasks.

2: Motor Deficit.
Demonstrates S1 MTR-F with none to some Fundamental (M1) METL Tasks.

1: Unathletic.
Demonstrates no MTR-F with any METL Tasks.

A: Anamoly.
Denotes an athlete who deviates from the standard evaluation process. Basically, an athlete who's MTR-F and or ability to accomplish MET-L Tasks looks awkward and or lacks the preferred fundamental appearance, but is highly effective, nonetheless.

 

III. REAL TRAINING (T3).
At it's core, our T3 OS utilizes athletic traits, MTR-F (motor functionality), and METL Tasks, to:

  1. Identify where an athlete is (see: The Scale)
  2. Determine where they need to be.
  3. And, get them there.

Regardless of their current skill level, athletes utilizing our T3 OS can transform into as great an athlete as they desire to be. The only limiting factor is whether or not they will do the work.  

 rs t3

A. ATHLETIC TRAITS:
Athletic Traits are the ingredients/ characteristics of great athletes. They include: Size, Speed, Strength, Power, Agility, Awareness, Vision, IQ, Instinct, Reaction, Confidence, Leadership, Physicality, *Killer Instinct, *Intensity, and more. However, simply possessing one or two athletic traits does not determine an athletes ability to succeed at a particular sport. Why? Because, being "good" at a particular sport requires a number of traits to occur simultaneously in a diliberate, controlled manner. And, it is exactly this functional synchronization of traits that determines whether or not an athlete will be any good at a particular sport.

Football Example:
Speed. Speed is a great athletic trait to have, but in Football, speed alone, without the ability to catch, run downhill, tackle, real time visually process, be agile under pressure, or play to/ withstand the physical nature of the game, is not enough. 

Baseball/ Softball Example:
Power. Power is a great athletic trait to have, especially when it comes to batting. But, power without good swing mechanics, the ability to real time visually process the pitch, hit good pitching, enough speed to run the bases, just isn't enough.

Unfortunately, a lot of training programs and team environments are trait based. This means, training, as well as, team activities revolve around drills and practice methods that do an amazing job of showing off a particular trait, but ignore the sport specific relationship between single traits, trait sets, motor functionality, METL skills, and team development. So, against lower levels of competition, where we can simply "out athlete" our opponents, all is well, and it appears as though this method is effective. But, at higher levels of competition where teams have been properly trained, developed, and prepared to play the game, the inadequacies of this method are exposed.

*See Killer Instinct and Intensity sections for more information on these two traits.

 

B. MTR-F (MOTOR FUNCTIONALITY): 
MTR-F is developed in stages. These stages are:

S1: KNOWLEDGE.
Does the athlete know what they are supposed to do?

S2: KNOWLEDGE TO TASK (ASSOCIATION).
How well can the athlete associate their knowledge to the proper execution of a given task? Developmental keys: athletes will progress from rough to more smooth, controlled, and efficient looking movements as they learn to better associate their knowledge to the proper and consistent execution of a given task. Development at this level can take days, weeks, months, years, of training... all dependent upon the individual athletes "Magic Number" (the number of times it takes an individual to become Automatic).

S3: AUTOMATIC.
Athletes are no longer consciously associating any knowledge to any given task. The task has become, like breathing. Their conscious thought may now be shifted to focus on other areas of improvement, with the ultimate goal of, conscious thought only being used to process the infinitely variable real-time scenarios presented in game play.

EX: A QB that is not "Automatic" at say "breaking defensive pursuit angles" is still thinking about how to break defensive pursuit angles. This thinking, requires conscious thought. On the field, conscious thought is limited to brain power over time. The QB capable of maximizing brainpower to consciously process the real-time stimuli of a given play, as opposed to having to consciously process his L1: knowledge base or L2: association tasks, in addition to processing the real-time stimuli of a given play,  will be the most effective.

 

C. METL TASKS
METL Tasks are the specific tasks required at each position. METL tasks are broken down into 3 Mission Levels:

M1: FUNDAMENTAL.
Provide athletes the basic skills/ foundation required at their position. 

M2: INTERMEDIATE.
Build on Fundamental tasks to create L6 and L7 athletes. 

M3: ADVANCED.
Build on Intermediate tasks to create L8 through L10 athletes.

 

D. INTENSITY + KILLER INSTINCT.
The perfect combination.

KILLER INSTINCT (KI).
The ability to take over the game.

INTENSITY (I).
The degree to which Killer Instinct exists in an athlete. Intensity (I) = Maximum Output (MO) ÷ Duration (D).

 

IV. DRILL. SKILL. LIVE FIRE.

A. DRILL.
Individual drills designed to train specific on-field executions. The idea is to maximize the total number of athletes that can participate, at a time. This will reduce the number of athletes waiting in line, as well as, increase the number of reps each athlete receives.

B. GROUP SKILL.
Focuses on "opponent" groups (oline-dline, wr-cb, etc) and drill executions in a "realistic" group vs group environment.

C. TEAM LIVE FIRE.
Focuses on the "team" aspect of each positions individual drill executions in a "realistic" offense vs defense environment. This is not a scrimmage. Emphasis is placed on proficiency of athletes drill executions in a team setting, as well as:

  • Ensuring they understand how the executions of other positions may effect their own executions.
  • Developing a since of team chemistry and flow.
  • Development of Situational Awareness, Game Flow, and Real Time Visual Processing.

 

V. MONSTERS INC. TRAINING PROGRAM

A. SUPERIOR PRODUCTIVITY
Now that we're running the best operating system (T3), we need a program, developed specifically to produce the highest caliber athletes. And, Monsters Inc. is the best training program, period. More info at: www.lifeismybattlefield.com/monster.

B. PLUG-INS, ADD-ONS, EXTENSIONS, UPGRADES
Designed to add specific features/ added benefits to a program...  we are constantly building awesome "plug-ins" to enhance our Monsters Inc. Training Program experience.

  • FSR: Functional Super Rep Workout. This workout format is designed specifically for athletes and focuses on the development of the entire Kinetic Chain to provide the functional strength required by ball sport athletes. More info at: www.lifeismybattlefield.com/cn/fsr.
  • SKILL CONCEPTS: We have innovated a variety of skill concepts that have been stepped and diagramed for superior instruction. Currently for football only. Available at: www.lifeismybattlefield.com/td.

 

VI. ADDITIONAL TECHNOLOGIES AT WORK.

A. ATC's: ATHLETIC TRAINING CONCEPTS
ATC's provide the framework (philosophy) for how we train and why we train the way we do. At Soldier Up Sports, our philosophy is simple... Train As You Fight (TAYF). This framework requires that all training and METL Tasks reflect, and whenever possible, be more intense, than the game time effort. Why? Because, this is the only way to properly train and develop Monsters.

 

VII. PUT OUR TECHNOLOGY TO WORK FOR YOU.

Contact COACH NEAL at This email address is being protected from spambots. You need JavaScript enabled to view it.