T3 & THE SCALE.
SERIOUS SOLUTIONS FOR COACHES, PLAYERS, & PARENTS.
Soldier Up Sports is proud to be a leading developer of training & development 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 & development OS (operating system) imaginable... T3 (Triangular Training Theory).
No different than a computer, our T3 operating system (OS) is the fundamental code that athletes and teams need to function. The better the OS, the better the team and or athlete will perform. And, quite simply, T3 is the best and only sports OS in existence.
A. FOR PARENTS.
Odds are, your athlete will never reach their true athletic potential. But, not because they're incapable of it, rather:
B. FOR ATHLETES.
Athletes need to understand:
C. FOR COACHES.
We've got your back! We know what you need to succeed and we're ready to:
II. THE SCALE.
When it comes to sports, current evaluation mechanisms, are at best, subjective: based on or too easily influenced by personal feelings, tastes, or opinions. And, this is exactly why the "best" youth athletes don't always transition into "good" high school players. "Good" high school players don't always transition into "good" college players (let alone make it). And, the "best" college players don't always make it to or succeed at the professional level.
But, if someone were to completely break down sports, and finally take the time to understand, then, quantify exactly what makes a player good enough to play at certain level (sport specific)... feelings, tastes, and opinions could be replaced with facts. Not only would such an updated evaluation mechanism allow coaches to make better recruiting/ personnel decisions, but, therein lies the key to training and developing more athletes capable of performing at the highest levels than ever before. Introducing... THE SCALE.
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.
Automatic (S3) MTR-F up to and including most Advanced (M3) METL Tasks. Could be LEVEL 10 (L10) but lacks the Intensity + Killer Instinct required to rank 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.
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.
Demonstrates no MTR-F with any METL Tasks.
Denotes an athlete who deviates from the standard evaluation process. Basically, an athlete who's MTR-F and or ability to accomplish METL 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:
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.
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.
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, or have 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:
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).
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:
Provide athletes the basic skills/ foundation required at their position.
Build on Fundamental tasks to create L6 and L7 athletes.
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.
The degree to which Killer Instinct exists in an athlete. Intensity (I) = Maximum Output (MO) ÷ Duration (D).
IV. DRILL. SKILL. LIVE FIRE.
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:
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.
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.