Founded by Combat Veteran Neal E. Saunders, Sports University™ is the ultimate Athlete Development Platform.
Inspired by FM 7-1 and built on Triangular Training Theory™, Combat Logic™, as well as, the concept of Task-Driven, Knowledge-Based Curriculum, and Live-Action Gamification, Sports University™ delivers the only athlete training and development experience capable of transforming young dreamers, regardless of their current athletic ability, into superior athletes.
Through our powerful sports training technologies and cutting-edge gamification solutions, Sports University™ brings infinite possibilities to the over 1 billion sport-aged children around the globe who dream of becoming the next generation of top HS, College, and Professional athletes alike.
HOW OUR PLATFORM WORKS.
To discover how our platform works, check out our Steps To Developing A Superior Athlete, here.
WHAT IS SPORTS TRAINING?
Sports training is the process of developing athletes for sports. And, the purpose of sports training is to produce superior athletes. At the youth level, this means producing athletes capable of showing up to high school ready to rock. At the high school level, it means producing D1 athletes. But, not just any D1 athlete, D1 athletes who are ready to make an impact.
This is what sports training is about! And these are the results that any parent or athlete enrolled in a serious sports training program should expect. Unfortunately, this is hardly the case. And, that’s a problem. Because “training” is exactly, the action of teaching someone a particular skill(s) in line with performing a specific function.. But, all too often, especially in athletes who don’t already possess a high level of innate and or natural ability, we see training that’s incapable of teaching or developing much of anything.
In more innate, naturally gifted athletes, we see an overwhelming plateau effect, where, regardless of the amount of work they put in, there is little to no change in their overall sport/position-specific ability. Sadly, both of these observations point to one thing… ineffective training. The question now becomes, how do we ensure that a program is capable of providing effective training? Well, to answer this question, we went to work, and in the process, discovered that effective training only has 2 requirements.
- A program that understands what the required work is.
- An athlete who will go to W.A.R. Do the Work. Assert themselves every rep, and Repeat to mastery, the required tasks.
We also discovered that traditional sports training methods had no idea what the required work was. So, we went back to work, to create the technology needed to finally make this caliber of work/ training even possible. And no, that’s not just hype. We’ve spent the last 10 years solving sports training-related problems. The result? T3™ and Combat Logic™. The first and only sports training technologies that, regardless of an athlete’s current skill/ ability level, are capable of defining the required work needed to produce superior athletes.
ATS: THE FUTURE OF SPORTS TRAINING.
Before T3™ and Combat Logic™, sports training, and athletic development had been entirely subjective. Meaning that nobody understood what made an athlete “good” or what exactly made one athlete better than another. And, without this understanding, no one could even begin to train the difference. So no, it’s not that the majority of athletes are just incapable of being good enough to allow more teams to become more competitive, it’s that an entire sports training industry has been failing the millions of athletes they were meant to serve.
But now, with T3 and Combat Logic™️, we can objectively quantify an athlete’s current versus required ability, then, define and prescribe the required training needed to produce the desired result. Consequently, the most powerful and effective sports training solution can finally exist.
Built on T3™, ATS™ (Athlete Training Subscription) is the most powerful and effective sports training solution imaginable. ATS™ provides athletes with all of the sport/position-specific METLE, MTR-F, ATC, and FX training required to start transforming into monsters.
Task-Based and Knowledge-Driven, our ATS™ curriculum is organized into Skillpacks and ATC™ Programs. That and, it boasts a few additional features to ensure more athletes than ever before will be capable of reaching their goals.
SkillPacks are your virtual textbook and instructional skills library. They contain the required LV-1 and LV-2 sport/position-specific METLE and MTR-F training needed to develop superior athletes. When it comes to LV-3,4, and 5… these levels are assessed and awarded based on an athlete’s ability to demonstrate the possession of the required ATCs, as well as, perform the required METLE + MTR-F at various levels of competition.
ATC Programs are your virtual sport-specific fitness assistant. 5 programs in all, they provide all of the required ATC training needed to support effective METLE and MTR-F development.
Besides just being a lot of work, we believe training and development should be fun, kind of cool, as well as effective. So, we added gamification to all of our SkillPacks and ATC Program curricula. Now, as athletes dive into ATS, go to W.A.R., and accomplish their training goals, they can earn position ranks, SkillPack badges, ATC Awards, and more.
Read more about gamification here.
On top of that, ATS is delivered through Training Drive™, our cutting-edge virtual training platform. With Training Drive™, accessing your workouts, tracking your progress, leveling up, and getting the personalized training and on-demand feedback athletes need to maximize their training and athletic development is easier and more effective than ever before.
THE PERFECT COMPANION.
Another awesome feature of ATS is that it’s the perfect companion to any training program, not just ours.
- Ensure your athlete is receiving the required work needed to reach their desired goal.
- If you determine that your athlete is not receiving the required work, ATS is an amazing companion to any training program.
- Use ATS purely to gamify your athlete’s development process.
SUPERIOR ADD-ON TECHNOLOGY.
What makes ATS™ even more powerful is its superior Add-On technology. With our amazing selection of Add-Ons, athletes can extend the functionality of ATS™, and ensure that they’re developing to goal.
An ABP™ or Athlete Battle Plan™ provides athletes their *CR, as well as, their official Combat Rating™️. From there, it details the specific METLE, MTR-F, ATC, and FX development goals required to transform! Even better, these goals are based on the top-performing players in an athlete’s desired sport/ position!
An ADR™ or Athlete Development Review serves up to 3 functions.
- Provide all of the focused feedback, coaching, and film review athletes need to turn their game ALL THE WAY UP!
- Allows athletes to Earn LV-2 through LV-5 gamification achievements via “Snapshots”.
- Allows athletes to update an existing ABP.
Designed for coaches and trainers, Coach Pass™ allows any coach, trainer, or anyone else interested in creating superior athletes, to access the power of T3™, Combat Logic™️, ATS™️, Training Drive™️, and all of the other groundbreaking sports training technology we have to offer, for themselves.
With Coach Pass™ you’ll have everything you need to run your own T3™-based sports training programs, interact with and manage clients, as well as, start producing superior athletes.
IN-PERSON TRAINING PROGRAMS.
Regardless of the technology available, some parents and athletes will always prefer in-person training. As such, we provide a variety of superior in-person training programs that utilize all of our technologies and virtual training products.
As we build, we will offer a larger variety of T3-based in-person training programs, as well as, location availability.
MORE THAN TRAINING.
Again, Sports Training is the process of developing athletes for sport. And, the purpose of Sports Training is to, 100%, produce superior athletes. This is what sports training is all about, and these are the only results that any parent, with an athlete willing to go to WAR™., should expect from a serious training program/ platform.
And, at Sports University, we are proud to have created the absolute best sports training platform imaginable. One that, regardless of an athlete’s current skill or ability level, is capable of providing the required work and producing the desired result. Yes, it’s a lot of new information to wrap your head around, but, the old way of doing things was at its best, ineffective. Now, thanks to T3™️, Combat Logic™️, ATS™️, and all of the other groundbreaking sports training technology we’ve developed over the years… those willing to go to WAR™ on behalf of their dreams will help us prove time and time again that our sports training formula is supreme!
WHAT IS T3™?
Developed by Neal E. Saunders, T3™ or Triangular Training Theory™ is the foundation on which we build the most powerful and effective task-driven, knowledge-based sports training platform imaginable. Unlike traditional sports training, T3™ defines 3 fundamental Aspects of Development (AOD). Then, uses Combat Logic™️ to build the necessary framework, as it relates to an athlete’s current -vs.- required ability at a given sport/ position. And with it, we can now define the required training needed to produce the desired result. The 3 fundamental aspects of development that form the basis of T3™ are METLEs, MTR-F, and ATCs.
METLEs or Mission Essential Task List Executions are the individual sport-related, position-specific tasks that athletes must be able to execute in response to the variety of in-game stimuli. As athletes develop, they will be able to “combine” or “stack” these individual tasks into Combined Functions (CF). When it comes to METLEs, an athlete’s ability to perform these individual tasks and or Combined Functions, under pressure, is what truly separates one athlete from another.
MTR-F or Motor Functionality is the coordination of the body’s nervous system, muscles, and brain, as is required to perform any sport-related, position-specific METLE + CF. There are 5 MTR-F levels.
- Level 1. Knowledge. Do athletes even know what they’re required to do? Can they recite the knowledge and or steps? Knowledge is critical to athletic development because, without it, the mind cannot effectively coordinate the body to function in the desired capacity.
- Level 2. Association. As athletes begin associating knowledge to task, they’ll go from choppy, uncoordinated, and hesitant movements to smoother, quicker, more coordinated, and confident ones. This process has everything to do with the fact that, as the mind and body are properly developed (MTR-F), the execution of METLEs becomes increasingly more automatic. Depending on the task, however, association can take days, weeks, months, and even years of training to develop.
- Level 3. Automatic. When automatic, the execution of METLEs no longer requires conscious thought to perform. Now, the brain is able to allocate the entirety of its conscious processing power to the real-time visual processing (RTVP) of the game. And, believe it or not, RTVP is actually the key to developing superior athletes. Level 3 Automatic refers to an athlete’s ability to demonstrate automatic behavior, without any FX, in their training environment.
- Level 4. Automatic. Level 4 Automatic refers specifically to an athlete’s ability to demonstrate automatic behavior, without any FX, at an equal or lesser level of competition.
- Level 5. Automatic. Level 5 Automatic refers specifically to an athlete’s ability to demonstrate automatic behavior, without any FX, at any level of competition.
ATCs, or Athletic Traits and Characteristics, are the standardized performance “measurables” that determine an athlete’s physical ability to perform and or accomplish certain tasks. They include height, weight, speed, strength, vertical, agility, physicality, intensity, IQ, etc. More traditional training methods rely heavily, and oftentimes solely, upon the development of ATCs. But, the development of ATCs alone is not indicative of sport-related athletic performance. It’s not until we realize how ATCs, METLEs, and MTR-F work together, that we can truly understand how to develop superior athletes.
Additionally, we use Combat Logic™️ to identify an athlete’s Combat Rating™️ (CR). With a Combat Rating™, we can assess an athlete’s readiness to compete at any Level of Competition (LOC). And, we can do it far more accurately than any star rating system.
Based on a scale of 1-10, with 10 being the highest possible rating, there are three (3) steps to calculate an athlete’s Combat Rating™️:
- Determine an athlete’s “Raw” Combat Rating (*CR).
- Process an athlete’s *CR for FX™ (effects). FX™ are the multitude of in-game pressure-based variables that can enhance and or debilitate an athlete’s performance.
- Subtract *CR – FX™ to determine an athlete’s true Combat Rating™️ (CR).
Get your Combat Rating™ here.
With a Combat Rating™ athletes gain a clear understanding of their readiness to make the impact D1 coaches are seeking at the next level. And if they’re not quite ready, they’ll have a clear roadmap (ABP™) outlining everything it’s going to take to get there.
Moreover, a Combat Rating™ provides college coaches the power to identify prospective recruits with precision, knowing exactly how their abilities will translate to their in-game performance before the first recruitment letter, questionnaire, or camp invite is even sent. This data-driven approach is far superior to more traditional star rating systems, and revolutionizes the recruitment process, offering a more informed and efficient way to build winning teams.
HOW THE STAR SYSTEM WORKS.
Based on the Star System, high school prospects are rated two stars, three stars, four stars, or five stars. Everyone who provides Star Ratings has their own formulas and opinions for awarding them, but the general idea is:
- A five-star prospect is deemed to be amongst the top 30 players nationally. They are expected to immediately contribute as freshmen regardless of where they sign. That puts them in the top 0.01% of that recruiting class. They are also deemed to have the potential to post incredible college football stats, be named first-team All-American, and ultimately be drafted in the first round of the NFL draft.
- Four-star prospects the rest make up the remaining top 300 or so players nationally. They are also expected to provide an immediate impact on their college teams and have potential for All-American status and professional careers, just not quite as likely as is expected for five-star prospects.
- Three-star prospects are generally viewed as expected to be in the top 10% of incoming college players and are generally thought of being one of the nation’s top 800 or so recruits. They are viewed as having the potential to be one of the best players in their region or in their conference.
- Two-star prospects have proven themselves to be in the top 1% of high school players, but are not expected to make much of an impact on D1 FBS (Football Bowl Subdivision) rosters. Typically, their potential is better fit for D1 FCS (Football Championship Subdivision) schools as well as the potential to be star players at NCAA DII, DIII or NAIA schools.
PROBLEMS WITH THE STAR RATING SYSTEM.
The current star rating systems used by recruiting services like 247Sports, Rivals, and ESPN, have faced criticism and challenges over the years. Some of the key issues and limitations with these systems include:
- Subjectivity: Star ratings are often assigned by analysts and scouts, and their assessments can be subjective. Different evaluators may have different criteria for assigning stars, leading to inconsistencies and potential biases in the ratings.
- Limited Evaluation: Evaluators typically focus on a prospect’s high school performance, but this may not fully capture a player’s potential or growth. Factors like late bloomers or players from smaller schools may not receive accurate assessments.
- Overemphasis on Physical Attributes: Star ratings often heavily weigh physical attributes such as size, speed, and strength. This can lead to overlooking players with exceptional skills, football IQ, or work ethic.
- Regional Biases: Some regions or states may receive less attention from recruiting services, leading to talented players being underrated or overlooked.
- Changes Over Time: A player’s performance can change significantly after receiving a star rating. Injuries, coaching changes, and personal development can all impact a player’s trajectory.
- Pressure on Players: High star ratings can create unrealistic expectations and pressure on young athletes, potentially affecting their mental and emotional well-being.
- Transfer Portal Issues: Some players may transfer to other schools if they believe their initial star rating didn’t accurately reflect their abilities, creating instability in college programs.
- Missed Evaluations: Even the most well-respected recruiting services can miss evaluating talented players, leading to sleeper prospects who emerge as stars later in their college careers.
- Lack of Positional Nuance: Star ratings may not account for positional nuances. A 5-star quarterback may have different skills and value than a 5-star offensive lineman, but the rating system treats them the same.
- Pressure on Coaches: College coaches may feel pressure to recruit players with high star ratings, leading to a focus on stars rather than identifying players who best fit their team’s needs.
- Winning: From top-star recruits that don’t pan out, to teams full of them, losing to teams without them… star ratings have never been, nor will they ever be an accurate/ effective means of building a winning team.
COMBAT LOGIC™ + COMBAT RATING™.
Problem solved. In time, the entire sports industry, from college to the pros, will trust Combat Logic™ + Combat Rating™ to help their teams win.
By offering Combat Logic™ and Combat Rating™ directly to parents and athletes now, we are setting the stage for a transformative journey in sports development. As parents and athletes experience the tangible benefits of our technology, they become the early champions, spreading the word about the game-changing insights and advantages it offers. This represents not only a shift in how individuals approach their athletic pursuits but also a revolution in how sports teams and organizations harness data-driven intelligence to win.
Get your Combat Rating™ here.
Combat Logic™ is our data-driven approach to building winning teams and developing superior athletes.
For athletes, Combat Logic™ objectively quantifies their current versus required ability, then, defines and prescribes the required training needed to produce the desired result.
COACHES & TEAMS.
For coaches and teams, Combat Logic™ provides the most comprehensive and effective recruiting, individual + team development, and game-planning tools and technologies imaginable.
- Recruiting: use Combat Logic™ to identify the best possible prospects based on your specific needs/criteria.
- Individual Development: use Combat Logic™ to objectively quantify an athlete’s current versus required ability, then, define and prescribe the required training needed to produce the desired result.
- Team Development: use Combat Logic™ to objectively quantify the team’s current versus required ability, then, define and prescribe the required team training/ in-system development needed to produce the desired result.
- Game Planning: use Combat Logic™ to understand and exploit your opponents like never before. What’s their overall strategy? What tactics will they use to accomplish it? What are their strengths, weaknesses, and tendencies? How do they call plays? What plays are they going to call? When are they going to call them? How will they adjust? How do they make decisions? What decisions will they make? With Combat Logic™ you’ll always have their number.
MORE ABOUT FX™.
MORE ABOUT FX™️.
FX™ are the positive and or negative changes in an athlete’s performance of METLEs and MTR-F resulting from pressure, level of competition, and a variety of other performance-inhibiting variables.
These changes allow us to determine when an athlete will perform when they won’t perform, how they’ll respond to challenges, and ultimately, the overall impact an athlete will have at a given level of competition. These changes also allow us to streamline development to solve for and or remove FX™.
LEVELS OF COMPETITION.
At Sports University, we recognize 5 levels of competition.
- DEVELOPMENTAL. Teams at this level of competition will have an average Combat Rating™️ of 1-2.
- LOW. Teams at this level of competition will have an average Combat Rating™️ of 3-4.
- MEDIUM. Teams at this level of competition will have an average Combat Rating™️ of 5-6.
- HIGH. Teams at this level of competition will have an average Combat Rating™️ of 7-8.
- MAX. Teams at this level of competition will have an average Combat Rating™️ of 9-10.
- When the Level of Competition is even (Low vs. Low, Medium vs. Medium, etc.), the outcome of the game will more than likely be determined by the quality of coaching.
- When the Level of Competition is not even (Low vs. Medium, high vs. very high, etc.), even with the best coaching staff, the outcome of the game is typically determined by the Team Combat Rating (TCR).
- If Team A has an athlete(s), in a key position, who rates 2 Levels of Competition above any athlete on Team B, Team A, if well coached, may be able to pull the upset. This is only possible because, Team A, possesses an athlete who is considerably better than any other athlete on the field. That and, Team B may lack the required coaching staff.
- A Monster (10) has the potential to change the outcome of any matchup.
UNDERSTANDING THE CR SCALE.
The following scale represents how AODs affect an athlete’s performance, in relationship to their current ability to be considered “good”. Based on this scale, an athlete’s *CR may be considerably higher than their CR™. In instances where an athlete’s *CR is higher than the CR™, in-game FX have debilitated an athlete’s performance. This means that regardless of their *CR, or what they may be capable of in training or at lower levels of competition, they will only be as capable as their CR™ when competing at a Level of Competition above their current rating.
This phenomenon explains why some athletes who are considered “good”:
- Don’t perform as expected in certain games.
- Don’t pan out at the next level.
- Don’t make it as far, or become as successful as all of the hype surrounding them may have suggested.
By understanding this phenomenon, we can further define the required training needed to minimize FX and raise an athlete’s CR in line with their *CR.
THE CR™ SCALE.
- UNATHLETIC. May possess a few ATCs. However, lacks the LV-1 and LV-2 MTR-F needed to execute any of the required sport/position-specific METLEs. Will display FX when competing at any level of competition, including their own.
- MOTOR DEFICIT. May possess some ATCs, as well as, some LV-1 MTR-F. However, can only execute less than 25% of the required sport/position-specific METLEs. Will display FX when competing at any level of competition, including their own.
- WELL BELOW AVERAGE. May possess some ATCs, as well as, some LV-1 and LV-2 MTR-F. However, can only execute less than 50% of the required sport/position-specific METLEs. Will display FX when competing at any level of competition above their own.
- BELOW AVERAGE. May possess several ATCs, as well as, some LV-1 and LV-2 MTR-F. But, lacks the ability to execute more than 75% of the required sport/position-specific METLEs. Will display FX when competing at any level of competition above their own.
- AVERAGE. Possesses the majority of required ATCs. However, can only coordinate LV-3 MTR-F to the execution of about 50% of the required METLE Combined Functions. Will display FX when competing at any level of competition above their own.
- ABOVE AVERAGE. Possesses the majority of required ATCs. However, can only coordinate LV-3 MTR-F to the execution of about 75% of the required METLE Combined Functions. Will display FX when competing at any level of competition above their own.
- WELL ABOVE AVERAGE. Possesses the majority of required ATCs. However, can only coordinate LV-4 MTR-F to the execution of about 50% of the required METLE Combined Functions. Will display FX when competing at any level of competition above their own.
- TOP-TIER. Possesses the majority of required ATCs. However, can only coordinate LV-4 MTR-F to the execution of about 75% of the required METLE Combined Functions. Will display FX when competing at any level of competition, above their own.
- ELITE. Possesses most, if not all required ATCs. Can coordinate LV-5 MTR-F to the execution of close to, if not all of the required METLE Combined Functions. Won’t necessarily display any FX when competing against a 10. Just lacks the Intensity and KI required to rate a 10 themselves.
- MONSTER. Possesses all required ATCs, including the highest levels of Intensity, and KI. Can coordinate LV-5 MTR-F to the execution of all required METLE Combine Functions. Displays no FX at any level of competition.
*Anomaly. An Anomaly is designated by an “A” attached to the Combat Rating. An Anomaly attachment indicates an athlete who may not possess the required ATCs or demonstrate the preferred MTR-F in conjunction with the required METLE and or Combined Functions, but, their ability is on par with the provided Combat Rating™️.
WHY A COMBAT RATING IS IMPORTANT.
Identifying an athlete’s Combat Rating™️, in conjunction with, understanding that there are various Levels of Competition is a crucial factor in development. Because, without this information, training is incapable of specifying exactly what a particular athlete’s needs may be, in relationship to their overall ability to perform. Consequently, hype, conjecture, and other more subjective means would be used to incorrectly diagnose and prescribe training.
This creates an environment in which too much emphasis is placed on ATCs and Team Level Coaching. When in fact, more often than not, the emphasis should be on the specific needs of the individual athlete. Yes, Team Level Coaching does play a tremendous role in an athlete’s development. However, given MTR-F and the time it can take to associate knowledge to task, the Team Level Coach, who has to spend more time training athletes up, as opposed to, installing their system and building the team, is at a significant disadvantage when it comes to competing.
To be competitive at certain levels, coaches simply need better athletes. This becomes all too obvious when you take into account that there are over 350 Division 1 member schools providing opportunities for 192,000 student-athletes to compete in NCAA sports each year. And, each year, over 90% of these member schools are incapable of competing against the remaining 10%. Now, either this means the majority of athletes are just incapable of being good enough to compete at a high enough level of competition, or there is a complete failure of an entire sports training industry to produce the desired result.
Create a captivating enough storyline and you can attract anyone’s attention. With WAR™ we’ll be attracting everyone’s.
Get more info here.