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The secrets of Athletes applied in SC2

Blogs > Zephirdd
Post a Reply
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
December 21 2011 20:44 GMT
#1
The Secretes of Athletes applied on SC2
How to improve, based on non-electronic competitive experience

[image loading]


Above, you have the 50m Freestyle Olympic champion, and first olympic gold-medalist of Brazil, César Cielo Filho. He is the inspiration for about every competitive swimmer here, and more so for me as I used to swim freestyle 100% of the time.

Hello, I am Zephirdd, and I am a former competitive swimmer. I have about ~30 medals of State-level competitions including 8 gold medals, plus a few from outside of the State, and a few dozen of lesser level tourneys. As a former athlete, I am experienced with training schedules, and I am willing to teach you how to apply these on Starcraft 2. This isn't for the average joe - I'm talking about high level caliber training here.

I'll begin this by talking a bit about the training itself. First and foremost, you have to want to do it. I know this is probably the most cliché thing to say, but it isn't as simple as it sounds.

You have to want, and want it hard. You have to want to win, you have to want to be the best. You have to want to become better, you have to want to, by your very self, prove that you are a thousand times better than your opponent. Unless you are Idra, Naniwa, Boxer, or anyone at their level of play, you have no right to complain about balance, first and foremost. Unless there is a 5-95% winratio on a matchup, you cannot complain about balance, and even so you must want to be on that 5%, and not the 95% who lose to the same thing.

Training isn't just about wanting, but about putting total and complete dedication to it. I'm not talking about playing straight 10 hours a day, that's a good amount of dedication but it isn't enough. I'm talking about listening, smelling, eating training. At points of the day that you don't train, you have to think about how to improve. Eat and drink with the mind to have the disposition to train; there is no point on eating like a horse and taking a nap right after, and there is no point in drinking 10 liters of alcohol when you will feel bad when training. This paragraph - with a few modifications - was my coach's opening speech for the year.

http://www.youtube.com/watch?v=nRFiTwQwcNk
Rocky's training montage was cool, but life isn't a montage.


Every year, we had what was called the training cycles, made of bigger and smaller cycles within it. The cycle has a focal point one important competition, possibly allowing a few modifications for less-important tournaments on the middle of it.

Our Macro cycle(yep, that's how it was called) would focus on the tournament that occured on the first week of June and December, therefore each year we had two Macro cycles, each starting right after a tournament was done. The cycle is a method of training used by athletes of all sports to create a schedule that allows your strength, resistance, technique and mind to synchronize at a point in time, grabbing your peak effectiveness on that point in time.

The human body is something interesting. If done right, you can maintain this "peak" time for as much as five days, however if done wrong your effectiveness will be below average - although that would still be better than what people have nowadays for their training schedule.

First, I think defining the terms above would be better here.
Strength - defined by the raw power of your body for the specific exercise. For us swimmers, the strength was very important to allow harder and harder trainings, as well as allowing you to spin your arms and stroke your legs much faster. It also allowed us to do some amazing stuff to train our other aspects. For SC2, you can define it as your hand speed.

Resistance - defined by how much you could handle your exercise. I was what could be called a velocist, or speedist, as my favorite styles were 50m Freestyle and 100m Freestyle. These are very short-term categories, usually lasting no longer than 27s(50m) or 57s(100m). A velocist has an intense technique and strength, lacking on resistance. Likewise, a swimmer that lacks some strength can make up on resistance - the body has an inverse proportionality for resistance and strength, and that's a biological fact defined by your muscles. This relates to SC2 as the ability of playing long, drawn games with constant speed(not necessarily high speed), something the known "macro" players like a lot.

Technique - defined by your ability to execute the exercise. For instance, the swimming technique would include the angles out of which you jump, the angles your arm dive into the water, the amount your body would turn when breathing, when to breathe, and many other stuff. You should have guessed by now, but this is the Mechanical ability itself, the specific mechanical ability of hitting the correct keys in the correct order, of controlling a fight or of scouting, all the timings for scouting and the exact set of reactions for what you see. Strength and Resistance connect directly to this as you need both to execute your technique correctly, but without technique there is no point in having either strength or resistance.

Mind - the less intuitive and most important aspect. I believe you saw the Rocky Balboa's montage above, and you thought "yea pretty cool". The mind aspect is something that you can work on, but it is incredibly difficult. Imagine that on the montage, Rocky spent a few weeks doing all that stuff daily, probably almost dieing out of energy during the first few, and progressively evolving. The mind aspect is the one that nearly nobody but the pros have: the one that makes you play another game after a loss, the one that makes you look for errors in your play, and not blame on balance. It's even more important for SC2, as it is the aspect that allows you to create strategies and to react to new styles properly. Strong minds won't be controlled by others, and will control their opponents. My coach always said that, if you have an addiction, and it is not the thing you want(ie. swimming there, SC2 here), then your mind is already weak and you need to work on that before anything else.

These four aspects, when combined, create the professional player, and only the one who can take the most advantage from your aspect can become the best. No kidding.

We trained these aspects with our training cycles, using the Micro cycles. It was a quite simple way to train:
[image loading]

Because images are cool

First microcycle
This is basically what we used for our training cycles. We start the year cool, doing a Resistance training. In swimming terms, that'd be swimming about 5000 to 6000 meters from Monday to Saturday, as well as doing some weak exercises on the gym just to make sure your muscles don't all disappear out of nowhere. During these exercises, we would include breathing exercises - for example, swimming the whole 50 meters of the pool with one arm and breathing only every 10th stroke - as well as purely long drawn out swimming sections - swim 2hours nonstop, minimum 5000 meters.

The SC2 equivalent should be pretty straight forward. Long, drawn out gaming sections. Force yourself to play if necessary, but during this part of the cycle you should play as much as you can - this is done in order to prepare you to a long, drawn out section of games if necessary, for example the MLG qualifiers, or one of these 1024 player TL Opens.

Notice how it takes a loooooooong time doing this. The reason is that the body(and mind) will only absorb it if it becomes a natural part of you, as if the body doesn't feel ok if it doesn't swim(or, in this case, play). This period will be boring and tiresome. Take the chance to train or mind to want it!

The word that defines this cycle? Repetition.

Second microcyle
A Technique cycle. We would train different styles - for instance, I had to swim Butterfly, Backstroke and Breaststroke styles even though I only swim Freestyle.

http://www.youtube.com/watch?v=HzhIjG39Haw


Yup, Day9 nailed it. Everyone - even if you think you have the best mechanics of the world - should dedicate this week or so to training your mechanical skills. Following the Daily #360 truthfully should be an excellent exercise and should be your daily schedule. You don't have to worry anymore about your 10 hour play sections, but playing a lot still helps. The point, however, is to refine your mechanical ability at this stage.

Multitasking maps and micro arenas should also be a fun way to test your progress, but you usually want to go single player like on the daily, and do every exercise - for ALL races! - possible.

Yes, I mean ALL races, even if you don't play Protoss you should do warp-ins once in a while. The reason is that this way, you also train your mind to know your opponent, to know points where it is hard for him, and most importantly to train your hand speed and accuracy. Good luck doing this, it's hard!

Third microcyle - March
Notice how blurred it is. In essence, what you do in this cycle is to create a few Strength exercises - constant microing of units, games with multitasking styles, even asking your training partners to play 1v2 against you or something like that. Then you also try out mechanical abilities, as well as having long training sections.

Although this sound like a lot, this isn't the top of the cycle. The idea of the March training section is to prepare yourself to the fourth cycle.

Do you remember qxc's post? [url="http://www.teamliquid.net/blogs/viewblog.php?topic_id=272692"]Starcraft Training DBZ Style[/url]?

This is the point you ask for a mapmaker to create higher-speed maps. Nothing big, only 1.2x the "Faster" speed, something that is still doable but is a bit faster than you are used to.

Fouth microcycle - The Death cycle
Ohh How I loved those weeks.

For swimming, there is a training type called "VO2", or "Maximum Speed without Oxygen". It was the hardest type of training - the Strength training.

Here is how it worked: you get a clock and mark a time, say, one minute. You have exactly one minute to swim 50 meters and to rest, and then you do it again. And again. You must do it at FULL speed, which means you need to tire yourself to the max. Do it 40 times.

Then, on the next section(~2 days later), do it again, but with 50 seconds instead of a full minute.

Then, on the next section, do it with a 2'10" clock for 100 meters. On the next, 2'00". And then 1'50". And so on.


Notice how this amount of time allows you to do it without too much constraint. However, The idea is that you have to put 100% of energy right from the first 50 meters 'till the end. The faster you go, the more you rest; the slower you go, the less you rest. Arguably, it requires both Resistance and Strength to do it, but if you do it right you will improve your Strength by miles.

These "sections" have a "resting" section between them, where instead of swimming at full energy you just go at 70% of it. I swear I died a few times and came back to life during these weeks lol.

For SC2, you'll need these hyperbolic time maps. Go and do a micro-intensive game at 2x speed and win against an AI-controled microing player(mapmakers, the players need you!). Do it a few dozen times, making sure to win, and up the speed all the time. The result is that during the actual thing, your hands will be fast enough and your mind will react properly to do it correctly.

Remember the mindset thing? You need to continue these trainings hard, if you feel "this is impossible" then break your own limits and do it. That's how we did this, and that's how it is done for every sport where the athlete breaks a record. Saying things like "Human mind can't support a 4x speed game" is creating a limit that must be broken. Doing it time at time - first 1.5x, then 1.8x, then 2x, then 2.3x and so on - you'll eventually break that barrier.

Notice how you are not caring about strategy at this point. The main idea is to make your body and mind work overtime.

Training sections can last as much as 3 hours and the rest of the day you rest. It is crucial for this cycle that your sleep schedule is perfect, and for that you need to eat healthy food and avoid parties.

The last cycle: Mind
Notice how the previous cycles avoided any strategy part of the game; of course, this is a 6month cycle.

Still, that doesn't mean you can't work on the strategy aspect of the game before, however now is the Theorycraft time. This last week or so before the target tournament(the red lines) will be focused on creating playstyles and strategies. Metagame.

While "creating a build" also requires tons of refinement, any builds you had in mind during the previous cycles are to be refined now. Now it's time to spend a fuckload of hours watching replays and taking timings, when exactly to take a drone out of gas, where to put the exact pylon. For SC2, you could say that you can cut down on the Strength training in favor of having a longer Mind cycle.

However, there is another important aspect that seems to be missing from many players, and it's the mindset. Focusing on your game, focusing on your opponent. If you watched Day9 Daily #100, you'll remember that he said - and regretted - that he threw a few matches away because he was so tired. This part of the training should be dedicated to fix this kind of mind problem - Idra raging from imbalance, Naniwa throwing probes at a useless match. All of this should NEVER happen, and that's because you'll learn to focus.

You also won't let silly problems happen. Focusing your mind to not do bullshit, to not tilt during an unexpected attack. Focusing your strategies and achieving your goals one at a time.

You have to dedicate these last days going to a psychologist if necessary. Chatting about it with tons of friends, and just laying down and staring at the ceiling thinking about your strategies for each specific playstyle.

The Target

Yup! There is stuff for the tournament.

During the tournament, the idea is to keep your mind training and focus, and to warm up just enough, but the most important thing is to feel relaxed. Do not fret over anything, just focus and relax.

If you've dedicated yourself properly, you should win. You will only lose to those who dedicated themselves more than you. Now go and show how slow the game is when you've practiced at 10x speed, go and show these sketches of players how your training was that much superior. Go and prove to yourself, that it was worth it.

Win it.





Final Thoughts
The cycle shown here is a 6month cycle and should be tweaked for a smaller cycle as SC2 tournaments are so much more common. You must chose a tournament to focus, and you must create mind-training sections a few days before every match(For a GSL player, he should be constantly doing that alongside the other training methods). It works only if you dedicate yourself.

Yes, it's a no-brainer that if you play a lot you get better, but this is a general direction for pros to train correctly.

For further explanations, it is a great idea to find a real coach for any sport, and ask him how do their training cyclces work. A P.E. educator should know about that as well. Your hands follow the same rules as the rest of your body, and your brain is a muscle as well.


No go win.

****
♥ The world needs more hearts! ♥
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
December 21 2011 21:07 GMT
#2
Not often I rate a blog a 5, but this was pretty sweet. Always appreciate people doing stuff like this
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
December 21 2011 21:24 GMT
#3
Wow really cool article. It would be really interesting to see someone follow this type of training, and the results he would have over the typical Western approach to sc2 training (mass gaming on the ladder).
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
December 21 2011 21:51 GMT
#4
Wow, that was very informative and interesting. Thanks a bunch, I like articles about competition and improvement.

I think you have a typo on the very last line though, I'm assuming "no" should be "now."
jpak
Profile Blog Joined October 2009
United States5045 Posts
December 21 2011 22:04 GMT
#5
Wow, this was good reading and highly enjoyable. One thing to note, however.

In Starcraft, almost every build depends on what most people call "timings" but what I would really call "checkpoints." At this checkpoint in the game, this build is supposed to be doing this action against the opponent who employed another build, and so on and so forth. I only fear that training at different speeds will mess with your sense of those timings that different builds have. One solution to that problem, I think, that is often employed by progamers is to check mineral counts of you and your opponents' natural expansion. Instead of depending on the game clock or a sense of rhythm, you can check the mineral counts to measure how far into the build you and your opponent are. For example, if you see that your opponent has about 100 mineral missing from each patch when you just got your expansion up, then you can see that you're behind on resources. Another is if my opponent uses this build against me, I can push out when my main is 1/3 mined out.

Again, thanks for this very informative blog!
CJ Entusman #50! #1 클템 fan TL!
mAgixWTF
Profile Blog Joined November 2010
Germany103 Posts
December 21 2011 22:43 GMT
#6
how can mousespeed be equivalent to muscle strength?
also, why do you think athlets need hyperbolic maps? why can't they just focus on playing faster?

youre text gave me a nice insight into swim training regimen, but imo, its not easy to apply to a computer game.


I do agree, however, the western style training is far from optimal.
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
December 21 2011 23:21 GMT
#7
On December 22 2011 07:43 mAgixWTF wrote:
how can mousespeed be equivalent to muscle strength?
also, why do you think athlets need hyperbolic maps? why can't they just focus on playing faster?

youre text gave me a nice insight into swim training regimen, but imo, its not easy to apply to a computer game.


I do agree, however, the western style training is far from optimal.


Hyperbolic time maps are just a way to make you train faster. Similarly, I used restraining speedo's when swimming, in order to feel much lighter when it was time to actually swim.

In the same way, an hyperbolic map would allow a player to train their brain and hands to react to unrealistic situations, so when the situation arises they will feel like that is the easiest thing in the world.

For a more eletronic comparison, think about playing a song on Guitar Hero with Hyperspeed 5 enabled, then try it on Hyperspeed 1.

"Strength" in here should be treated as "Instant Muscle Stress". For instance, you can't say that "running" means "leg strength" either, but the concept should be applied here as these are very similar(biologically, the muscles for raw strength and for speed are very similar). Hand speed/Mouse accuracy enters the same category as you are stressing out your muscles, even if it looks like you are not stressing it a lot. Want to know a player who underestimated the consequences of hand stress and is now suffering for it? Liquid'TLO.

On December 22 2011 07:04 jpak wrote:
Wow, this was good reading and highly enjoyable. One thing to note, however.

In Starcraft, almost every build depends on what most people call "timings" but what I would really call "checkpoints." At this checkpoint in the game, this build is supposed to be doing this action against the opponent who employed another build, and so on and so forth. I only fear that training at different speeds will mess with your sense of those timings that different builds have. One solution to that problem, I think, that is often employed by progamers is to check mineral counts of you and your opponents' natural expansion. Instead of depending on the game clock or a sense of rhythm, you can check the mineral counts to measure how far into the build you and your opponent are. For example, if you see that your opponent has about 100 mineral missing from each patch when you just got your expansion up, then you can see that you're behind on resources. Another is if my opponent uses this build against me, I can push out when my main is 1/3 mined out.

Again, thanks for this very informative blog!


That'd be "mind" training, in the sense of strategic training.
♥ The world needs more hearts! ♥
phershey
Profile Blog Joined January 2011
United States62 Posts
December 21 2011 23:48 GMT
#8
Nice Blog! Will try to implement into my training.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2011-12-22 00:01:07
December 22 2011 00:00 GMT
#9
People have posted about nearly this exact thing many times before, and while I think some of it is applicable, I think SC has many huge differences from a sport like swimming, mostly in the peaking cycles approach that athletics take in order to account for physical stress which isn't a significant factor in SC.

I posted this last time:

Training at maximum intensity is designed to break down and fatigue your body's muscles and energy systems, which are then rebuilt during rest periods stronger than before. If you leave out these rest periods then your body does not have the time to rebuild muscular micro-tears and replenish in-muscle ATP-CP stores (especially if your races are anaerobic). Starcraft has none of these factors. Its far more important to maintain top level gamesense and timing which is acquired through constant practice.


Since you aren't going to be taxing energy systems or exhausting muscles during SC training, there is no need for the intensity cycles used in swimming/running etc.

You compare playing a game at 2x speed to a lactic acid threshold or V02 training session, but they aren't similar at all. The physical workouts are designed to strengthen and condition specific energy systems through stress, and you arent going any faster than you would on a competition day. A more accurate comparison would be doing a tether assist or fin set, and these are very rare in most swimming programs because it is important to maintain accurate feel for the water in a realistic speed.

You say at the end: " your brain is a muscle as well" but we all know that's not true, they are very different physiological systems and should be treated as such.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
cmen15
Profile Blog Joined December 2010
United States1519 Posts
December 22 2011 00:27 GMT
#10
Hey man I thought it was a great write up!! You bring up some good points plus i love that rocky scene lol. <3 5/5
Greed leads to just about all losses.
nekoconeco
Profile Blog Joined May 2009
Australia359 Posts
Last Edited: 2011-12-22 00:52:30
December 22 2011 00:29 GMT
#11
Great blog 5/5

I think that the mass games approach that a lot of westerners take has only worked because other players do the same thing. A few people above that have replied are clearly missing the point. Irregardless of the details this approach to thinking about training is clearly valid. There is a reason people say that the dominance of players like Flash is due to preparation and a lot of players thank their practice partners first upon victory.

This blog post shows that e-sport players and teams have a long way to go in their methods if they want to reach the development of other sports. I find that exciting.

You compare playing a game at 2x speed to a lactic acid threshold or V02 training session, but they aren't similar at all. The physical workouts are designed to strengthen and condition specific energy systems through stress, and you arent going any faster than you would on a competition day. A more accurate comparison would be doing a tether assist or fin set, and these are very rare in most swimming programs because it is important to maintain accurate feel for the water in a realistic speed.


Maybe being forced to micro on multiple fronts would be better. For example having to micro one group of units to full effectiveness. Then having to micro two groups to the same effectiveness, then so on until you have to micro say 10 different unit compositions at multiple places simultaneously against different compositions. Basically stress your micro to the extreme.
My Photoshop stream (requests welcome) --> http://www.teamliquid.net/forum/viewmessage.php?topic_id=304143
Mothra
Profile Blog Joined November 2009
United States1448 Posts
December 22 2011 01:44 GMT
#12
I appreciate you sharing your insight about training for competitive sports. However, do you have success with SC2 yourself? If not, it seems weird to be prescribing specific exercises and regimens, especially when there exists guides by strong SC2 players. If I wanted to be a top class swimmer, I don't know if I'd want iloveoov designing my training regimen.
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