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NFL Draft '99
      

War Room Grading System

INDIVIDUAL
Category
Grade
Comments
A7.00 - 8.00Franchise Type - Pro Bowl Player
A6.50 - 6.99Outstanding Player - Chance to be Pro Bowler
B6.00 - 6.49Solid Starter - Heart of team
B5.50 - 5.99Solid Back up - May start - Contributor
C5.00 - 5.49Adequate Back Up - Look to upgrade
D4.50 - 4.99Marginal Player - Chance to make roster
D4.00 - 4.49Longshot - 1 redeeming quality - Camp need
2.00 - 3.99NMI (Need More Information) - Hasn't played enough
1.00 - 1.99Reject...Can't Play

Evaluation Terminology

QUARTERBACK
Arm Strength
Set Up Quicks
Accuracy
Field Vision
Running Ability
Delivery
Ball Handling
Leadership
Velocity, tight spiral, zip on deep out
Feet, quickness of drop, body pos
Long & short, catchable ball, force ball
Locate 2nd receiver, see the whole field
Threat, avoid rush, quick feet
Quick release, high or low, mechanics
Good ball fakes, freezes LB, etc.
Poise under pressure, move the team

RUNNING BACK
Inside Runner
Outside Runner
Elusive Runner
Power Runner
Blocker
Hands Routes
Durability
Running Style
Pick & slide, quick to hole-vision, cuts
Speed to corner, make cuts - threat
Avoid tackle, COD, moves, vision
Balance, break tackles, SY, fall fwd
Willing, pass protection and run block
Catching out of backfield, fumbler
Take a hit, toughness, stays in game
Slasher, darter, power, 2nd gear

TIGHT END/WIDE RECEIVER
Hands
Patterns
Receive Long & Short
Run After Catch
Blocker
Release
React to Ball/Crowd
Initial Quicks
Concentration, snatches, soft hands, body
Sharp & crisp, body control, fakes, cuts
Poss, acc, can go deep
Threat, catches in stride, elusive
Willing, good results, sustain, open field
Can avoid jam, not held up, physical
Comes over middle, tough
Accelerates, gets off ball, has extra gear

OFFENSIVE LINE
Initial Quicks
Run Block
Pass Block
Pull & Trap
Use of Hands
Strength
Explosion
Long Snap
Come off ball, feet, beat DL
Leverage, control, balance
Feet, set up, mirror, adjust & sustain
Hit moving target, adjust in space
Gets separation, keeps DL off, leverage
Leverage, moves the pile, can anchor
Finishes block, plays low, has pop
Yes or no, describe

DEFENSIVE LINE
vs. Run
Pass Rush
Pursuit
Tackling
Initial Quicks
Recognition
Neutralize Block
Key & diagnose
1 or 2 gap, strength at POA, ward off
Power or finesse, moves, penetration
Gets over trash, gets to outside, effort
Wrap up, low or high, drag down, power
Take off, feet, anticipates snap
Sees block coming, instincts, finds ball
1 on 1, double team trap, anchor
Reads blocks, good feel, sees ball

LINEBACKER
vs. Inside Run
vs. Outside Run
Blitz/Pass Rush
Key & Diagnose
Lateral Pursuit
Tackling
Pass Drop
Pass Coverage/Hands
Step up and fill hole, physical, takes on
Ward off block, gets to sideline, pursuit
Power or finesse, hand use, feet
Reads and reacts, gets jump on ball, FBI
Gets over trash, hips, sideline chase
Wrap up, physical, drag down, solid
Hips and turns, depth, zone coverage
Cover M/M, hips and turns

DEFENSIVE BACK
M/M Coverage
Zone Coverage
Closing Quickness
Key & Diagnosis
Lateral Pursuit
Tackling
Pass Drop
Pass Coverage/Hands
Hips and turns, pedal and acceleration
Range, covers ground, deep half, aware
Plant and drive, gets to ball in the air
Reads QB, anticipates, in right spot
Gets over trash, hips, sideline chase
Wrap up, physical, drag down, solid
Hips and turns, depth, zone coverage
Cover M/M, hips and turns

How to read the player charts
Many of the country's top prospects don't participate in the NFL's combine testing, held each spring in Indianapolis. Some figure they can only damage their chances in the draft. Others hold their own workouts, usually on campus.
40 -- 40-yard run (in seconds). Some NFL teams believe this is the most important test run in Indy. The 40 is more than the finishing time (which usually is an average of the two 40s the player runs at the combine). While players are running the 40 -- no rocking at the start, please -- they're also timed over 10 yards and 20 yards. The times show how explosive a player is off the line and how he maintains it. The 10s and 20s are critical for a lot of players -- linemen need to get off the line as quickly as wide receivers. But the finishing times show if a player is in shape, which relates to dedication and character. A burning speed can make the difference between a high-rounder and an also-ran.


BP -- Bench press (repetitions). This tests the upper-body strength of a player. It's really the only strength test a player goes through in preparation for the Draft. It's most important for linemen, whose upper-body strength is critical in the trenches. Some players -- quarterbacks and wide receivers -- don't do the bench press at Indy. The standard weight to be benched is 225 pounds.


SS -- Short shuttle (in seconds). It's a 20-yard drill designed to test how players bend and change direction. Players begin straddling a line on the field, then push off to their right, touch the line five yards to their right with their right hands, go back 10 yards and touch the line on their left with their left hands, then run back through the starting line. The test also measures explosiveness and lower-body strength. Like all the tests, scouts also watch how under-control a player is.


LS -- Long shuttle (in seconds). A 60-yard test. Instead of facing across the field and changing directions, this is simply an out-and-back test. Players begin on a line, go out five yards, touch the line, return to the starting line and touch it. Without stopping, they then do the same thing 10 yards out and, finally, 15 yards out. Again, lower body strength (the explosiveness off the line), flexibility and body control are tested. It's also a subtle test of endurance. Linemen don't take part in this test.


VJ -- Vertical jump (in inches). This is designed to test leg strength and explosiveness. From a standing start, players leap straight up. For some scouts, this is as important as the 40. It measures lower body explosion, and can be as important for the wideouts as it is the linemen.


BJ -- Broad jump (in feet and inches). It's kind of an extension of the vertical jump. It's also done from a standing start. Short broad jump numbers can show sluggishness, heavy-leggedness, a lack of explosiveness.


Grade -- This is the War Room grade (see above). The higher the number, the better-rated the player.


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