Dragon End ~ Jordan Willis ~ Kansas State WildCats ~ 6036/256
Old Roles are getting dramatically transformed, and virtually every Front 7 ~ or Front 6!! ~ Defensive Job Description is transitioning into an Hybrid Role where the Defender is asked to excel in multiple Roles and in multiple Fronts.
For that reason, and in order to offer NomenClature that speaks not to archaic, obsolete "Positions", but rather to Skill Sets that accurately reflect the dynamic Changes of the 21st Century Game and the Roles they have spawned, I have undertaken to craft Terminology that is designed to break Skill Sets down as they really are.
Defensive Coordinators have, since Time Immemorial, employed highly creative terminology in devising Defenses and in designating Assignments. In that Spirit, I have admittedly indulged myself considerably in devising the following NomenClature. It is undeniably colorful, but I like to think that there's an underlying Logic, as well:
Dragons ~ This is my terminology for Players who may've played either Defensive End or what you Earthlings call "OutSide LineBacker" in College, and who in any case possess the Size to player either at the next level. They would generally be deployed as Ends in a 43 or as "OutSide LineBackers" in a 34, and have even been known to get deployed as Interior Rushers in the Nascar Package. The Prototype would generally be somewhere around 6050/265 or so.
Of course, where and how any given Coach chooses to deploy his Players is his Business. Players that I characterize as Dragons may often or even routinely line up anywhere, on any given Down. My only purpose is simply to identify what I perceive as Skill Sets, to distinguish types, if you will, and perhaps create a universal Point of Reference.
Dragons in a 43 are Defensive Linemen, but Dragons in a 34, for instance, are off the Line and may be asked to drop into Pass Coverage from time to time, so that capacity ~ observed or inferred is going to be part of my Evaluations.
When evaluating Dragons, this is how I break down the Attributes to which I pay most particular attention:
Power: Above all: Core Power. Torso Power is important, but Core Power, from the Knees to the Ribs, is absolutely crucial. All the upper body Strength in the world will still fail if you simply can't dig in your Heels. But Core Power enables an Offensive Lineman to project Power in the Running Game and to reject Power in the Passing Game.
Agility: Launch Velocity, Acceleration, and above all: Fluidity or Core Agility. Core Agility is even more essential to sustained good Health ~ and to sustained good FootBall ~ than Core Power. The ability to react with Serpentine smoothness is a tremendous Asset in all Aspects of the Game, and certainly in the Hand to Hand Combat that characterizes Trench Warfare. All the Power in the World goes only so far if you're lurching around like FrankenStein.
Frame: Vertical Leverage, Hands, Arm Length, and WingSpan.
Combat Skills: Horizontal Leverage, Paw Positioning, Paw Persistence, and FootWork. Above all: Pass Rush Repertoire.
Processing Speed: How quickly and effectively one Reads & Reacts to the Rapidly Roiling Tactical LandScape!!
Motor: Intensity and Stamina: How much Work has been put into Conditioning, and how it manifests itself.
Run Defense: All the Above, applied.
Pass Coverage: Ditto.
Pass Rush: Double Dirty Dog Ditto.
Broken down into SubCategories, it'd go something like this:
* Core Power ~ lower body Power. Core Power trumps Torso Power. Tyrannosaurus Rex had exceptional Core Power.
* Torso Power ~ upper Body Power. Important, but not crucial. T Rex had lousy Torso Power...yet was King.
* Anchoring Strength against the Run.
* Drive Power, Rushing the Passer.
* Fluidity, above all things: Core Agility & Flexibility makes everything possible.
* Launch Velocity ~ Speed into Contact off the Snap.
* Acceleration ~ Short Speed or Quickness.
* Vertical Leverage. Height is crucial, but it's actually better, I believe, to be an Inch shorter than an Inch Taller.
* Hands. The larger the better, generally, but compact is never a bad Attribute in The Trenches.
* Arm Length. Absolutely crucial. He who boasts the longer Arms initiates Combat.
* WingSpan. Arm Length + Torso Width. A more complete Measurement.
* Lateral Leverage. Angles. Getting Square or better with the Target.
* Paw Positioning ~ It's all about Angles & Leverage.
* Paw Persistence ~ RPMs: Activity & Persistence.
* FootWork ~ RPMs: Activity & Persistence.
* Pass Rush Repertoire: Variety.
* Reading & Reacting to Offensive Blocking Schemes with Speed & Precision.
* Field Vision: Finding Targets & approaching them effectively.
Power: Impressive and with extraordinary Potential. Impressive Anchoring Strength against The Run and impressive Drive Power in his Pass Rush. Willis graded out sensationally on the Vertical at The Combine, as well, suggesting that he possesses hitherto untapped Power that has not yet manifested itself on The Field of Battle.
Agility: Effectively Mediocre yet with extraordinary Potential, Willis exhibits only moderate Launch Velocity and Acceleration, and marginal Fluidity on Tape, yet racked up preposterous Numbers in the 3 Cone at The Combine. Usually, the ridiculously high levels of Agility manifested in such instances ultimately fail to translate to the Field of Battle even after extensive Time and Training...but I strongly suspect that that's due to inadequate Coaching.
Frame: Good. 6036/256 is very good for the Job. Sufficient WingSpan and Hands.
Combat Skills: Impressive. Effective Paw Positioning and Lateral Leverage, exceptional FootWork and Paw Persistence. Competitive Pass Rushing Repertoire, though mind you with a lot of Work to do, there.
Processing Speed: Effective. Generally Read & Reacts with Precision and Speed.
Motor: Effective. Steady Intensity and Stamina.
Run Defense: Effective, both at The Point of Attack and In Pursuit, and both with slippery Potential, based on his Combine Numbers. Impressive Anchoring Strength at the Point of Attack. Mediocre Range In Pursuit.
Pass Coverage: Competitive and potentially effective. Exhibits sufficient Fluidity in Space, and has a few Reps.
Pass Rush: Competitive and potentially exceptional. Pretty pedestrian on Tape, but his Combine Numbers strongly suggest Stealth Talent, and other Aspects of'is Game somewhat corroborate that. There's some Power, there, and some Agility, and there's enough Juice in'is Combat Skills to suggest some Potential, there.
"Moderate Power. Agility, and Combat Skills. Raw Potential."
Yep. Definitely gonna make this a Thing.
The Gutters are littered with the Corpses of Prospect with enormous Untapped Power and Untapped Agility, such as young Jordan Willis possesses...but that doesn't mean that they aren't worth rolling the Dice on!!
As I see it, Jordan Willis has shown enough in the Development of'is Combat Skills, in his solid and improving Field Vision on the Field of Battle, and in the Flashes I've seen, to give me a reasonable level of Confidence that he's got a reasonable Shot at bridging the yawning Gap between what he shows on the Field...and what he showed at The Combine.
In EarthSpeak? Sometimes, what manifests itself on the Field of Battle is unduly affected by Scheme.
There is tremendous Power and Agility within Jordan Willis. Experience has taught me that such untapped Potential, unfortunately, usually remains untapped and unfulfilled. Muscle Memory, perhaps.
But that doesn't mean that it always does.
Based entirely on'is Tape, Jordan Willis projects as a Good Shot to eventually earn a Starting Gig and develop into an effective Run Defend and Pass Rusher, albeit not necessarily a spectacular one.
Adding in his Intrinsic Potential, although a Long Shot...he has Star Potential.
Grateful Thanks, as always, for the crucial Work done by the folks at Draft BreakDown!!
None of this is even remotely a Complaint, mind you, but rather a Warning!! Caveat Emptor!