MidFielder ~ Marquis Haynes ~ Ole Mississippi Rebels ~ 6024/234
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:
MidFielders ~ This is in fact my collective term for all of what you Earthlings refer to as "LineBackers", a term that I consider moderately insulting to the Players in question. The reason I'm employing a collective term ~ at least for now ~ is that I believe that the Skill Sets for any of the 3 or 4 Jobs indicated therein are remarkably similar, though their Duties are certainly considerably divergent. The Prototype for any MidFielder would be about 6000/240 or thereabouts.
I don't consider Dragons that play what you Earthlings refer to as "OutSide LineBacker" in a 34 Defense to be MidFielders.
Dragons have a particular Skill Set and natural strengths which are divergent to those of MidFielders.
MidFielders, whether in a 434, a 335, a 425, a 245, or whatever you come up with, are natural Super Hybrids who can quite conceivably Rush the Passer, Drop into Coverage, and, above all, Defend against the Run.
When evaluating MidFielders, this is how I break things down:
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!!
Tackling: Thunderous Booms are all very well, but I'm more interested in form and efficiency!!
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: 66. Marginal as an End, unsurprisingly, but he survived while regularly taking on Offensive Tackles and thus giving up 75 pounds or so, which is pretty damned impressive...He should be more than fine on the 2nd level.
Agility: 66. Mediocre Fluidity, and that's not good because Fluidity is arguably the most important aspect of playing MidFielder...But his Launch Velocity, Ricochet, and Acceleration are all outstanding.
Frame: 33. I'm grading'm as a MidFielder because 234 pounds is way too light for a Bandit, much less a Dragon ~ and his WingSpan is way too short for either ~ but on the other hand 6024 is far taller than you want at MidFielder.
Combat Skills: 40. Raw in all aspects.
Processing Speed: 40. Inconsistent read & react speed and efficacy.
Tackling: 40. Shaky tackling technique.
Motor: 40. Inconsistent Intensity and Stamina.
Run Defense: 33. A Liability at the Point of Attack, though potentially exceptional Range in Pursuit.
Pass Coverage: 33. Incomplete. Rarely asked to drop in Coverage as an End. Mediocre Fluidity and Field Vision.
Pass Rush: 100. As a MidFielder who blitzes, here and there, he's got the Speed and Instincts to make a lot of noise.
Ceiling? Contender. 4th Round. He's got some skills, but not enough Size to play Bandit and play downhill nor enough Fluidity to play MidFielder effectively, I strongly suspect. He does have potential as a Pass Rush Specialist, though.
Floor? Wash Out. UFA. He was very productive at Mississippi, but as more than a Pass Rush Specialist, I don't believe that that translates...And I'm not sure even of that. He really doesn't have much to stake his future on, other than straight line Speed, because his kind of Power works when someone runs straight at'm, but other than that? He needs Combat Skill Training, and it's entirely possible that he never figures out a way to
beat much of anyone with what he has.
Risk/Reward Ratio? Dubious. He's too small to play Bandit, too stiff to play MidFielder, and needs a lot of work in terms both of Combat Skills and Processing Speed before he even translates, maybe, to Pass Rushing Specialist.
Thank you so very much, Draft BreakDown, without whom my Work would be virtually impossible.
Please also note, Fellow FootBall Fiends: These CyberScouting Reports are not intended as predictions of success or failure, but as assessments ~ ludicrously amateurish assessments ~ of potential success. FootBall is a rough and often unfair business, and many a worthy Prospect has fallen far short of his potential, sometimes not because of his own failings, but because of those of coaching, scheme, timing...or because huge investments were made on other Prospects.
In other words: If any of my Super Dooper Deeper Sleepers ever fail to fulfill their vast potential, I’m confident that it goes without saying that it wasn’t their fault…or mine!!...Yes, I think that I'm being funny.
In other words: Caveat Emptor, Fellow FootBall Fiends!!
Enter at your own risk!!