MidFielder ~ Scooby Wright ~ Arizona WildCats
5116/240
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 still fails if you can't dig in your heels. But Core Power enables a Defensive Lineman to project Power in the Passing Game and to reject Power in the Running 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 stiff and lumbering out there.
Combat Skills: Paw Power, Mechanics ~ Hand Speed & Positioning ~ and of course: Frame.
Intangibles: Processing Speed and Motor. Processing Speed or Diagnostic Velocity is about how quickly and effectively one Reads & Reacts to how the Rapidly Roiling Tactical LandScape effects Blocking Schemes, and Motor is about Endurance and Drive: How much Work has been put into Conditioning, and how it manifests itself.
Run Defense: Power, Agility, Combat Skills, Navigating Traffic, Processing Speed, Motor, and Tackling.
Pass Coverage: Agility, Processing Speed, and Catch Point Capacity.
Pass Rush: Power, Agility, and Combat Skills.
Broken down into SubCategories, it'd go something like this:
Power
* 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 in the Pass Rush.
Agility
* Fluidity, above all things: Core Agility & Flexibility makes everything possible.
* Launch Velocity ~ Speed into Contact off the Snap.
* Acceleration ~ Short Speed or Quickness.
* Verticity ~ The Ability ~ or lack thereof ~ to Flips Hips and Turn & Burn in Pass Coverage.
Combat Skills
* Paw Power ~ The Power & Speed of the initial Punch.
* Paw Velocity ~ How active the Hands are.
* Paw Positioning ~ It's all about Angles & Leverage.
* Frame ~ Above all: WingSpan.
Intangibles
* Processing Speed ~ Field Vision. Rapidly Reading & Reacting to the Offense.
* Motor ~ Intensity and Duration.
* Conditioning.
Run Defense
* Power
* Agility
* Combat Skills
* Navigating Traffic
* Processing Speed
* Motor
* Tackling
Pass Coverage
* Agility
* Processing Speed
* Catch Point Capacity
Pass Rush
* Power
* Agility
* Combat Skills
Agility: Adequate. Not horrible. Adequate. The precipitous Fall of Scooby's Stock in the wake of his horrific Combine is well documented. But he didn't looks as bad as all that on Tape. I strongly suspect that he was still recovering from multiple Injuries that beset'm during the 2015 Campaign, his amazing and gutsy Bowl Performance notwithstanding. Wright's Measurable Speed is far less than his Functional Game Speed, and his Fluidity is...adequate.
Combat Skills: Excellent. Lilliputian WingSpan, but outstanding Mechanics and phenomenal Persistence.
Intangibles: Sensational. Phenomenal Motor. Magnificent Processing Speed.
Run Defense: Far better Range than Point of Attack Skills.
Pass Coverage: Potentially competitive or even good. He's got little Experience there, but has the Field Vision to excel.
Pass Rush: Impressive Potential. Little Agility, a poor WingSpan, and even less Power, but oodles of Savvy.
Or at least I think so.
By the way, for those'f you who're wondering if his being often referred to as "Scooby Wright III" indicates that he is actually the 3rd Generation of Scooby...alas, 'tis not so!! He is the 3rd Generation of Philip.
Don't get me started on self-absorbed Asses who name their Children after themselves.
"Scooby" is a name that, within his Family, belongs to him alone.
Based on his Power, Speed, and WingSpan, I wouldn't give you a 2020 7th Rounder for'm.
But this is an extraordinary Lad, and he simply oozes Intelligence and Drive.
Scooby Wright III is a Scrapper Deluxe. However high his Stock soared after his spectacular 2014 Campaign, it seems to me clear that he is fundamentally a Lunch Pail guy who's invested Years of Time & Training to get where he is...and is therefore an awfully good Bet to continue to do so for the rest of his Career, be it ever so successful.
His Field Vision, Processing Speed, and Combat Skills are extraordinarily advanced, and his Motor is phenomenal. He was of course highly overrated a Year ago, but now that his Stock has crashed to Earth, I'm here to say that he will outperform it by miles, forging an impressive Career on Intelligence, Drive...and a few scraps of Talent.
Grateful Thanks, as always, for the crucial Work done by the folks at Draft BreakDown!!
Market Value #250 | Yankee Grade 3rd Round!! |
This is not is even remotely a Complaint, mind you, but rather a Warning: Caveat Emptor!!