Flex End ~ George Kittle ~ Iowa HawkEyes
6036/246
Power Ends will be how I refer to the Players with a Frame built for the classic "In Line" Tight End ~ an Hybrid Player who serves as a combination Blocker and Receiver. There'll be Exceptions: I'd previously categorized Jimmy Graham as a Power End, but while his Frame is certainly that of one, his 40 Time ~ 4.53 at 260 Pounds!!! ~ trumps that.
The Prototype for a Power End would be about 6050/260 or so.
The "Tight Ends" whose Frames are better suited to be deployed in running Routes from all over the Formation, and who aren't especially renowned for their Blocking ~ though many are adept Chippers ~ I refer to as Flex Ends.
The Prototype would be about 6030/245 or so.
Those of either type who present legitimate Dual Threats ~ who can make a genuine Impact either as a Blocker or as a Receiver ~ are impossible to predict from Snap to Snap, and this renders them extraordinarily dangerous.
Conceivably even more dangerous and dynamic than either of these two types is one of my pet Positions: The WingBacks. I employ this ancient FootBall Term, one still in active use in many High Schools and Colleges, to refer to a Role so ethereal as to be almost imaginary: an Hybrid FullBack & Flex End ~ a Super Hybrid, if you will.
The Prototype would be about 6000/240 or so.
The WingBack, optimally, would be a guy capable of Lead Blocking in the Run Game, Pass Blocking in the Passing Game, or splitting out and running Pass Patterns from SlotBack, Slot End, Split End, or Flanker. He could line up at any of those spots, or on either Wing, on the Line, or in the BackField. He could even go In Motion or run the Ball!!
Such a versatile, dynamic Player could have an explosive Impact on the Competitive LandScape.
The Game has reached a point in its Tactical History that is perfect for such a Player.
It awaits only for the NFL to realize the Opportunity.
***
Because Flex Ends operate as an Hybrid's Hybrid ~ part Tight End and part WideOut, with Blocking ~ the occasional Chip ~ being but a tertiary part of their Game ~ I break down their Attributes pretty much like I would those of a WideOut:
Separation: Getting Open. This encompasses Combat Skills & Fluidity to beat Press, Acceleration or Short Speed, Fluidity and Ricochet in navigating Traffic, Route Running Precision, Deception of Defenders, and Processing Speed and Field Vision for Timing Seams and Open Zones. The way I see it, Separation dwarfs All other Aspects of a WideOut's Job Description in Importance. I consider Separation more important than the other WideOut Aspects combined.
Catch Point Capacity: In Transition or Contested: Hands, WingSpan, Vertical Agility, Combat Skills, and Timing. Timing is of course derivative of Processing Speed and Field Vision, and affects both Transitional Catches and Contested Catches, the latter both in terms of timing one's Jumps and in employing Combat Skills to work free at the right Moment.
Chunk Yardage: An highly overrated Aspect of the Game, I believe, so much so that in fact I didn't even include it in 2016. It is not a negligible Aspect of the Game, so I'm bringing it back, but getting open, catching the Ball, and Moving the Chains are far more crucial to a Team's Success, I believe, than making Splash Plays and getting on ESPN HighLights Reels. Power, Fluidity, Ricochet, Speed, Combat Skills, and Processing Speed/Field Vision all play into Chunk Yardage.
Blocking: It was a Mistake to leave this Aspect ~ my very favorite Aspect of FootBall ~ out'f 2016's Flex End Reports, and I'm very happy to correct that Mistake, evermore. Blocking of course comes down to Power, Agility, Frame, Combat Skills, Processing Speed, and Motor, and further breaks down into In Line Blocking and Open Field Blocking.
Broken down into SubCategories, it'd go something like this:
Separation
* Combat Skills
* Fluidity
* Acceleration
* Ricochet
* Routing
* Deception
* Field Vision
Catch Point Capacity
Catch Point Capacity
* Timing
* Combat Skills
* Vertical Agility
* Hands
* WingSpan
Chunk Yardage
* Power
* Fluidity
* Ricochet
* Speed
* Combat Skills
* Field Vision
Blocking
* Power
* Agility
* Frame
* Combat Skills
* Processing Speed
* Motor
Catch Point Capacity: Excellent. Terrific Tracking & Timing, excellent Vertical Agility, and small but strong Hands.
Chunk Yardage: Excellent. Remarkable combo of Fluidity, Ricochet, and Speed.
Blocking: Exceptional. Effective in Pass Pro and excellent on the Move in the Running Game. Very, very tough.
Kittle's Game ~ his Route Running in particular ~ needs refining and Development, but this is a scrappy, hard-working, and intelligent Kid who's clearly willing to do whatever it takes to succeed. And when he develops, the Team that gets'm is gonna have an explosive, terrifying MissMatch NightMare of a Weapon on their hands and a terrific Blocker!!
Pay the Man!!
Grateful Thanks, as always, for the crucial Work done by the folks at Draft BreakDown!!
Market Value #123 | Yankee Grade 1st Round!! |
None of this is even remotely a Complaint, mind you, but rather a Warning!! Caveat Emptor!!