Football Scouting Course Book

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I.

WHY G K I ?

A. Historv of Inquiries concernina the scouting profession. 1. Letters, phone calls, face to face questions from many people. a. How? A colleague and long-time (20-30 yr.) scout once asked: "Are we scouting pro ability or are we scouting college ability?"

b. What? Division of labor Do you have to been a coach in high school? "I don't think so." What you do have to have are a mechanical mind and social skills (understanding people)

c.

When? In the beginning it was the coaches who did the scouting. It was a collateral job until the idea of the scouting department came about The first scouting departments were staffed by retrenched coaches who 'couldn't coach' and players who 'couldn't play' Tom Landry and Al Davis came up with the idea of going out on the road Today, there is a high energy quotient of people - younger people. Ron Wolf was a typist and gopher at Pro Football Weekly when he entered scouting. From there, he went on to Tampa Bay, the New York Jets, and now he's running the show in Green Bay

d. Where? The true scouting world is about finding them, meeting them and testing them You have to get out there. There is a lot of time involved

e. Why? You're not just a resurrector of talent, but also an eliminator of talent.

f.

Whom? As a scout, NEVER ANSWER THE QUESTION "Who are you scouting?" Your token answer should always be "Anyone who can play." Otherwise, you'll be known by others as "The guy who has the information." ("a Pat Summerall or John Madden guy" - GK)

2. Why different levels of interest for a scouting job (scouting job motivation)? a. NFL expansion and the possible realignment of teams Also the annexation of the Arena League, the CFL, etc.

b. Scouting is conducive to a successful career in front office administration (General Manager, Football Operations, etc.) You can't work in the front office unless you're the owner or son of the owner, but the people who come up work in personnel, and this cannot be denigrated Bill Polian worked in the WFL and the AFL John Beke went from a film evaluator for Kansas City onto Denver, eventually became GM and is now VP Admin Dwight Clark went from Player Relations onto personnel and is currently GM for Cleveland

c. Job retrenchment and/or career change It's sad, but you still see really capable coaches (head coaches and staff coaches) looking for jobs But in scouting, you control the variables. If you do what you're told, you'll never get fired. In fact, they'll never let you leave!

d. Job attraction - glamour

B. The reluctance of scouting directors t o hire YOU. 1. You lack scouting experience - how t o write a report Explaining what you did -that's what it's all about in this profession

2. Not acquainted with your work habits

3. You would be looked upon as a trainee ...and no one likes to either train a trainee or keep training people

4. You don't really know what you are getting into This course will dispel that

11.

WHAT QUALITIES MAKE UP A GOOD SCOUT?

A. Self-Starter (but follow directions when given) 'I don't know of any scout who as soon as he receives his assignment ("here's your forms - g o get 'em) turns and asks what to do from a long-time staff member who doesn't know if we're evaluating college or pro ability'

B. "Can Do" Personality (EQ - Energy Quotient - rather than IQ) The belief you can do it no matter how hard it is A "go getter" - Finding a way to get to Hofstra, Seton Hall and Siena while you'd rather be at or not missing Pitt and Penn State

C. Detailed (must be observant and perceptive) Anecdote of waiting outside an interviewer's office only to come in and be asked in detail of all the items he saw while waiting Answer questions of what you saw and not what you did NOT see

D. Like to Work (love your job) George C. Scott in Patton: "God, I love this job!"

E. Be Organized and Neat in your work It carries over

F. Tenacity (to complete job needs) 'needs' as in 'need a time', 'need this', etc. You'll have a lot of job needs. After the season, there are subsequent meetings where you go back to school to get a time, measurement, etc.

G. Exercise your good judgement and not those of others Watch out for the "pack mentality" Beware doing what a 'Summerall' or a 'Madden' does - ex: film room study in a group of scouts where one says aloud "Look at that! He looks great! ..."

H. Write informative reports (be descriptive)

I.

Be a closer (get it done on time; don't procrastinate) All reports have to be in by a certain date, such as the end of December (end of the college season)

3 . People person (your ability t o communicate with others and being influential) You've got to ask people to do something for you. Talk to doctors, trainers, chaplains, policemen, coaches, head coaches and secretaries. You have to "strip them" of information without them knowing it while having them want you back You can't be abrasive

K. Decent moral and ethical behavior (being a good citizen) loyalty, trustworthiness

L. Enjoy travelling (it's a big part of a scout's life) M. Be accountable for your success or failure (on what you do or what you don't do)

111.

WHAT I S FOOTBALL SCOUTING?

A. The science of gathering information utilizing an orqanized system of observation, testing, and interviewinq to determine a football player's level of talent and to afford a sound and prudent evaluation. The scout does not make the selection decision - the head coach, GM, or owner does

B. Answer all questions about the player and his talent Eliminate "I don't know", "I couldn't find out", "The coach said...", etc. from your vocabulary The "I don't know" problem occurred in Atlanta when too many "I don't know" responses led Dan Reeves to throw out Randy Moss' name due to lack of information

C. Scouting (with a sharp eye) is the lifeline for success on the gridiron Great players make great plays The best programs do not have bad recruiting seasons Whatever's in that draft, recognize what's there and get the best of the best

IV.

DEFINING FOOTBALL TALENT

A. Those specific natural and acauired abilities that measure qifted or talented plavers B. Abilitv - The quality of being able to perform or the power t o perform I . Natural Abilitv = the condition or c a ~ a c i t vthat permits a player t o perform, thus, an aptitude that must be measured via mental or physical testing innate, God-given, born with it "How do you coach a 4.24 on grass?" "The 320 pounder who can't run 4.5 but can still run a 4.9 is great!" (you can't coach a 4.5, anyway) Example: Dan Marino graded a highest-ever 8.9 out of a possible 9.0 by GK due to his natural talent, not a product of coaching. He does a lot of things "wrong" but he does those things anyway because of his natural ability. Another example: Pitt's Tony Dorsett: "If he's got that hitch, step back and let him do it ...Don't coach that out of him." His peripheral vision and quickness (his natural ability) made him a quick back

a. How much does he have now? Know how deep the well is. DON'T FORGET TO MEASURE THIS!

b. Can he hold or absorb more?

"You develop all players at all levels. You try to give more competency at the position" Bill Parcells

c. And if so, how much more? Does the player have any more development?

2. Acquired Abilitv - Implies a $ leveli or J level of competency; a measurement of proficiency or the e x ~ e r t i s eof the player at his position. Recognizing both abilities, acauired and developed via: a. Coaching Big programs like Nebraska and Penn State do a great job of coaching and giving expertise to their players. These players have production and great coaching -they even know how to test! Large programs will often have two coaches for a position (you also see this in the NFL: a CB coach, S coach and nickel back coach - the extra coach is hired so the LB coach isn't overburdened) but not the Bloomsburg U's However, if you plug one of these players out of his program and into the NFL he often does not fit

Contrast this to the successful NFL players who came out of small schools like Howard, Southern, and Mississippi Valley State (Jerry Rice). Why did they succeed? Their natural ability (see above) Example: Jim Haslett played for a small school and dominated his level of play. He had natural ability. He became a great linebacker for the Buffalo Bills. It's not where they are, it's the talent they have. Scouts must ask if a player has faced a certain level of competition, and if not, why? Can that player develop? Another example: In the 1983 Draft, Tony Eason and PSU's Todd Blackledge were rated by most as "better" prospects than Dan Marino (Blackledge was considered the top-rated QB). They had great coaching. What about the functioning of a great-coached player once he's 'plugged in' to the NFL? As a scout, you've got to know that

b. Playing experience c. The sum total of those natural and acquired abilities enabling a player to a c c o m ~ l i s hsomething - (being productive, making plays, being an achiever) This is called TALENT. You look for a combination of the two If a player doesn't have natural ability, you could still have acquired ability, but he'll only go so far Example: You could have a player who's tight, not athletic, but he's made plays in, say, Ohio State. Plug him in the NFL against a Reggie White. He may no longer be the overachiever he was in college - in fact, he may have nothing left over from college! Don't give a guy credit for natura!ability if he doesn't have i t or if it's acquired a-bxty Can you find the key or button for the player to reach his natural ability? Without motivation, desire, attitude, this won't happen Is the player a thoroughbred or an imposter - the first round pick who suddenly can't handle the pressure of being a first rounder? Consider Player #I: the talented guy who's lazy. But also consider Player #2: the player who snarls and has the competitiveness. That itself is not the engine - it is the key that turns on the engine. The "engine" is classified as natural ability. Ex: Zach Thomas' "motor" is really the key that turns on the vision, diagnose, angle of attack and hitting (his naturdab-uity)

V.

B E G I N N I N G THE S C O U T I N G PROCESS A. Preparations for the school visit. You need organizational skills

1. Pre-visit study. a. On players - tapes, press guide, previous tests and measurables Get any access to any information at all: last year's films, available timings from others, etc. The press guides tell you a lot. In fact, this is how scouting was done years ago (i.e., SI). Today, a lot of scouts don't use it. READ IT! b. On school - location, staff (changes) Knowledge of the staff tells you a lot about the acquired ability available. Find out what they did before they came there, etc. Ex: the DL coach who never played or coached DL before. He can only take you so far

c. Develop a school staff list at this time Keep a book - names, positions, home and office phone numbers, birthdays of staff and their children, etc.

2. Notifying school (contacting liaison coach). a. Phone call b. Confirm by letter or postcard It sets you apart from most scouts. It changes the agenda

3. Trip itinerary (master plan)

You make your itinerary, no one else. Your itinerary changes all the time. Make two schedule sheets: "What I Plan To Do" and "What I Actually Did" (filled in at the end of the day). It'll give you an idea of time management. Remember, you're accountable for your time, success and failure

4. Travel plans (air, drive - hotel, etc ...) You make your own travel plans

6. Arrivins at the school. (Do's and Don'ts) 1. You are a guest on campus (don't f o r ~ e it) t Don't come uninvited. Always g o through the proper channels Get your work done but be nice to people; people will help you when you're nice

2. Abide by the rules and requests of the school a. Visit only when permissible b. Follow directions of Pro liaison coach c. No parking violations d. Enter and exit football facility via reception area

3. Introduce yourself. a. Secretary (remember her name) GK would bring in donuts to the secretary to give to the staff

b. Liaison coach c. Other staff members when permissible 4. Know the backgrounds of the coaching staff (Location).

a. Head Coach Ever wonder why a certain team has a great D but can't throw downfield? Or maybe the head coach puts his best players on 0 first

b. Assistant Coaches (position coaches) You only ask two questions: the player's character and how smart he is (mental alertness) Be nice and listen to the coaches, and then interject and get what you want out of them

c. Graduate Assistants One of your most important cogs in the wheel of scouting. You may have to rely on them to get players for you Also, you never know; these guys can climb up the coaching ladder. You could be making friends for life

5. Know the backgrounds of training staff (Location). a. Head trainer Sit down and just shoot the breeze with them. And listen. In time, they may feel comfortable enough to clue you in on some important facts, but it requires a rapport. Example: anecdote about GK's first time of hearing about steroids. It was a head trainer that informed him of a prospect that was taking them

b. Assistants 6. Know the backgrounds of equipment staff (Location). a. Head equipment man Here's the opportunity to see a side of a player you haven't seen before Example: anecdote about talking to the head equipment man as players come in from practice. A chance to see the behavior of the players off the field

b. Assistants Do something original for these guys. They just may be from your hometown, or know your Mom and Dad, etc ...

7. Know the backgrounds of Sports Information (Location).

As a scout, you must get information about production (how many tackles, etc.) Ask the secretary to have weekly stats mailed to you from the following people:

a. Director b. Assistants, especially secretary's name 8. Know the backgrounds o f Athletic Director (Location). a. Director b. Assistants, especially secretary's name 9. "NEVER" forget t o say thank you after a school visit. a. Thank you card b. Letter c. Always say goodbye

10.Always be a credit t o your team. Do the right things, be kind, courteous, considerate and above all, very appreciative of the opportunity t o visit that school. You will always be welcomed back again. It sets you apart

VI.

SCOUTING THE PLAYER

A. Disclosure #1 - OBSERVATION 1. Viewing tapelfilm. a. Be organized and neat in your work Be organized; you've got to have a way to watch a lot of people Be neat in your work so YOU can read it

b. Utilize functional worksheets (notes, production charts, etc ...d o they answer your questions - outline o f your report) Whatever's good for you, use it Viewing sheets one for offense, defense Sheets are divided into six player sections GK's Offense Sheet lists two OL, one OE, QB, and two RB's; Defense sheet lists two DL, two LB's, and two DB's Each segment holds the player's name, height, weight and speed, then the factors common to all players, and then the positional specifics Log which times the player did or did not perform a specific (ex: 1,0,1,0,0,1...) Just make sure you don't grade a player high for, say, pulling when he doesn't pull Information sheet Get down all of the school's seniors ("I want them all") - you don't want to be the one who didn't get down a player that someone else resurrected The sheet has columns for grade, jersey number, name, position, height and weight, speed, date of birth, marital status, year entered, home address and phone, and comments It's also good to have info on an agent (name, address, phone ...) iflwhen one is procured by a player after the season, to make sure if a player may have a problem playing for you

c. Be able t o read your notes (today and tomorrow) d. Don't be repetitive If you keep writing down "he's on the ground a lot... on the ground...", you may miss something else while seeing he was on the ground

e. Familiarize yourself with the player Be prepared to have the following list of information (it takes just 3 minutes to ask the coaching on your phone call with him):

1. Jersey #'s (light and dark jersey)

2. Postion(s) played, stance, flip, games missed Stance: does he use a right-handed or left-handed stance? Does he always use that stance, even when he flips? Flip: Is he a RDEILDE on the tackle or is he over C? Is he undershifted? Does he kick out?

3. Visual identification marks Something you can identify (runs with a limp, etc ...) including the following:

4. 5.

6. 7. 8.

9.

a. Tape on wrist, hand, arm, knee, etc. b. Neck brace - collar, etc ... c. Towel hanging from hip You can never view enough tape Gain a strong feeling about a player's playing ability (you're shaping your evaluation) Get your questions answered Grade only what you see (not what others see) First impressions are usually correct. Don't discount them - they belong to you Don't be swayed by others (no pack mentality)

Practice and Games. More mistakes are made evaluating players when you don't see them LIVE. Make sure you see the player Is he stiffer, looser, slower, faster... or the same, than what you perceived on film?

a. Conduct yourself accordingly. 1. Taking notes, utilizing tape recorders - discretion (coaches paranoia) Use a little pocket-sized book. Turn your back to the action or while walking away when you write. You don't want to be seen as "the enemy" by the coaches Tape recorders: same protocol as taking notes - turn away Also, don't clown around with other scouts. Keep quiet, do your job, and share your times with nobody

2. Don't leave practice until over 3. Always say goodbye - thank you b. Player's appearance in uniform c. How does he play live? Slower? Faster? Smoother, stiffer, etc ... d. What does he do when he's not participating Observe things you don't see on film Example: Is that the QB sitting on the far end of the field by himself?

3. Other athletic events Example: Herschel Walker at the Penn Relays Get that perspective of the person you're trying to evaluate Example: Harris Barton on film played the G and T positions very well. Witness him live and he was described as "the dumpiest looking guy" who looked like he needed weight room work. This is what you see, but not on film. Pads hide things

a. Better acquainted with player's athletic ability

b. Body structure and body type Is he cut high (long legs), medium (proportionally), or low (short legs i.e., Howie Long)? You will be asked what his body structure is like. The needs of OBSERVATION must be fulfilled

Disclosure # 2 - TESTING = Validitv TESTING = Validity: what you are looking at to see how deep the well is A proper measurement. How valid were the conditions of a certain measurement?

1. Measureables (How to?) a. Height - Weight. The universal language of height: 4 digits -feet, inches, eighths

6103=6'10318" 6013=6' 1318" 6003 = 6' 318" 6004 = 6'%" (418 = %) How to accurately measure height: GK's height chart 1. What are the conditions? Conditions: You don't want to measure on a sinking surface like a rug. Use a hard surface: concrete, asphalt, ceramic tile Have the player strip down in shorts. Everything else off - no socks Make sure the shorter players do what you ask - in the past, shorter players have come up with creative ways to pad their feet to gain a fraction of an inch (hence, "no socks") 2. How do you check the accuracy? 3. How do you get one player? Measurement Technique 1. Take an area - set the course up and tell the players what you want them to do 2. Run a strip of masking tape on the floor 2 inches from the wall and parallel to it 3. From the center of that strip, put down another piece angled 45" to the right 4. From the center of the first strip, again put down a piece, this time 45" to the left 5. Measure vertically 6 feet from the tape but not flush on the wall 6. Make a mark on the wall at the 6 foot mark 7. Take the adhesive height card and mount it even with the 6 foot mark 8. Never let a player line up with shoes on 9. The player faces you. Never let the player face the wall 10. The player places his feet upon the angled " V tape strips, heels together on the first strip of tape parallel to the wall 11. Relax the player. Break him down; keep him from tensing vertically. Have the player points his toes up - he can't elongate his neck that way 12. Place your foot between his two feet. Take the square and bring it down until it is flat upon the player's head 13. Hold the square firmly with your thumb underneath (and your forefinger above) 14. Have the player drop down and move out 15. Measure how many inches above the 6' mark you made (if you don't have the adhesive card) 16. Also look at the player's legs, arms; determine his body type to know what he looks like Weight - Measurement Technique 1. Player in shorts only 2. Player with his back turned toward you Now you will get a view of his back body structure 3. Have the player stand in the middle of the scales 4. Measure to the nearest pound Nothing more precise due to the normal variation of weight (eating, etc ...) Always weigh a player before timing them. Anytime you time a player, you niust weigh them

b. Hand span. Can't play football with small hands (receiving, DL grabbing, OL punch and hold, etc ...) Measurement Technique 1. Hand must be outstretched on the table flat 2. Measurement from the end of the thumb to the end of the pinky 3. Measure to the nearest eighth of an inch Measure BOTH hands For a right-handed person, the left hand is either the same size or slightly smaller, and vice versa If the right hand is slightly smaller than the left hand, there's atrophy present. Ask the player if he's ever had an injury to his hand: "Ever break your hand?" Grading Keep in the back of your mind that the following are descriptive terms of strength: 11 %"- 12": a "mitt" 10"- 11 %": Big hand 8 %"- 10": Average

< 8 %": Small

c.

Arm length. Measurement Technique 1. Player starts with his arm down by his side 2. Measure from the drop of the bone on the shoulder 3. Have the player bring his arm up slowly 4. Measure to the tip of the longest finger 5. Turn him around to measure the other arm If the right arm is shorter than the left arm for a right handed person, atrophy present (AC joint out of place at one time? etc ...). Same principle as hand span Grading Keep in the back of your mind that the following are descriptive terms of strength: Arm length is dependent on proportional body size Shorter than 32": Small arms regardless 34 %" or longer: Is he built proportionally to his body? t 34 %"+ long and 6' tall: arms down to knees = long arms, good reach

2. Athletic Tests a.

A scout shows the player how t o do the test but does not teach the player the ins and outs of the test Speed - Timing 40-20-10 y d dashes. The first 20 yards of a 40 yd dash involve the start and acceleration. In the last 20 yards, the player is "flying" The 20 yd dashes are used primarily for WR, RB The 10 yd dashes are used primarily for OL to measure what kind of initial quickness and burst an OL has A player may be timed in the 40 - 10, or the full 40 - 20 - 10 Be aware that the player is coming quickly to the finish on the 20 and 10 yd dashes Using the stopwatch Change the batteries every 45 days whether you used the stopwatch (in all kinds of weather) or not To test the accuracy, run a little test with two stopwatches, one in each hand. Always use either the index finger or the ring finger to press the stopwatch - NEVER THE THUMB Some timers like to hold the watch parallel to the ground with an outstretched arm. Otherwise, outside the finger selection, there is no prescribed way to hold the watch Always keep the lanyard down. This will prevent slippage Don't presuppose that eight 5-yd lines will equal exactly 40 yards - Always measure for yourself: 1. Grab the tape measure and lay the line down 2. Put a mark straight down using carpenter's marker 3. Place a nail in inside the hole of the tape measure on the front of the line (Always measure from the front of the line) 4. Place a nail down exactly 20 yards downfield. Mark a line so it runs over the nail 5. Repeat Steps 1-4 Player Conditions The player has to dress the way you want him to dress The ideal dress is nothing but shorts Never let a player run in bare feet (no footing) Never let a player run in track spikes Always ask the player "let's see your shoes" When recording the time, mark down the dress and shoes the player was wearing t FIS = football shoes t TIF = turf shoes: soles are rippled on the side, like Nike-style shoes t TIS = tennis shoes, sneakers: flat-based soles, like a walking shoe t S/S = track spiked shoes: avoid t Example: SHORTS TIS = Player wore shorts and Rat-based sneakers Timing the Speed Test

1.

Time a player twice. Unless you were at fault, you never time a player more than twice 2. Don't line up too close to the end line. Get back far enough - 7 or 8 feet 3. The player's hand must be on the line and must be still for at least one full count 4. The is n o stop-and-go permitted 5 . The is n o movement permitted (ex: arm jerking) 6 . The moment the hand moves - any trigger, any jump - activate the watch 7. As the player is running, watch the way he's carrying himself: Is he running high or low, feet to the ground, knees not out, etc. Is he keeping his arms and feet inside the plane of each shoulder? 8. Keep your eye on the finish line. Block out anything coming so you don't overcompensate and stop the watch early. Some use their open hand to physically block out the view, or just keep your eye on the line 9. The player has to hit the wall, like the plane of the goal line, and not g o through it. The finish line is the "touchdown" - as soon as he hits it, stop the watch Field Conditions Conditions can vary from dry, cut grass to high grass, wet grass, dirt, Astroturf, track, asphalt, even hardcourt and carpet Anything that is not grass is defined as artificial Conditions are described using a three-character code: Surface, Location, Condition 4 GO1 = Grass, Outside, 1 = ideal (sunny, not cold, no wind, well manicured) 4 A 0 2 = Artificial, Outside, 2 = not ideal (heavy cross-wind, wet grass, slippery, high grass, bumpiness, etc ...) but not outright bad 4 GO3 = Grass, Outside, 3 = bad; "got everything" (rain, wind, high grass, cow pasture, etc ...) 4 A121A13 = Arti.ficial,Inside, 2 and 3 for Al includes mushy turf with tendendcy to slide, running downhill. The Astrodome plus .the facilities at Penn State and Ohio State have been described as A12 or A13. The Rutgers Bubble with its soft, spongy surface, is an A12 In windy conditions, have the player run his second test in the opposite direction to his first run (not always possible) Code: WNV = "with the wind", A/W = "against the wind", NIW = no wind Split the difference in times to get the player's time: 4.70 WIW 4.80 AMI = player time of 4.75 Timing adjustments If the player is wearing SIS (track spiked shoes), Add . I 0 seconds If the player is blocked from behind before he takes off (ex: starting block-style): Add .08 seconds Conversion from artificial surface to grass - two methods: 4 If the player weighs under 200 Ibs., Add . I 0 seconds. If the player weighs over 200 Ibs., Add . I 5 seconds 4 Or simply Add .08 seconds regardless of weight (supposedly comes out the same as the first method) Recording the time (E) = Estimated Time: if someone gives you an estimate, mark an (E) above the time. Never put an estimated time on your report - leave it off (V) = Verified Time: this is your time. On your scouting report, we know it's verified so we don't need to place a (V) mark above the time (B) = Borrowed Time: Someone else's verified time. Also write the date of the timing and the organization and scout you borrowed the time from (Ex: 4.86 GKI 4/97) Example of a corr~pletedrecord: 4.85 GO1 75", sunny, cut grass, NIW Shorts FIS

b. Vertical jump. Measurement Technique - t o measure the jump, you first have to know the player's reach 1. Have the player mark the wall with the reach of his hand 2. The player lines up and gets down - no jumping or skipping is permitted 3. Tell the player to try to "sky" and try to go as high above the mark as he can 4. Put more chalk on his jump 5. Subtract the reach from the height of his jump 6. The player is tested on two jumps. Ideally, he would jump once with his right body and once with his left

Record whatever his BEST jump is - the player gets the benefit of the highest jump. There is no averaging like speed timing Grading 40" and above: Exceptional to Rare 36"- 3 9 : Outstanding 32"- 36": Good Below 32": Average

7.

c. 20 yd shuttle. The most misunderstood and abused test, and also one of the best A measure of agility On grass, only FIS shoes are permitted (no T/F or TIS) - no slippage On artificial surfaces, use the applicable shoes Have the player perform this test twice - once to the left, once to the right A 20 yard shuttle run to the right would entail 5 yards from center to right line, 10 yards all the way across to the left line, and 5 yards back to the center to finish = 20 yards Measurement Technique 1. You always face the player, and he must always face you throughout the test 2. The player places his hand on the center line 3. The player must be motionless for at least one full second 4. When the player goes to the right, he must touch the outer line with his right hand (and vice versa) 5. No slipping or sliding is permitted. If it occurs, the test is over the same way an offsides penalty kills the play. But don't mention penalties to the player 6. The two times are averaged 7. Add .08 seconds to the player's second time if he failed the first time (when recording, code DQ = disqualification) Grading (WRTTEIRB) 3.97- 4.09: "Pretty darn good" 4.10- 4.29": From unusual to good to average above 4.29": Leveled off to average If a player is schooled on the test, you must observe it. You can tell if you see him work on it well t YOIJdon't penalize him, though, because he still has the athletic ability to do it

d. 60 yd shuttle. In comparison to the 20 yd shuttle, this test measures body balance and conditioning This test is performed only once The player faces forward and touches every line with his right hand If the player falls, the test is over The 60 yd shuttle is run 5 yards ahead, touch, and return, 10 yards, touch, and return, 15 yards, touch, and return = 10 + 20 + 30 yards = 60 yards

e. 3 cone drill. GK's favorite drill A good look at agility "Better" than the shuttle runs, they are closely aligned to the 40 yd. dash The test is performed right-handed only Three cones are aligned on three corners of a square of 5 yards a side in an inverted "L" Timers line up on the side between the starting cone and the 'empty corner' of the square The player starts from the first cone, touches the second cone and returns to touch the first cone. He then runs outside and touches the second cone, runs around and touches the third cone, runs back on the outside and touches the second cone, and back to touch the first cone The player must touch the cones No sliding or slipping is permitted Remember to show the player but don't coach him

f.

Long jump. Measurement technique 1. Take the measuring rod and stretch it out 10 feet. Tape it down 2. Stand on the right side 3. The player jumps out as far as he can

4.

5.

The player's heels must catch on landing. No falling is permitted Two tests are performed

g. BP drill - 225 Ibs. A measure of bench press strength, NOT functional strength The minimum number of bench presses required can be 15 or as much as 25 depending on your team Measurement technique 1. When counting, the player must lock out every lime - proper lifts -continuous 2. No shortarming is permitted, but the player is allowed to touch on the down part Grading 15 is the cutoff at every position Below 15: Lacks BP strength; hasn't worked weights 15- 25: Very Good Above 25: Excellent

3. Written Tests A team cannot accept a low test score without reading the particular signals

a. Wonderlic (1942) Zimmerman's The New Thinkina Man's Guide to Pro Football includes a Wonderlic Test Test Issuing Technique 1. Tell the players "Do nothing until I tell you to turn it over." 2. Tell the players "Turn it over. Do not open it." 3. Keep an eye on the players who have trouble following these directions 4. Tell the players "Print your last name first" 5. Tell the players "Put the name of your school on the right hand corner" 6. Ask the players "Is this the first time anyone has taken the test?" 7. Read the directions over. Read with the players 8. Tell the players "Once we begin, no talking" 9. Tell the players "You have 12 minutes, then stop and close the book" Grading Technique Knock off 2 points for every additional time the player took the test * How many questions were attempted? In the Wonderlic Test, the questions grow progressively harder: + If a player got 19 questions right but skipped questions up to Question 50 (he answered Question 50), his score is 19150 + If a player only answered the first 19 questions but answered them correctly, his score is 19119

b. Standard progressive matrices (1938). Originates, develops, or is contained within - Spatial relationships. The test includes progression, numbers and shapes A measure of verticallhorizontal vision alertness, awareness Matrices grow progressively harder

C. Disclosure # 3 - INTERVIEWS (Answer your auestions about character and mental alertness only) Character - how a player gets along with others and on campus Mental alertness - the player's football savvy, smarts See the column in the 9118198 issue of USA Today for some insight Remember, this is YOUR report and it's what YOU think - you're the filter Can your club supply the support group? Are you built to take that?

1. Player. You have to ask him, confront him, but don't be abrasive. Blend it in Look at the way he handles himself (body language, reaction, etc ...) Possible questions (these were used at the Hutton interview): "Tell me about your family" "Is football important to you?" "Who are your heroes?" "Do you drink or use drugs?" "Were you ever in jail?"

-

Who was your High School coach? Is he still w/[the high school]? The [name] County League? (if any) What was your best moment while playing college football? When you talk to a recruit, how do you sell them on the school? Who are your assistant coaches? What kind of (training) program did you work on? How do you feel about the weight room? Are you involved in any extracurricular activities? Are you an individual? What kind of music do you like? What do you like to do? Do you play any basketball? Would you go back to [your school] again not knowing the offense you played? Were you in on running plays? Did you block? Go in motion? Where do you want to be next year? Are you doing well academically? Decent GPA? Do you feel you had a great practice? How important is football to you? If the NFL does not take you, where would you go (Canada, Europe, Arena...)? Would you play for $50,000? Would you play for free? Do you motivate yourself to lift weights? Do you do speed work? Have you played special teams? (If so) Where? Do you like it? How did you feel when you were injured? (if applicable) When your coach left, what was going through your mind? (if applicable) How do you motivate yourself during a losing streak? Have you received any other scholarships? Why did you choose [your school]? Did you have a problem playing away from home? Do you go to church (have a faith)? How would you rate your college career on a scale from 1-10? If I were to ask (your coachlex-coach) about (your name), what do you think he would say? If there's something on your mind about a player, try using pertinent questions to uncover the answers: Do you think he's a liar, telling you otherwise, or not telling you everything? Don't ask the same questions that lead to the same answers

Other players - teammates and opponents. They may know opponents from high school

3. Coaches (includes high school coaches). 4. Parents, relatives. Sometimes, parents tell you what they really think

5. Girlfriend 6 . Trainers, doctors. 7. Secretaries.

8. Teachers, counselors. 9. Priest, rabbi, minister. 10. Roommate.

11. Classmates.

12. Equipment men, janitors. 13. Police departments - campus, town, home. VII.

WRITING THE REPORT. A. Kev to the evaluation process.

8. A road maD to the plaver's talent. 1. Be descriptive - paint a word picture of the player's talent. Final grade involved. 2. Relate all you know about the player.

3. This is the culmination of your work. The fruit of your labor. 4. You are not writing the report for yourself. Others need to read what you did

5. Let players fall into place. Grade them as you see them and according to the system. This system should be a complete roadmap to the players

6. Don't make players something that they're not. Your signature is on the report. C. Positional Reauirements. You have to know what requirements your club has GKI Minimum Size For Position table If a player does not meet the position height and weight, he is a 300 player (lacks size for that position) t Example: 300-(Wt) - lacks weight for that position A player can overcome his lack of size from the way he plays

D. Rating Scale. GKI Scouting Scale and Guide for Rating Football Talent 9A001, 9A002: Strong: Rare Ability t Highest grade; GK never graded one 88003-88005: Strong: Exceptional or Near Great Ability t No matter how good the player is on that Championship team, the 88 rookie can move him out except for the QB position 7C006-7C015: Strong: Outstanding or Very Good Ability t Player must have a critical factors grade of 7; different from having 7 strong critical factors t You can't project a player to another position with a grade of 7 or higher 6D016-6D030: High Marginal: Good Ability t Highest level that permits projection t Late 3rdround category 5E031-5E060: Low Marginal: Above Average Ability t Something is missing and you have to find out what it is t Can he overcome it? If "Yes", grade 5E031-5E045Y. If "Not", grade 5E0465E060N t "U" = underachiever; "0" = overachiever. Can both have code Y or N

4F061-4F090: Weak: Slightly Above Average Ability Late 5thand 6throunds t 3G091-3G099: Weak: Average Ability + Maybe he has size, athletic ability, tough as hell, and you want to bring him in Position coach might fall in love with this guy and can get him to make the team t 2: Weak: Below Average Ability 1: Weak: Poor Ability t A reject - n o second thoughts about i t "Chance to Make" = chance to make over a prolonged period (5+ years) Example grade: 7C306 7C = Strong: Outstanding or Very Good Ability 3## = 300 player: lacks size for that position #06 = 6thplayer off the board 200 player = low test score t Example: 200-(TS) - low test score 100 player = drug use t Example: 7C106 - same player as above but is a "druggie"

.

The Actual R e ~ o r t . The Player Report Form - you may accumulate information until the end of the year Heading - first two lines t For RU's Hutton, under "Speed" put down his converted time of 4.94 t You don't have to write "G02" or say it is "converted" to this figure Critical Factors - the heart of the player Position Specifics Summary and Final Grade

1. The 7 critical factors. 1.

2.

3.

Confirmed Speed : see VI.B.2.a: Speed -Timing 40-20-10 yd dashes Hutton entry: 4.86 A12 SHORTS - TIS t "He's worked on that turf more than anybody... he knows what shoe to wear." Until you time a player, put a 4 down under Confirmed Speed (Final Grade no higher than 5E031) Grade is determined using the GKI Speed Requirements For Position table which assigns a grade to a range of speeds for each position Play Speed: How fast you think he plays in practice and games Is he any faster or slower than how he ran? Example: "He plays like he runs a 4.55" GK: "I don't know a guy who can be fast without having production." GK: "If you can't run, you can't play." QAB (Quickness, Agility, Balance): The athleticism of the player; the "heart of the heart" a. Stride L = Long Stride: Randy Moss-like M = Medium Stride S = Short Stride: short-striders don't cover ground; 4.6, 4.7 timers often have short strides b. Quickness: ignition, explosiveness, any sudden movement, ability to catapult or leapfrog c. Agility: nimbleness, adroitness, ease of movement, ability to move Agility grade is a check on Quickness grade d. Body Balance: basic equilibrium, ability not to fall on face e. Quick Feet: "Happy feet" - ability to move feet so quickly, nimble, adroitly to get the job done Athleticism starts at the feet and goes all the way up: Pigeon-toed feet (toes point inward): Feet come down straight. OK as long as the player is not knock-kneed A pigeon-toed, knock-kneed player cannot change direction no matter how quick the feet are Bow-legged knees: usually (but not always) short-striders Splay feet (toes point outward): Can't change direction. Can't backpedal

4.

5.

OL can play with splay feet and bow-legs for their broad base You have t o know what is QAB and what is being coached: Example: OL widen base as part of their technique Example: DB coach tells player to widen back foot to stop backpedal, plant, and move forward f. COD (Change of Direction): see discussion of feet above g. Acceleration: a seen quickening of speed; burst h. Flexibility: elastic, pliable as opposed to stiff, starchy, rigid Flexibility as in functional flexibility; football flexibility i. Ease of Movement j. Overall Body Coordination Agility and Quick Feet are almost identical = Body Balance and Ease of Movement go together Check Acceleration with Confirmed Speed These reported attributes almost have a binary quality to them; either he haslhasn't this attribute You'll put down a number that you think fits; that you are going to describe him with You are summarizing what you saw. There is no averaging, here GK never uses the word "good" because that word is too subjective The further out from the middle guys play, the better athletes they must be From the C and MB outward through the RB, to the TE, DE, 0 6 and all the way out to the WR, CB: QAB athleticism increases Competitor a. Toughness: plays with pain, resilient b. Win at all cost: fierce, do anything to win. Is he a loser? He gets a grade of 1 c. Aggressiveness: he initiates the action, vicious, combative, a hitter d. Clutch Player: doing the right thing at the right time in the ballgame, making the plays when you need them e. Determined to be the Best: you hear a lot of this from the position coach, weight coach plus what you perceive f. 2ndEffort: no quit, never say die Put the number that summarizes what you put down GK: "Don't shovel shit" - don't try to throw something negative into a player until you're absolutely sure of it Character A lot of players with Final Grades 5E041-5E046 get a Character grade of 1 by GK Example: Randy Moss - "do we give him a 3rdchance?" a. Coachable b. Bad Actor c. Shows Leadership Qualities: both by example and as a kick-ass leader d. Lazy Player: lacks desire to do it, you'll never get them to do it to take to next level You hear this from weight room and position coaches If he has to be super-motivated, can the coach devote time for him or could only the college coach do it? e. Enjoys Football f. Quitter: burnout? Did he lose the desire? g. Training Habits h. Stability: only 3 scores given here If you think the player's stable and he's not on drugs/alcohol - give him a stability grade of 9 If you have reasons to suspect (" 'better check this guy, he's doing slippery or crazy things") - give him a 5 If you absolutely KNOW he's on drugslalcohol -grade of 1 i. Team Player If you don't have anything bad to say about a player, the lowest grade he should get is a 7 t Example: If the coach said "he should work harder but he's not lazy" or that he's "not the hardest worker", don't take it the wrong way and ding the guy! It's NOT a negative, but it's not an 8 or a 9, either.

+

6.

7.

Example: A player who is extroverted i s not "mouthy" or an automatic "locker room lawyer" Grading (how it works): + 7 or higher: A "good kid" + 6: just above alcohol + 5: suspect Be aware of team's training habits when evaluating; maybe the coach isn't worth a damn Mental Alertness In situations applying to football and everyday life, not the classroom: a. Learns Quickly b. Need Repetition: If the player does not learn quickly, does he need repetition? Everyone needs it, but the guy who needs it 15-25 times...and may still repeat mistakes (see below) c. Repeats Mistakes: you see this by watching the film to see if he's making the same mistakes over Does he finally respond positively or negatively? d. Retains Once He Has It: Once he has it, does he retain it? e. Adjusts Quickly to Strange or New Situations (Alertness): Ex: he's working all week vs. the 3-4, now he faces a 4-3 Man Defense on the opening play. Can he make the adjustment f. Shows That He Sees Things Happening (Awareness): we call it INSTINCT (and LB's must have it). Is he aware before it happens? Does he understand angles? Where to run, where to break, where to throw, etc... Example: WR who cuts 8 yds on 3rdand 9 or who runs out of bounds Coach will tell you about a player's Football Intelligence (Learns Quickly) and Reptition As a scout, first evaluate what you see on tapeslworkoutslgames, ,then make an evaluation + What you saw: is it correctable? Strength and Explosion At the combine, you'll summarize the player's body as you measure him Describe the body + Example "...not tight, slim calves, big feet, small ankles ..." First thing to mention: whether he's a 300 player or not Second thing: overall musculature + Hutton case: "long-muscled", "looks like basketball 2-guard", "needs bulk upper body", "great quads and hamstring, legs look good", "lack BP strength" (note: we don't know about the functional strength, here) You'll see b) Arm Strength (Upper Body Development), c) B.P. Strength, and d) Leg Strength (Lower Body Development) For the other attributes (which you won't see), put down a @ (a circle 6) meaning "he's good" - this rule is used for all Critical Factors attributes a. Delivers Blow (Does He Pop Leather When He Hits) b. Arm Strength (Upper Body Development) c. B.P. Strength d. Leg Strength (Lower Body Development) e. A Hitter f. Durability g. Functional Strength: Does he stay square when he hits someone or does he roll? Does he anchor? A player has to be functionally stronger or gets bounced around a lot - long muscles, high cut Critical Factors Grade: number of critical factors that are not WEAK (either MARGINAL or STRONG) If a player has 7 Critical Factors with a grade of 5 (MARGINAL) and better: 7 If a player has a 4 in Confirmed Speed and 6's and 7's all the way down: 6 Randy Moss: 8's in all categories but a 4 in Character: 6

2. Positional specifics. Each individual specific is graded from 0-10 To fill the Average Specifics score, add up .the individual specifics and divide by the number of specifics Position specifics are a check on the Critical Factors = What you put in Position specifics should be in accord with what's mentioned in Critical Factors Did you overgrade? Did you grade wrong? Or perhaps he's an overachiever? 4 You can't have too many overachievers on your team otherwise you'll have no achievers. Having one or two of them is OK A player can't play very well at his position if he has weak critical factors Answers the question "How does he play in college ability?" t You're evaluating college ability and have to project it to the pros In your descriptions, remember "lacks" means "he doesn't have it" The Stance (all positions) 1. Where he lines up Formation specifics (left, right, slot, up on LOS; does he flip?, etc ...) 2. Then, how he lines up Heels high? Hips high? Too far forward? Does anything look different with his other-side stance? Look at the feet and the distribution o f weight Wide Receivers Stance t Is he always on the right? Does he always stay on the left (i.e. Biletnikoff)? Is he always a flanker? In the slot? Does he go in motion occasionally? t Is his inside foot up on the line? t What is his stance? t Is he slow getting off the line? : to get off the line of scrimmage with no wasted motion Initial ~ u i c k n e s sability t Does he have a hitch kick? (change his stance) Blocker: willing to block? Is so, will he go after people? t crack block + seal block + block downfield + pass protection on motion Release: ability to beat the jam and get into the pattern Swim or dodge technique? t Can he be held up? t Has he faced the jam in college? + Hutton: "good separation against 'weak DB's' React to Ball: eye-hand coordination, adjust to the ball in flight, flexibility, pluck it at the last second wlthat awareness t When the ball's in the air, how do you adjust to it? React to Crowd: ability to catch in a crowd, go over the middle, aggressiveness to come down with it t Can he sky? Is he a leaper? Hands: Does he catch the ball with his hands? t "Semi-soft" hands = basket catch t Good hands = palms are up when the ball is above the jersey #, down when below the jersey # t How does the other hand coordinate with the primary hand? t Hard hands, "boards" = 4 Receive Short: ability to beat the underneath coverage t Does he make sharp, quick cuts? t Can he isolate on a zone? Example: If the WB drops to the flat and the MB drops to the middle, does the WR have the sensibility to stop in the seam and come back to the ball? * Receive Long: ability to line up correctly, run the correct route (ex: 9 route)

Does he have the speed to beat the S? To go all the way? To get deep to a point? Does he fade out of bounds when adjusting to the ball? 4 GK: "If a guy's a 4.96 but is getting beyond the S, his Play Speed's faster than 4 his Confirmed Speed" Run After Catch: ability to immediately move up the field, ability to skirt the defenders Change of direction? Burst when running with the ball? PuntIKO Catcher: In the event your normal return man is hurt, does he have the qualities to move into the position? If he can't, just leave a grade of 0 PR qualities - scatbacks who can weave, dart, looking for blockers 4 KR qualities - Slams it for the opening wlburst and courage Tight Ends Same specifics as Wide Receiver except for Stance and Blocker details: Stance Look at his hand on the ground. Is it a right-hand stance on the right sidellefthand stance on the left side or opposite? Does he have his heels off the ground or one foot on the ground? (the right heel is flat on a left-handed stance and vice versa) Does he have too much weight forward? Blocker: Ability to knock the guy off the ball, next hit the down block, then shadow block on the corner + Has to be a square guy like an OL Is he lost? Does he miss? + Can he get to the secondary? Quarterbacks Arm Strength + Does he have an NFL arm? 4 Can he hit receivers on the break? 4 Does he have to wind up to throw the ball beyond 40 yards? + From the short field (college hashmarks) can he throw the deep out to the far WR W/Ohim adjusting? Is it a rope? (a "super-Howitzer arm") or does it have too much air under it? Poise: How does he carry himself? 4 Does he get rattled? Do blitzes bother him? Judgement: Good decision making The ability to know when to run and when to throw 4 Ability to make snap decisions to win and why Quick Set-up: Stopwatch the 3-, 5-, and 7-step drops + Example: 3-step drop: 1.1s; 5-step drop: 1.5s 4 He has to get the ball off in 3 seconds or consider it a sack Does it take him 2.5 seconds to set up? Forget it! Quick Delivery: The arni comes back + Is there wasted motion bringing up the arm to throw? Or is it a dart like Esiason? Does he bring it back low like Marino? 4 Is there a hitch in the delivery? Release: The arm comes over, forward, and follows through 4 Follow through problems? + Is it a shotput push? Find 2"dReceiver 4 What's his horizontallvertical vision like? Can he see if the S forgot to drop deep after CB rolls up? + Can he change the receiver if he sees a busted coverage? Accuracy Short + Do his receivers have to adjust to his passes? 4 Does he put the ball where the receiver should be? Or do they have to make the QB look good? Accuracy Long 4

Can he throw the fade route? How far can he throw deep? Avoid to Pass: Quickness in the pocket, ability to get away from all the trash Scramble to Run Is he good enough to put a spy on him? If so, you've got a secret weapon t Leadership t Is he in control of the team? t Does he take initiative and lead on his own? Or does he stay away from everyone? Offensive Linemen Stance t Different coaches teach different stances (right side, inside stagger, kick steps, etc.) 1. Inside foot anchored, drop step foot parallel 2. Kick step t Different positions use different stances Did player ever play RG or LG? Initial Quickness: Ability to gain position, get the advantage Position and Sustain: For all blocks t Does he take position and keep it? t Does he lack balance? Tenacity? t Does he give one shot or is he square dominating? Run Block t Type of blocker: Finesse? Smash-mouth? t Type of blocks: Is he a good drive blocker and why? Trap: Ability to adjust on the move t Is it a quicklsmoothlhighljerky out move? t Does he take the desired angle on the insideloutside? Pulling: Ability to work and hit in space + How does he worklhit in space? Can he worklhit in space? Downfield: Ability to handle space in the screen t Can heldoes he pummel LB's? Pass Block + Quickness: Can he I ) set 2) pop and 3) drop (reset)? t Can he mirror the movement of linemen? a Can he prevent the defender from taking the anglelcorners? Is he bad on the inside or outside corner? Punt Snap t Does he take punt snaps in the game? t What is his snap time? a Measure a snap at 13 yards from snap to catch Running Backs Stance t How does he line up? (I upright, LHB, RHB, slot, etc ...) t Hand and heel placement Initial Quickness: burst to the hole, time to the hole t Is he a slow starter? Inside Runner t Does he have the power to run inside? t Can he see, pick and slide, follow daylight, veer? Power Runner Outside Runner t Can he string it out wide, beat the outside guy, wait until daylight opens, and burst it deep all the way? Make 1" Miss: elusive, ability to change direction after breaking tackle Fumble: Is he a fumbler? Look at the stats: t Why is he fumbling? Answer why! Switching hands? a Bad hands? t t

a

Holding ball like a loaf of bread? Receive Short: Ability to beat under coverage, LB's 8 Hands Willing to Block: what he does when he doesn't have the ball Does he have the same enthusiasm? t Block-Pass-Run: ability to turn out, kick out, isolate Punt CatcherIKO: see Wide Receiver Punter 8 GK: "We'd always reject all P's and K's until the end of the season. Then we'd go on production." Leg - Right Left Both: The foot he kicks with Leg Strength Does he have NFL leg strength? t Punt Steps Is he a one-footer, two? A leg-stepper? One hitch? t , Does he drop low or high? t Is there something he's doinglnot doing? t Punt Distance What distances is he capable of? t Punt Hang Punt Direction: ability to coffin corner Punt Pooch Example: From the 40, can he punt the ball up 39 yards with a 6.0s hang time? t ClutchlGame RunlPass t Does he have the athleticism? Holder If he's not a holder, why? (P's are usually holders, unless they also kick) t Kicking Ability Kicker See GK's comment under Punter Leg - Right Left Both Soccer/Conventional Leg Strength KO Distance: ability to put the ball in the endzone KO Hang: ability to get hangtime KO Direction: ability to kick the ball in the far corner and pin the S back in there KO Onside FGIGet OfflStepslRise FGlDistancelAccuracyIRange: actual stats used ClutchlGame t Has he wonllost games? How often? RunlPass Punting Ability: ability to come in and punt if P goes down wlinjury Defensive Linemen Stance Example: for a RE, you want a left-hand stance (left leg back, right hand down) t t If he can make the plays, he can use the same stance Initial Quickness: ball reaction, reaction to movement, cat-like quickness Recognition: ability to see the blocks and react positively Neutralize: ability to knock back, control, and deliver a blow on the blocker Escape Run Block: ability to disengage and get out of the block; secondary quickness Vs. Run: concerned about the effort the player uses to get out of the block t Does he dance? Pursuit: ability to recognize and use angles, ability to locate ball Tackling: type of tackles dealt t Is he a collision type? Does he wrap up? Or is he a grabber? Pass Rush: ability not only to get the sack but to push the pocket and disturb the QB; ability to get the hands up and bat the pass

t Can he get to the corner and go around it? Linebackers Stance t Where does he line up? Inside or outside? Over TE? Wide? + Does he declare? If so, where? Initial Quickness: see Defensive Linemen Recognition: read and react, ability to find the ball before it gets there Neutralize Escape Run Block Can he use his hands? Does he keep a low shield? t + Can he get back into the pattern? Vs. Inside Run: for plays run right at him t Can he stack the runner at the point of attack? Can he attack the POA? t Can he take on the isolation block? Double-team block? Ward o f f 2"* Block: see Defensive Linemen "Escape Run Block Pursuit Outside: see Defensive Linemen "Pursuit" Tackling: see Defensive Linemen t Collision-tacklers that unload on people. Does he wrap up? BlitzIRush + Timing blitz from the LOS: Does he hit the LOS when the ball is snapped? t Can he take on and knock back a blocker and then super-accelerate? Zone Coverage + Athletic ability to drop, crossover and plant backpedal + Awareness of knowing what's going on Man to Man Coverage: speed to stay w/TE, HB. FB + How far downfield can he stay with the man? Hands + How many INT's? Special Teams + Does he play? Where does he play? + Where do you think he should play and why? Example: R3 on KR? Or L4? Defensive Backs Stance + SSNVS? RClLCNVide ClShort C? (short corner liniits what he has to do) + SS on the LOS or squirmed? Declared? + On the best receiver every week? + Is he turned in on parallel? 6 yds off the ball? KeyIDiagnose: ability to read and react wlo hesitation; ability to read run or pass Run Support: ability to understand and intercept angles WardOff + Does he get kick out by the FB or can take on? Can he use a low shield? Tackling Closing Quickness: athleticism + Does he have the quickness? Range Ball Reaction: ability to react to the ball upon seeing the ball = Hands: see Linebackers Zone Coverage: see Linebackers Man to Man Coverage: backpedaling ability + How well can the player backpedal, use his feet, and come out of the backpedal? t Can he drop the backpedal? How long does it take for him to get out of it? + Can he turn and run with no wasted motion? + How is his close on the ball once he sees it and reacts? Punt CatchiKO

3. Summation. A summation of what you feel about the player. Capsule the player based on the grade you will give him

Explain your final grade. Describe the category he's in Do you think he'll make it and why? + To consider: Do you feel your team can reach a player wlgreat ability but is burdened by work, drugs, etc.? Tell why he's worthy of bringing in as a free agent or just pull out another player sheet You have to: 1. Feel comfortable about your grade 2. Support it One Major Weaknesslstrength: one word description (at most two) Examples: "Can't run", "Lacks speed", "Athleticism", "Hadn't been pushed", "Outstanding talent" GK's player example: He copied the statement under the Scouting Scale and Guide for Grade 7C and didn't leave anything to chance 4 Added in example: "Football's not important enough to him" =

F. Plaver Sequential List.

V I I I . CLASS ASSIGNMENT.

IX.

F I N A L REVIEW. GK on Hutton: "No NFL team came here this year due to his lack of speed. If he had high production, someone would've come in - and closed the book after getting his 40 time" GK's grade: 1R - reject "If you can't run, you can't play" Charles Jordan anecdote: GK got him just by timing him A player like Chris is actually hard to evaluate Reject wlno second thoughts? Age (as well as speed) is also a problem for a player Reminder: "Don't make things out of players that they're not. Let them fall."

GKI Scouting Scale and Guide for Rating Football Talent

as a Rookie For Any Team That Does Not Already Have an Exceptional Player at His Position." learn,+he rookie cw mow him out, e ucepf &P QB. ,%%?? Chance to make: 80-90% OUTSTANDING OR VERY GOOD ABILITY. Player performs the specifics and characteristics of his position 7 C006-C015 consistently and naturally without any abnormal effort. Player must have a critical factors grade of "Z". Player may have as many as 3 high marginal critical factors and positional specifics between 6.0 and 7.0. Player must qualify for a specific STRONG position - no projections. "He Will Make a Championship Team, May Not Start as a Rookie But Has the Capability to Become a Starter Eventually. '" c-;fica[ FdOrS9rq& 4 7 which i8 d ; f f k n t b m seven sffoo7 crijtbs/ fqcfors. p,a,,er %U c s n . f p r o j i c t a player fo 73, 813end 91s(project fos dd'fhlenf po8;hon). Chance to make: 70-80% 8Bao3 No m d e r how p o d fie player is on Shat Ch.rmpiws/, jp

6 D016-Do30 HIGH MARGINAL

-5 5E031-5E045

(Y) 5E046-5EM0 (N) LOW MARGINAL

GOOD ABILITY. Player performs the specifics and characteristics of his position usually without any abnormal and extra effort. Player must have a critical factors grade of "2"and positional specifics in the 6.0 to mid-range 5.0. Player may be projected to another position. "He Will Make a Team, Not Particularly a Championship Team. " TAc level %f perm,* pr"Je~fibnN o m + k ,o.uif,b$ &ah 3rd-m u d &feqo/y. Chance to make: 60-70% ABOVE AVERAGE ABILITY. Player performs the specifics and characteristics of his position versus most opponents but is not consistentlv dependable versus equal or better opposition (usually the type of player who reserves his ability and effort to perform). He must have a critical factors grade of "6". Because of his one factor, the player cannot be graded any higher unless the player can overcome his weakness. Positional specifics must be graded 5.0 or better. Player may be projected to another position. LETTER "Y": Player will overcome and play inspite of his weakness (5EY03 15EY045). LETTER "N" : Player will goJ overcome and will not play inspite of his weakness (5EN046-5EN060). LETTER "U" : Player is an underachiever, does not play up to his potential, but shows flashes of performing. Has the necessary talent but lacks one of the physical or mental skills to make him a productive player (Y or N). LETTER "0" : Player is an overachiever, he performs above his natural talent but is extremely productive (what you see is what you get) (Y or N). "He Has a Better Than Average Chance to Make a Team as a Rookie. " ."

4

SLIGHTLY ABOVE AVERAGE ABILITY. Player performs the specifics and characteristics of his position only F061-Fog0 occasionallv. Player shows flashes of performing while only exhibiting above average ability. Players skills are not yet fully developed. A late round draft choice or class "A" free agent but in both cases, well worth bringing to camp. Player WEAK cannot be graded any higher than 4F if he possesses two weak critical factors. His specifics should be in the 4.0 range. "He May Make it With Some Clubs but a Doubiful Chance to Become a Starter With a Contending Team, Possibly and Usually Player. " . a Spot -

L&

WEAK

5 % dfhmunds~

Chance to make: 40-60% AVERAGE ABILITY. Player performs the specifics and characteristics of his position only if it requires a normal effort. Player cannot be graded any higher than 3G if he possesses four or more weak critical factors. His specifics should be in the 3.0 range (the class "B" and class "C" free agents). "A Slim Chance to Make it. " ~ a y d chas s&, o7"h/ef/b ~b,7,iL~, +ii@ . QS he/[ b&y~u wIInf fo dr~' Aim Chance to make: 30-70% Pos/'Jion cwch m~hhf./5//,ir wdh X l r n nnd cl.4him fo mkz BELOW AVERAGE ABILITY. Player performs the specifics and characteristics of his position and exhibits very little ability when performing. (Not utilized as a graded potential.)

.

WEAK

1 WEAK

-

ge horn.

IPOOR ABILITY. Player performs the specifics and characteristics of his position and exhibits no ability to perform. A - no second thoughts about it.

POS 9 WR

4.45 4.49

TE

4.60

OT

5.05

4.64 5.09 OG

4.95 4.99

C

5.00 5.04

QB

4.70

FB

4.55

4.74 4.59 RB

4.45 4.49

DE

4.80 4.84

DT

4.90

ILB

4.70

4.94 4.74 WLB

4.55 4.59

SLB

4.60 4.64

SS

4.50 4.54

WS

4.50 4.54

DC

4.40 4.44

STRONG 8 4.50 4.54 4.65 4.69 5.10 5.14 5.00 5.04 5.05 5.09 4.75 4.79 4.60 4.64 4.50 4.54 4.85 4.89 4.95 4.99 4.75 4.79 4.60 4.64 4.65 4.69 4.55 4.59 4.55 4.59 4.45 4.49

7 4.55 4.59 4.70 4.74 5.15 5.19 5.05 5.09 5.10 5.14 4.80 4.84 4.65 4.69 4.55 4.59 4.90 4.94 5.00 5.04 4.80 4.84 4.65 4.69 4.70 4.74 4.60 4.64 4.60 4.64 4.50 4.54

MARGINAL 6 5 4.60 4.65 4.64 4.69 4.75 4.80 4.79 4.84 5.20 5.25 5.24 5.29 5.10 5.15 5.14 5.19 5.15 5.20 5.19 5.24 4.85 4.90 4.89 4.94 4.70 4.75 4.74 4.79 4.60 4.65 4.64 4.69 4.95 5.00 4.99 5.04 5.05 5.10 5.09 5.14 4.85 4.90 4.89 4.94 4.70 4.75 4.74 4.79 4.75 4.80 4.79 4.84 4.65 4.70 4.69 4.74 4.65 4.70 4.69 4.74 4.55 4.60 4.59 4.64

WEAK 4

3

4.70

4.75 4.74

4.85 4.89

5.20

4.94

5.25

5.25

5.30

5.30

4.95 4.99

5.35

4.70

5.04

4.75

5.05

4.80

5.10

5.15 5.19

5.15

4.80

5.24

4.85

4.85

4.90

4.90

4.75

4.95

4.80

4.75

4.85

4.80

4.65

C

6020

270

5.10

QB

6010

185

4.95

FB

6000

225

4.85

RB

5110

195

5.20

DE

6040

270

5.30

DT

6030

270

5.10

ILB

6020

235

4.95

WLB

6010

220

5.00

SLB

6020

230

4.90

SS

6000

205

4.90

WS

5110

195

4.80

DC

5100

185

4.89 4.85

4.84 4.70

4.69

5.40

4.99

4.84

4.79

270

4.94

4.94

4.79

6030

5.09

4.89

4.89

OG

5.29 5.05

5.04

4.84

5.35

5.19 5.25

5.00 4.99

270

4.84

5.14 5.20

4.95

6040

4.94

4.79

5.09

OT

5.09 4.90

4.89

4.74

5.45

5.39 5.05

4.85 4.84

230

5.34

5.34 5.00

4.80

6020

5.44

5.29

5.29

TE

4.99 5.40

5.39

5.24

5.00

4.84 4.95

5.35 5.34

WR

1

4.80 4.79

4.90

5.30

4.85

MINIMUM Ht Wt 5110 175

POS 2

4.89 4.75

4.74

4.79

MOVIE ANALYSIS

- OFFENSE Date

vs

Date Date

VIEWING REMINDERS: OFFENSIVE BACKS

QUARTERBACKS

RECEIVERS

1. SET UP SPEED TECH

1

GET OFF TECH

I . LOS RELEASE

2 . RELEASE FOOTWORK

2

LANE DECISION

2

3

POWER RUNNER

BREAKPOINT CONTROL

OFFENSIVE LINE 1 . STANCE

2. GET OFF FOOTWORK

3

BALL ADJUSTMENT

3. LOS CONTROL

4

ARM STRENGTH

4 . OUTSIDE RUNNER

4

CONCENTRATION-EYES

4

5

THROWING JUDGEMENT

5 . ACCELERATION

3

HAND BODY CATCHER

5. PASS BLOCK

6

AVOIDABILITY

CATCH O N FEET JUMP

3. RELEASE ARM HANDS

EXPLOSIVENESS

6 MAKE TACKLER MISS

6

6

PULLING TECH

7. PASSES TYPES

7. RECEIVER HANDS

7. RECEIVE INSIDE

7

BLOCK O N MOVE

8. POCKET POISE

8. RECEIVER PATTERNS

8. PATTERN TECH

8. BALANCE

9. RUN STYLE INSTINCT

9. TEAM CONTROL

10. DURABILITY

10 BODY STRENGTH -

9. RUN AFTER CATCH

10. BLOCKER

9. TENACITY

10 TOUGHNESS

-

QUICKNESS 8 CONTROL STRIDE QUICKNESS AGILITY BALANCE QUICK FEET COD ACCELERATION FLEXIBILITY

#

Pos

COMPETITIVENESS TO U G H N ESS CLUTCH PLAYER AGGRESSIVENESS

STRENGTH 8 EXPLOSION DELIVERS BLOW ARM STRENGTH LEG STRENGTH A HITTER BODY TYPE, UPPER LEG TYPE

I

-I-----

Name

40

Test Playing Speed

I

Quickness & Control

1

Competitiveness -

1

Strength & Explosion

I

,

#

Pos Name

Ht.

Wt

Test

40

Playing Speed Quickness & Control Competitiveness Strength & Explosion

I

I

I

-

-.

GKI ASSIGNMENT SHEET (REPORT FORM)

HEADING AND THE SEVEN CRITICAL FACTORS

1

2 Confirmed Speed

Heading

SCOUT

SCOUT

3

Play Speed

4 QAB SCOUT

SCOUT

5 Competitor

6 Character SCOUT

SCOUT

7 Mental Alertness

8 Strength SCOUT

SCOUT

B. - POSITION SPECIFICS (WIDE RECEIVER)

10 Initial Quicks

9 Stance SCOUT

11 Blocker

SCOUT

12 Release SCOUT

SCOUT

13 React to ball

14 React to crowd SCOUT

SCOUT

16 Receiving short

15 Hands SCOUT

17 Receiving long

SCOUT

18 Run after catch SCOUT

SCOUT

19 PuntlKO catcher SCOUT

C. -

SUMMARY AND GRADE

20

23 SCOUT

SCOUT

21

24 SCOUT

22

SCOUT

25 SCOUT

SCOUT

Quarterbacks

GKI Player Report Form dame

School (Last)

(First)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#

7 Critical Factors i ) Confirmed Speed

Grade -

(Dress and Condins)

Grade -

2) Play Speed I)QAB

a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination-

I)Competitor a) Toughness- b) Win at all costSummation 5) Character

c) Aggressiveness-

e) Quick F e e t

d) Clutch Player-

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training Habits- h) Stability- i) Team Player-

9 COD-

g) Acceleration-

e) Determined to be the Best-

d) Lazy Player-

e) Enjoys Football-

h) Flexibility-

9 2nd Effort-

Grade -

Grade -

f) Quitter-

Grade

p

Summation 6) Mental Alertness

Grade-

a) Learns Quickly- b) Needs R e p e t i t i o n c) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) 9 Shows That He Sees Things Happening (Awareness)-

Summation i )Strength and Explosion

Grade -

c) B.P. Strengtha) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body D e v e l o p m e n t ) d) Leg Strength (Lower Body Development)e) A Hitterf) D u r a b i l i t y g) Functional Strength-

Summation

Position Specifics

Critical Factors Grade-

Arm Strength

Grade-

'oise

Grade-

udgement

Grade-

Quick Set-up

Grade-

luick Delivery

Grade-

7elease

Grade-

Find 2nd Receiver

Grade-

rccuracy Short

Grade-

Iccuracy Long

Grade-

Avoid to Pass

Grade-

icramble to Run

Grade-

Leadership

GradeTotalAverage Specifics-

Summary h e Major Weakness

One Major Strength

Summation

k o u t Name

Final Grade

Running Backs

GKI Player Report Form Name

School (Last)

(First)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#

7 Critical Factors 1) Confirmed Speed

Grade -

(Dress and Contiibons)

2) Play Speed

Grade

3) QAB

a) Stride L M S b) Quickness- c) Agility- d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination Summation

4) Competitor

a) T o u g h n e s s

b) Win at all cost-

C)Aggressiveness-

e) Quick Feet-

d) Clutch Player-

f) C O D

g) A c c e l e r a t i o n

h) Flexibility-

9 2nd Effort-

e) Determined to be the Best -

Grade -

Grade

p

Summation 5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training H a b i t s h) Stability- i) Team Player-

d) Lazy P l a y e r

e) Enjoys Football-

f)

Quitter-

Grade -

Summation 6) Mental Alertness

Grade -

a) Learns Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

7) Strength and Explosion

c) B.P. Strengtha) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body D e v e l o p m e n t ) d) Leg Strength (Lower Body Development)- e) A Hitterf) D u r a b i l i t y g) Functional Strength -

Position Specifics

Grade -

Critical Factors Grade-

Initial Quickness

Grade-

Inside Runner

Grade-

Power Runner

Grade-

Outside Runner

Grade-

Make 1st Miss

Grade-

Fumble

Grade-

Receive Short

Grade-

Hands

Grade-

Willing to Block

Grade-

Block-Pass-Run

Grade-

-

Punt CatcherlKO

GradeTotalAverage Specifics-

Summary One Major Weakness

Scout Name

One Major Strength

Final Grade

Wide Receivers

GKI Player Report Form Name

School (Last)

(F~rst)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#

7 Critical Factors 1) Confirmed Speed

Grade -

(Dress and Ccndfions)

Grade -

2) Play Speed

3) QAB

a) Stride L M S b) Quickness- c) Agility- d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination b) Win at all cost - C) Aggressiveness-

e) Quick Feet-

4) Competitor

a) T o u g h n e s s

5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualities g) Training Habits- h) S t a b i l i t y i) Team Player-

6) Mental Alertness

d) Clutch Player-

f) COD-

g) A c c e l e r a t i o n

e) Determined to be the Best -

d) Lazy P l a y e r

e) Enjoys F o o t b a l l

h) Flexibility-

9 2nd Effort-

Grade -

Grade

9 Quitter-

p

Grade -

a) Learns Quickly- b) Needs Repelition- c) Repeats M~stakesd) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations (Alertness)- 9 Shows That He Sees Thlngs Happening (Awareness)-

Grade -

Summation 7) Strength and Explosion

b) Arm Strength (Upper Body Development)- c) B.P. Strengtha) Delivers Blow (Does He Pop Leather When He Hits)d) Leg Strength (Lower Body Development)e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

Position Specifics -

Grade -

Critical Factors Grade-

-

Initial Quickness

Grade-

Blocker

Grade-

Release

Grade-

React to Ball

Grade-

React to Crowd

Grade-

Hands

Grade-

Receive Short

Grade-

Receive Long

Grade-

Run After Catch

Grade-

PunUKO Catcher

GradeTotalAverage Specifics-

Summary One Major Weakness

One Major Strength

Summation

Scout Name

Final Grade

GKI Player Report Form Name

Tight Ends

School (Last)

(Rnt)

Coilege Pos

Pro Pos

Height

We~ght

Speed

DOB

Jersey#

7 Critical Factors 1) Confirmed Speed

Grade -

(Dress and Condbns)

Grade -

2) Play Speed

3) WB

a) Stride L M S b) Quickness- C)A g i l i t y d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination -

b) Win at all cost - c) Aggressiveness-

e) Quick Feet-

4) Competitor

a) T o u g h n e s s

5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Tra~ningHabits- h) S t a b i l i t y i) Team Player-

6) Mental Alertness

d) Clutch Player-

f) COD-

g) A c c e l e r a t i o n

h) Flexibility-

Grade -

e) Determined to be the Best - f) 2nd Effort-

d) Lazy P l a y e r

e) Enjoys Football-

9 Quitter-

Grade

a) Learns Quickly- b) Needs Repetition- c) Repeats M i s t a k e s d) Retains Once He Has ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

7) Strength and Explosion

p

Grade -

a) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body D e v e l o p m e n t ) c) B.P. Strengthd) Leg Strength (Lower Body Development)- e) A Hitterf) D u r a b i l i t y g) Functional Strength-

Position Specifics

Grade -

Grade -

Critical Factors Grade-

Initial Quickness

Grade-

Blocker

Grade-

Release

Grade-

React to Ball

Grade-

React to Crowd

Grade-

Hands

Grade-

Receive Short

Grade-

Receive Long

Grade-

Run After Catch

Grade-

PunUKO Catcher

GradeTotalAverage Specifics-

Summary One Major Weakness

One Major Strength

Summation

Scout Name

Final Grade

Offensive Linemen

GKI Player Report Form Aame

School .(Last) .

(F~rst)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#-

7 Critical Factors 1) Confirmed Speed

Grade -

(Dress and Condtions)

Grade -

2) Play Speed 3) QAB

a) St~ide L M S b) Quickness- c) A g i l i t y d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination Summation

1)Competitor

a) T o u g h n e s s

b) Win at all cost - C)Aggressiveness-

e) Quick Feet-

d) Clutch Player-

f) C O D

g) Acceleration -

h) Flexibility-

e) Determined to be the Best - f) 2nd Effort-

Grade -

Grade -

Summation 5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training H a b i t s h) Stability- i) Team Player-

6) Mental Alertness

d) Lazy Player-

e) Enjoys Football-

Grade -

f) Quitter-

a) Learns Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

Grade -

Summation 7) Strength and Explosion

a) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body Development)c) B.P. Strengthd) Leg Strength (Lower Body Development)e) A Hitterf) D u r a b i l i t y g) Functional Strength-

Grade -

Summation

Position S~ecifics

Critical Factors Grade-

nitial Quickness

Grade-

'osition and Sustain

Grade-

Run Block

Grade-

[rap

Grade-

?ulling

Grade-

Downfield

Grade-

'ass Block

Grade-

Dunt Snap

Grade-

TotalAverage Specifics-

Summary h e Major Weakness

Scout Name

One Major Strength

Final Grade

Defensive Linemen

GKI Player Report Form Name

School (Last)

(First)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#

7 Critical Factors 1) Confirmed Speed

Grade

(Dress and Condmons)

2) Play Speed

Grade

3) QAB

a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination S~~mmation

4) Competitor a) T o u g h n e s s Summation 5) Character

b) Win at all cost-

c) Aggressiveness-

e) Quick Feet-

d) Clutch Player-

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training H a b i t s h) Stability- i) Team Player-

f) C O D

g) Acceleration-

h) Flexibility-

e) Determined to be the Best - f) 2nd Effort-

d) Lazy Player-

e) Enjoys Football-

f)

Grade -

Grade Grade -

Quitter-

Summation 6) Mental Alertness

Grade -

a) Leams Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

7) Strength and Explosion

c) B.P. Strengtha) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body D e v e l o p m e n t ) d) Leg Strength (Lower Body Development)- e) A Hitterf) D u r a b i l i t y g) Functional Strength-

Position Specifics

Grade -

Critical Factors Grade-

initial Quickness

Grade-

Recognition

Grade-

Neutralize

Grade-

Escape Run Block

Grade-

Vs. Run

Grade-

Pursuit

Grade-

Tackling

Grade-

Pass Rush

Grade-

-

TotalAverage Specifics-

Summary One Major Weakness

One Major Strength

Summation

Scout Name

Final Grade

GKI Player Report Form Name

Linebackers

School (Last)

(Rrst)

College Pos

Pro Pos

He~ght

We~ght

Speed

DOB

Jersey#

7 Critical Factors Grade -

I)Confirmed Speed (Dress and CondLons)

Grade -

2) Play Speed 3) QAB

a) Stride L M S b) Q u i c k n e s s c) Agility- d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination Summation

4) Competitor

a) T o u g h n e s s

b) Win at all cost-

c) A g g r e s s i v e n e s s

e) Quick Feet-

d) Clutch Player-

f) C O D

g) A c c e l e r a t i o n

h) Flexibility-

Grade -

Grade -

e) Determined to be the Best- f) 2nd Effort-

Summation 5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training Habits- h) S t a b i l i t y i) Team Player-

d) Lazy Player-

e) Enjoys Football-

f)

Grade -

Quitter-

Summation 6) Mental Alertness

a) Leams Quickly- b) Needs RepeUtionc) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

Grade

p

-

7) Strength and Explosion

a) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body D e v e l o p m e n t ) c) B P. Strengthd) Leg Strength (Lower Body Development)- e) A Hitterf) D u r a b i l i t y g) Funct~onalStrength-

Grade -

Summation

Position S~ecifics

Critical Factors Grade-

Stance Initial Quickness

Grade-

Recognition

Grade-

Neutralize

Grade-

Escape Run Block

Grade-

Vs. Inside Run

Grade-

Ward Off 2nd Block

Grade--

-

Pursuit Outside

Grade-

Tackling

Grade-

BlitzlRush

Grade-

Zone Coverage

Grade-

Man to Man Coverage

Grade-

Hands

Grade-

Special Teams

Grade-

-

Total-

Summary One Major Weakness

Average Specifics-

One Major Strength

Summation

Scout Name

Final Grade

GKI Player Report Form Name

Defensive Backs

School (Last)

(First)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#__

7 Critical Factors 1) Confined Speed'

Grade -

(Dress and Contiins)

Grade -

2) Play Speed

3) QAB

a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination Summation

4) Competitor

a) T o u g h n e s s

5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training Habits- h) Stability- i)Team Player-

6) Mental Alertness

b) Win at all cost-

c) Aggressiveness-

e) Quick F e e t

d) Clutch Player-

f) COD-

g) Acceleration -

h) Flexibility-

e) Determined to be the Best- f) 2nd Effort-

d) Lazy Player-

e) Enjoys Football-

f)

Grade -

Grade

Quitter-

p

Grade

a) Leams Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) 9 Shows That He Sees Things Happening (Awareness)-

p

Grade -

Summation 7) Strength and Explosion

a) Delivers Blow (Does He Pop Leather When He H i t s ) b) Arm Strength (Upper Body Development)- c) B.P. Strengthd) Leg Strength (Lower Body Development)e) A Hitter- 9 D u r a b i l i t y g) Functional Strength-

Position Specifics

Grade-

Crlical Factors Grade-

KeylDiagnose

Grade-

Run Support

Grade-

Ward Off -

Grade-

Tackling

Grade-

Closing Quicks

Grade-

Range

Grade-

Ball Reaction

Grade-

Hands

Grade-

Zone Coverage

Grade-

Man to Man Coverage

Grade-

-

Punt CatcherlKO

GradeTotalAverage Specifics-

Summary One Major Weakness

One Major Strength

Summation

Scout Name

Final Grade

GKI Player Report Form Name

Kicker

School (Last)

(Fmt)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#

7 Critical Factors 1) Confirmed Speed

Grade -

(Dressand Contiilions)

Grade -

2) Play Speed

3) QAB

a) Stride L M S b) Q u i c k n e s s C)Agility- d) Body Balancei) Ease of M o v e m e n t j) Overall Body Coordination -

4) Competitor

a) T o u g h n e s s

b) Win at all cost - c) Aggressiveness

e) Quick Feet-

d) Clutch P l a y e r

f) C O D

g) Acceleration -

h) Flexibility-

e) Determined to be the Best - f) 2nd Effort-

Grade -

Grade -

Summation 5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training Habits- h) Stability- i)Team Player-

d) Lazy P l a y e r

e) Enjoys Football-

9 Quitter-

Grade

p

Summation 6) Mental Alertness

a) Learns Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has Ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

Grade-

Summation 7) Strength and Explosion

c) B.P. Strengtha) Delivers Blow (Does He Pop Leather When He H i t s ) b) A n Strength (Upper Body D e v e l o p m e n t ) d) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

Grade-

Summation

-

Position Specifics

Critical Factors Grade-

Leg Right Left Both

Grade-

Leg Strength

Grade-

KO Distance

Grade-

-

--

KO Hang

Grade-

KO Direction

Grade-

KO Onside

Grade-

FGlGet OfflStepslRise

Grade-

FGlDistancelAccuracylRange

Grade-

ClutchlGame

Grade-

RunlPass

Grade-

Punting Ability

Grade-

-

-

TotalAverage Specifics-

Summary One Major Weakness

One Major Strength

Summation

Scout Name

Final Grade

GKI Player Report Form Name

Punter

School (Last)

(F~rst)

College Pos

Pro Pos

Height

Weight

Speed

DOB

Jersey#

7 Critical Factors 1) Confirmed Speed

Grade -

(Dress and Condmonsl

Grade -

2) Play Speed

3) QAB a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balancei) Ease of M o v e m e n t Summation 4) Competitor

a) T o u g h n e s s

e) Quick F e e t

9 COD-

g) A c c e l e r a t i o n

h) Flexibility-

Grade -

j) Overall Body Coordinationb) Win at all cost - c) Aggressiveness-

d) Clutch Player-

e) Deterr~inedto be the Best - f) 2nd Effort-

Grade -

Summation 5) Character

a) Coachableb) Bad A c t o r c) Shows Leadership Qualitiesg) Training Habits- h) Stability- i) Team Player-

d) Lazy Player-

e) Enjoys F o o t b a l l

0 Quitter-

Grade -

Summation 6) Mental Alertness

Grade -

a) Learns Quickly- b) Needs Repetition- c) Repeats M i s t a k e s d) Retains Once He Has ite) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) f) Shows That He Sees Things Happening (Awareness)-

Summation 7) Strength and Explosion

a) Delivers Blow (Does He Pop Leather When He Hits) - b) Arm Strength (Upper Body Development)- c) B.P. Strengthd) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

Grade -

Summation

-

Position Specifics

Critical Factors Grade-

Leg Right Left Both

Grade-

Leg Strength

Grade-

Punt Steps

Grade-

Punt Distance

Grade-

Punt Hang

Grade-

Punt Direction

Grade-

Punt Pooch

Grade-

ClutchlGame

Grade-

RunlPass

Grade-

Holder

Grade-

Kicking Ability

Grade-

--

TotalAverage Specifics-

Summary One Major Weakness

Scout Name

One Major Strength

Final Grade

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