Film grades7+
Every snap graded on its own merit, zero to one hundred.
- Offense gradeOffensive player gradePer snap, judged on execution not on the result.
- Defense gradeDefensive player grade
- Passing gradeHow he threw it, which often disagrees with the box score.
- Coverage gradeThe assignment played, wherever the throw went.
- Pass rush gradePass rushing gradeRush quality per snap, sacks or not.
- Route gradeReceiving route gradeHow he won the route, before the throw.
- Tackle gradeTackling gradeTackle quality per attempt.
Quarterback charting7+
Every throw charted for depth, timing, pressure and quality.
- BTT%Big time throw rateShare of throws genuinely difficult and high value.
- TWP%Turnover worthy play rateThrows that deserved a pick. Beats interceptions.
- Accuracy%Adjusted accuracy percentagePlacement, with drops and throwaways handled.
- TTTAverage time to throwSeconds from snap to release.
- ADOTAverage depth of targetHow far downfield the average throw goes.
- Pressure to sack rateHow often pressure ends as a sack.
- Positive EPA%Positive expected points shareShare of his plays that moved the team forward.
Pass protection7+
Pressure allowed, charted to the man who let it in.
- PBEPass blocking efficiencyPressure per snap, sacks weighted. Higher is better.
- True set PBETrue pass set blocking efficiencyGenuine drop backs only, screens stripped out.
- Pass block gradePass blocking gradePer snap quality, quiet reps included.
- Pressures allowedSacks, hits and hurries, by the blocker responsible.
- Hurries allowedForced to move or rush the throw, no contact.
- Hits allowedStruck as or just after he released.
- Sacks allowedCharged to one blocker, not the whole offence.
Run game blocking and ball carrying7+
What the blocking created, and what the carrier added.
- Gap gradeGap scheme run block gradePulling and down blocking runs.
- Zone gradeZone scheme run block gradeZone runs, where linemen move together.
- Elusive ratingMissed tackles forced and yards after contact.
- YCOYards after contactYards with a defender already on him.
- Breakaway%Breakaway yardage shareFlags a back whose average rests on three plays.
- Missed tackles forcedHow many defenders he made miss.
- Gap and zone carriesScheme carry splitHow his work divides, which is how you judge a fit.
Receiving charting7+
Receiver play measured per route, not per target.
- YPRRYards per route runCleanest receiver measure: it prices in opportunity.
- aDOTAverage depth of targetSets what his catch rate ought to look like.
- Contested catch%Contested catch rateCatch rate with a defender in position.
- Drop%Drop rateShare of catchable passes he did not hold.
- Slot rateSlot alignment rateSnaps inside rather than out wide.
- Route participationRoute participation rateShare of pass plays he actually ran a route on.
- Snap shareShare of the offence's snaps he was out there for.
Coverage and matchups6+
Judged on snaps covered, plus who travelled with whom.
- Yards per coverage snapYards allowed per coverage snapStops a corner being flattered by never being tested.
- Forced incompletion%Forced incompletion rateHe broke it up, rather than the throw missing.
- Passer rating againstPasser rating allowedWhat quarterbacks post throwing at him.
- Coverage snaps per targetRespect written as a number.
- Man and zone splitMan and zone coverage splitPlenty are good in one and lost in the other.
- Shadow rateShadow coverage rateHow often he followed one receiver around.
Pass rush and run defence7+
Beating a blocker, and killing runs before they start.
- PRWRPass rush win rateBeats his blocker inside the time a play lasts.
- True set PRWRTrue pass set pass rush win rateGenuine drop backs only. The fair edge comparison.
- PRPPass rush productivityPressure per rush snap, weighted to sacks.
- Total pressuresSacks, hits and hurries. Steadier than sacks alone.
- Stop%Stop rateRun tackles that count as a failure for the offence.
- Depth of tackleAverage depth of tackleRun stuffer against cleanup man.
- Missed tackle%Missed tackle rateAttempts he failed to finish.
Special teams6+
The third of the game most numbers ignore.
- Kicker gradeKicking gradePer attempt, with distance and conditions in.
- Punter gradePunting gradePlacement and flight, not distance alone.
- Returner gradeReturn gradeIncludes the decisions not to return at all.
- Hang timePunt hang timeWhether coverage arrives in time.
- Net avgNet punting averageDistance after the return is subtracted.
- In20Punts inside the twentyThe placement job done properly.
Player tracking7+
Positional tracking, so separation and cushion are measured.
- CPOECompletion percentage over expectedAgainst the difficulty of his own throws.
- xComp%Expected completion percentageWhat an average passer manages on the same throws.
- RYOERush yards over expectedYards beyond what the blocking made available.
- SeparationAverage separation at catchRoom when the ball arrives.
- CushionAverage cushion at snapHow far off him the nearest defender lines up.
- IAYAverage intended air yardsWhere throws are aimed, incompletions included.
- AggressivenessAggressiveness rateThrows into tight coverage. Style, not quality.
Expected points, pace and schedule7+
Our own efficiency layer, computed from every play we hold.
- EPAExpected points addedWhat one play was worth. Football's universal currency.
- Success ratePlay success ratePlays that kept the drive on schedule.
- Explosive%Explosive play rateGains big enough to change a drive alone.
- Net EPA/playNet expected points added per playOffence added minus defence conceded.
- PROEPass rate over expectedPlay calling identity, game script removed.
- WPWin probabilityLive, from score, time, field position and down.
- SOSStrength of scheduleHow hard the games actually were.