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Page 1: Football Scouting Course Book
Page 2: Football Scouting Course Book

I. WHY GKI?

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 to hire YOU.

1. You lack scouting experience - how to 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

Page 3: Football Scouting Course Book

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 - go 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 i t 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 to 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)

Page 4: Football Scouting Course Book

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

I V . 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 to perform I . Natural Abilitv = the condition or ca~ac i t v that permits a player to 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 $iJ level or level of competency; a measurement of proficiency or the ex~er t i se of 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

Page 5: Football Scouting Course Book

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

accom~l ish something - (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 i f he doesn't have i t or i f 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. BEGINNING THE SCOUTING 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)

Page 6: Football Scouting Course Book

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 t i t )

Don't come uninvited. Always go 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).

Page 7: Football Scouting Course Book

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 of Athletic Director (Location). a. Director b. Assistants, especially secretary's name

9. "NEVER" forget to say thank you after a school visit. a. Thank you card b. Letter c. Always say goodbye

10.Always be a credit to 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 tapelf i lm.

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 ... do they answer your questions - outline of your report)

Whatever's good for you, use i t 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 wi th 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 ( l ight and dark jersey)

Page 8: Football Scouting Course Book

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:

a. Tape on wrist, hand, arm, knee, etc. b. Neck brace - collar, etc ... c. Towel hanging from hip

4. You can never view enough tape 5. Gain a strong feeling about a player's playing ability (you're

shaping your evaluation) 6. Get your questions answered 7. Grade only what you see (not what others see) 8. First impressions are usually correct. Don't discount them - they

belong to you 9. 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

Page 9: Football Scouting Course Book

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

Page 10: Football Scouting Course Book

< 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 scout shows the player how to do the test but does not teach the player the ins and outs of the test

a. Speed - Timing 40-20-10 yd 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

Page 11: Football Scouting Course Book

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 no stop-and-go permitted 5. The is no 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 go 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 A02 = 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~pleted record: 4.85 GO1 75", sunny, cut grass, NIW Shorts FIS

b. Vertical jump. Measurement Technique - to 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

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7. 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"- 39 : Outstanding 32"- 36": Good Below 32": Average

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 YOIJ don'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

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4. The player's heels must catch on landing. No falling is permitted 5. 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 1911 9 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?"

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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.

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11. Classmates.

12. Equipment men, janitors.

13. Police departments - campus, town, home.

V I I . 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 3rd round 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 5E046-

5E060N t "U" = underachiever; "0" = overachiever. Can both have code Y or N

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4F061-4F090: Weak: Slightly Above Average Ability t Late 5th and 6th rounds 3G091-3G099: Weak: Average Ability + Maybe he has size, athletic ability, tough as hell, and you want to bring him in t Position coach might fall in love with this guy and can get him to make the team 2: Weak: Below Average Ability 1 : Weak: Poor Ability t A reject - no 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 = 6th player 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 crit ical factors. 1. 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

2. 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."

3. 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

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OL can play with splay feet and bow-legs for their broad base You have to 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

4. 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. 2nd Effort: 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

5. 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 3rd chance?" 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.

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+ 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

6. 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 3rd and 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?

7. 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

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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? Initial ~u ickness: ability to get off the line of scrimmage with no wasted motion 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)

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4 Does he have the speed to beat the S? To go all the way? To get deep to a point?

4 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

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 sidelleft- hand 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/O him 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"d Receiver 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

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t Can he throw the fade route? t How far can he throw deep? Avoid to Pass: Quickness in the pocket, ability to get away from all the trash Scramble to Run t Is he good enough to put a spy on him? If so, you've got a secret weapon 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 a 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?

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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 t Does he have the same enthusiasm? 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 t Does he have NFL leg strength? Punt Steps t 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? Punt Distance t What distances is he capable of? Punt Hang Punt Direction: ability to coffin corner Punt Pooch t Example: From the 40, can he punt the ball up 39 yards with a 6.0s hang time? ClutchlGame RunlPass t Does he have the athleticism? Holder t If he's not a holder, why? (P's are usually holders, unless they also kick) 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 t Example: for a RE, you want a left-hand stance (left leg back, right hand down) 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

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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 t Can he use his hands? Does he keep a low shield? + 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 of 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

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= 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.

I X . FINAL 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: 1 R - 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."

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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." 8Bao3 No m d e r how p o d fie player is on Shat Ch.rmpiws/, jp learn, +he rookie cw mow him out, e ucepf &P QB. ,%%?? Chance to make: 80-90%

7 C006-C015 STRONG

OUTSTANDING OR VERY GOOD ABILITY. Player performs the specifics and characteristics of his position 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 position - no projections. "He Will Make a Championship Team, May Not Start as a Rookie But Has the Capability to

4 F061 -Fog0

WEAK

6 D016-Do30

HIGH MARGINAL

-5 5E031-5E045

(Y)

5E046-5EM0 (N)

LOW MARGINAL

SLIGHTLY ABOVE AVERAGE ABILITY. Player performs the specifics and characteristics of his position only 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 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 a Spot Player. "

Become a Starter Eventually. '" p,a,,er c-;fica[ FdOrS 9rq& 4 7 which i8 d; f fknt b m seven sffoo7 crijtbs/ fqcfors.

%U csn.fproj icta player fo 73, 813 end 91s (project fos dd'fhlenf po8;hon). Chance to make: 70-80%

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~fibn N om+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 1- 5EY045). 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. " . "

. -

L& 5 % ~ dfhmunds- Chance to make: 40-60%

WEAK

WEAK

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 c has s&, o7"h/ef/b ~b,7,iL~, +ii@ QS he/[ b&y~u wIInf fo dr~' Aim - Pos/'Jion cwch m~hhf ./5//,ir wdh X l r n nnd cl.4 . . him fo mkz ge horn. Chance to make: 30-70%

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.)

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

Page 26: Football Scouting Course Book

POS POS9 8 7 6 5 4 3 2 1 Ht Wt

WR 4.45 4.50 4.55 4.60 4.65 4.70 4.75 4.80 4.85 WR 5110 1754.49 4.54 4.59 4.64 4.69 4.74 4.79 4.84

TE 4.60 4.65 4.70 4.75 4.80 4.85 4.90 4.95 5.00 TE 6020 2304.64 4.69 4.74 4.79 4.84 4.89 4.94 4.99

OT 5.05 5.10 5.15 5.20 5.25 5.30 5.35 5.40 5.45 OT 6040 2705.09 5.14 5.19 5.24 5.29 5.34 5.39 5.44

OG 4.95 5.00 5.05 5.10 5.15 5.20 5.25 5.30 5.35 OG 6030 2704.99 5.04 5.09 5.14 5.19 5.24 5.29 5.34

C 5.00 5.05 5.10 5.15 5.20 5.25 5.30 5.35 5.40 C 6020 2705.04 5.09 5.14 5.19 5.24 5.29 5.34 5.39

QB 4.70 4.75 4.80 4.85 4.90 4.95 5.00 5.05 5.10 QB 6010 1854.74 4.79 4.84 4.89 4.94 4.99 5.04 5.09

FB 4.55 4.60 4.65 4.70 4.75 4.80 4.85 4.90 4.95 FB 6000 2254.59 4.64 4.69 4.74 4.79 4.84 4.89 4.94

RB 4.45 4.50 4.55 4.60 4.65 4.70 4.75 4.80 4.85 RB 5110 1954.49 4.54 4.59 4.64 4.69 4.74 4.79 4.84

DE 4.80 4.85 4.90 4.95 5.00 5.05 5.10 5.15 5.20 DE 6040 2704.84 4.89 4.94 4.99 5.04 5.09 5.14 5.19

DT 4.90 4.95 5.00 5.05 5.10 5.15 5.20 5.25 5.30 DT 6030 2704.94 4.99 5.04 5.09 5.14 5.19 5.24 5.29

ILB 4.70 4.75 4.80 4.85 4.90 4.95 5.00 5.05 5.10 ILB 6020 2354.74 4.79 4.84 4.89 4.94 4.99 5.04 5.09

WLB 4.55 4.60 4.65 4.70 4.75 4.80 4.85 4.90 4.95 WLB 6010 2204.59 4.64 4.69 4.74 4.79 4.84 4.89 4.94

SLB 4.60 4.65 4.70 4.75 4.80 4.85 4.90 4.95 5.00 SLB 6020 2304.64 4.69 4.74 4.79 4.84 4.89 4.94 4.99

SS 4.50 4.55 4.60 4.65 4.70 4.75 4.80 4.85 4.90 SS 6000 2054.54 4.59 4.64 4.69 4.74 4.79 4.84 4.89

WS 4.50 4.55 4.60 4.65 4.70 4.75 4.80 4.85 4.90 WS 5110 1954.54 4.59 4.64 4.69 4.74 4.79 4.84 4.89

DC 4.40 4.45 4.50 4.55 4.60 4.65 4.70 4.75 4.80 DC 5100 1854.44 4.49 4.54 4.59 4.64 4.69 4.74 4.79

STRONG MARGINAL WEAK MINIMUM

Page 27: Football Scouting Course Book

MOVIE ANALYSIS - OFFENSE

vs Date

Date

Date

VIEWING REMINDERS: QUARTERBACKS

1. SET UP SPEED TECH

2 . RELEASE FOOTWORK

3. RELEASE ARM HANDS

4 ARM STRENGTH

5 THROWING JUDGEMENT

6 AVOIDABILITY

7. PASSES TYPES

8. POCKET POISE

9. TEAM CONTROL

10 BODY STRENGTH

OFFENSIVE BACKS

1 GET OFF TECH

2 LANE DECISION

3 POWER RUNNER

4 . OUTSIDE RUNNER

5. ACCELERATION

6 MAKE TACKLER MISS

7. RECEIVER HANDS

8. RECEIVER PATTERNS

9. RUN STYLE INSTINCT

10. DURABILITY

RECEIVERS

I . LOS RELEASE

2 BREAKPOINT CONTROL

3 BALL ADJUSTMENT

4 CONCENTRATION-EYES

3 HAND BODY CATCHER

6 CATCH O N FEET JUMP

7. RECEIVE INSIDE

8. PATTERN TECH

9. RUN AFTER CATCH

10. BLOCKER

OFFENSIVE LINE

1 . STANCE

2. GET OFF FOOTWORK

3. LOS CONTROL

4 EXPLOSIVENESS

5. PASS BLOCK

6 PULLING TECH

7 BLOCK ON MOVE

8. BALANCE

9. TENACITY

10 TOUGHNESS - -

QUICKNESS 8 CONTROL COMPETITIVENESS STRENGTH 8 EXPLOSION STRIDE TOUGHNESS DELIVERS BLOW QUICKNESS CLUTCH PLAYER ARM STRENGTH AGILITY AGGRESSIVENESS LEG STRENGTH BALANCE A HITTER QUICK FEET BODY TYPE, UPPER COD LEG TYPE ACCELERATION FLEXIBILITY

I Pos #

Name -I-----

Test 40

Playing Speed I

Quickness & Control 1

Competitiveness - 1 I

Strength & Explosion ,

Pos #

Name

H t. Wt

Test 40

Playing Speed

Quickness & Control

Competitiveness

I Strength & Explosion I I

- - .

Page 28: Football Scouting Course Book

GKI ASSIGNMENT SHEET (REPORT FORM)

HEADING AND THE SEVEN CRITICAL FACTORS

1 Heading 2 Confirmed Speed SCOUT

3 Play Speed 4 QAB SCOUT

5 Competitor 6 Character SCOUT

7 Mental Alertness 8 Strength SCOUT

B. POSITION SPECIFICS (WIDE RECEIVER) -

9 Stance

11 Blocker

SCOUT

SCOUT

SCOUT

SCOUT

10 Initial Quicks SCOUT SCOUT

12 Release SCOUT SCOUT

13 React to ball 14 React to crowd SCOUT SCOUT

15 Hands 16 Receiving short SCOUT SCOUT

17 Receiving long 18 Run after catch SCOUT SCOUT

19 PuntlKO catcher SCOUT

C. SUMMARY AND GRADE -

20 23 SCOUT SCOUT

2 1 24 SCOUT SCOUT

22 25 SCOUT SCOUT

Page 29: Football Scouting Course Book

GKI Player Report Form Quarterbacks dame School

(Last) (First) College Pos Pro Pos Height Weight Speed DOB Jersey#

7 Critical Factors i ) Confirmed Speed Grade -

(Dress and Condins) 2) Play Speed Grade -

I) QAB a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balance- e) Quick F e e t 9 COD- g) Acceleration- h) Flexibility- Grade - i) Ease of M o v e m e n t j) Overall Body Coordination-

I) Competitor a) Toughness- b) Win at all cost - c) Aggressiveness- d) Clutch Player- e) Determined to be the Best- 9 2nd Effort- Grade - Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy Player- e) Enjoys Football- f) Quitter- Grade p

g) Training Habits- h) Stability- i) Team Player-

Summation

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

Grade -

Summation

i ) 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. Strength- Grade - d) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

Summation Critical Factors Grade- Position Specifics

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 Grade-

Total- Average Specifics-

Summary h e Major Weakness One Major Strength

Summation

kou t Name Final Grade

Page 30: Football Scouting Course Book

GKI Player Report Form Running Backs 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 Balance- e) Quick Feet- f ) C O D g) A c c e l e r a t i o n h) Flexibility- Grade - i) 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- d) Clutch Player- e) Determined to be the Best - 9 2nd Effort- Grade p

Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy P l a y e r e) Enjoys Football- f) Quitter- Grade - g) Training H a b i t s h) Stability- i) Team Player-

Summation

6) Mental Alertness a) Learns Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has It- Grade - e) 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 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. Strength- Grade - 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 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 Grade-

Total- Average Specifics-

Summary One Major Weakness One Major Strength

Scout Name Final Grade

Page 31: Football Scouting Course Book

GKI Player Report Form Wide Receivers Name School

(Last) (F~rst)

College Pos Pro Pos Height Weight Speed DOB Jersey#

7 Critical Factors 1) Confirmed Speed Grade -

(Dress and Ccndfions) 2) Play Speed Grade -

3) QAB a) Stride L M S b) Quickness- c) Agility- d) Body Balance- e) Quick Feet- f) COD- g) A c c e l e r a t i o n h) Flexibility- Grade - i) 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- d) Clutch Player- e) Determined to be the Best - 9 2nd Effort- Grade p

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities - d) Lazy P l a y e r e) Enjoys F o o t b a l l 9 Quitter- Grade - g) Training Habits- h) S t a b i l i t y i) Team Player-

6) Mental Alertness a) Learns Quickly- b) Needs Repelition- c) Repeats M~stakes- d) Retains Once He Has It- e) Adjusts Quickly to Strange or New Situations (Alertness)- 9 Shows That He Sees Thlngs Happening (Awareness)-

Grade -

Summation

7) Strength and Explosion a) Delivers Blow (Does He Pop Leather When He Hits)- b) Arm Strength (Upper Body Development)- c) B.P. Strength- Grade - 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 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 Grade-

Total- Average Specifics-

Summary One Major Weakness One Major Strength

Summation

Scout Name Final Grade

Page 32: Football Scouting Course Book

GKI Player Report Form Tight Ends Name School

(Last) (Rnt) Coilege Pos Pro Pos Height We~ght Speed DOB Jersey#

7 Critical Factors 1) Confirmed Speed Grade -

(Dress and Condbns) 2) Play Speed Grade -

3) WB a) Stride L M S b) Quickness- C) A g i l i t y d) Body Balance- e) Quick Feet- f) COD- g) A c c e l e r a t i o n h) Flexibility- Grade - i) 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- d) Clutch Player- e) Determined to be the Best - f) 2nd Effort- Grade -

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy P l a y e r e) Enjoys Football- 9 Quitter- Grade p

g) Tra~ning Habits- h) S t a b i l i t y i) Team Player-

6) Mental Alertness a) Learns Quickly- b) Needs Repetition- c) Repeats M i s t a k e s d) Retains Once He Has it- e) 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 -

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. Strength- Grade - 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 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 Grade-

Total- Average Specifics-

Summary One Major Weakness One Major Strength

Summation

Scout Name Final Grade

Page 33: Football Scouting Course Book

GKI Player Report Form Offensive Linemen Aame School

(Last) (F~rst) . .

College Pos Pro Pos Height Weight Speed DOB Jersey#-

7 Critical Factors 1) Confirmed Speed Grade -

(Dress and Condtions) 2) Play Speed Grade -

3) QAB a) St~ide L M S b) Quickness- c) A g i l i t y d) Body Balance- e) Quick Feet- f) C O D g) Acceleration - h) Flexibility- Grade - i) 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- d) Clutch Player- e) Determined to be the Best - f) 2nd Effort- Grade - Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy Player- e) Enjoys Football- f) Quitter- Grade - g) Training H a b i t s h) Stability- i) Team Player-

6) Mental Alertness a) Learns Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has It- e) 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. Strength- Grade - d) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

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-

Total-

Average Specifics-

Summary

h e Major Weakness One Major Strength

Scout Name Final Grade

Page 34: Football Scouting Course Book

GKI Player Report Form Defensive Linemen 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 Balance- e) Quick Feet- f) C O D g) Acceleration- h) Flexibility- Grade - i) 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 b) Win at all cost- c) Aggressiveness- d) Clutch Player- e) Determined to be the Best - f) 2nd Effort- Grade - Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy Player- e) Enjoys Football- f) Quitter- Grade - g) Training H a b i t s h) Stability- i) Team Player-

Summation

6) Mental Alertness a) Leams Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has It- Grade - e) 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 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. Strength- Grade - 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 Critical Factors Grade-

initial Quickness Grade-

-

Recognition Grade-

Neutralize Grade-

Escape Run Block Grade-

Vs. Run Grade-

Pursuit Grade-

Tackling Grade-

Pass Rush Grade-

Total-

Average Specifics-

Summary

One Major Weakness One Major Strength

Summation

Scout Name Final Grade

Page 35: Football Scouting Course Book

GKI Player Report Form Linebackers Name School

(Last) (Rrst) College Pos Pro Pos He~ght We~ght Speed DOB Jersey#

7 Critical Factors I) Confirmed Speed Grade -

(Dress and CondLons) 2) Play Speed Grade -

3) QAB a) Stride L M S b) Q u i c k n e s s c) Agility- d) Body Balance- e) Quick Feet- f) C O D g) A c c e l e r a t i o n h) Flexibility- Grade - i) 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) Aggress iveness d) Clutch Player- e) Determined to be the Best- f) 2nd Effort- Grade - Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy Player- e) Enjoys Football- f) Quitter- Grade - g) Training Habits- h) S t a b i l i t y i) Team Player-

Summation

6) Mental Alertness a) Leams Quickly- b) Needs RepeUtion- c) Repeats Mistakes- d) Retains Once He Has It- Grade p

e) 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 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. Strength- Grade - d) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Funct~onal Strength-

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 Average Specifics-

One Major Weakness One Major Strength

Summation

Scout Name Final Grade

Page 36: Football Scouting Course Book

GKI Player Report Form Defensive Backs Name School

(Last) (First) College Pos Pro Pos Height Weight Speed DOB Jersey#__

7 Critical Factors 1) Conf ined Speed' Grade -

(Dress and Contiins) 2) Play Speed Grade -

3) QAB a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balance- e) Quick F e e t f) COD- g) Acceleration - h) Flexibility- Grade - i) 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- d) Clutch Player- e) Determined to be the Best- f) 2nd Effort- Grade p

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy Player- e) Enjoys Football- f) Quitter- Grade p

g) Training Habits- h) Stability- i) Team Player-

6) Mental Alertness a) Leams Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has It- e) Adjusts Quickly to Strange or New Situations ( A l e r t n e s s ) 9 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. Strength- Grade - d) Leg Strength (Lower Body Development)- e) A Hitter- 9 D u r a b i l i t y g) Functional Strength-

Position Specifics 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 Grade-

Total- Average Specifics-

Summary One Major Weakness One Major Strength

Summation

Scout Name Final Grade

Page 37: Football Scouting Course Book

GKI Player Report Form Kicker Name School

(Las t ) (Fmt) College Pos Pro Pos Height Weight Speed DOB Jersey#

7 Critical Factors 1) Confirmed Speed Grade -

(Dress and Contiilions) 2) Play Speed Grade -

3) QAB a) Stride L M S b) Q u i c k n e s s C) Agility- d) Body Balance- e) Quick Feet- f) C O D g) Acceleration - h) Flexibility- Grade - i) 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 d) Clutch P l a y e r e) Determined to be the Best - f) 2nd Effort- Grade - Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy P l a y e r e) Enjoys Football- 9 Quitter- Grade p

g) Training Habits- h) Stability- i) Team Player- Summation

6) Mental Alertness a) Learns Quickly- b) Needs Repetition- c) Repeats Mistakes- d) Retains Once He Has It- e) 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) A n Strength (Upper Body D e v e l o p m e n t ) c) B.P. Strength- Grade - d) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

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-

Total- Average Specifics-

Summary One Major Weakness One Major Strength

Summation

Scout Name Final Grade

Page 38: Football Scouting Course Book

GKI Player Report Form Punter Name School

(Last) (F~rst) College Pos Pro Pos Height Weight Speed DOB Jersey#

7 Critical Factors 1) Confirmed Speed

(Dress and Condmonsl Grade -

2) Play Speed Grade -

3) QAB a) Stride L M S b) Quickness- c) A g i l i t y d) Body Balance- e) Quick F e e t 9 COD- g) A c c e l e r a t i o n h) Flexibility- Grade - i) 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- d) Clutch Player- e) Deterr~ined to be the Best - f) 2nd Effort- Grade - Summation

5) Character a) Coachable- b) Bad A c t o r c) Shows Leadership Qualities- d) Lazy Player- e) Enjoys F o o t b a l l 0 Quitter- Grade - g) Training Habits- h) Stability- i) Team Player-

Summation

6) Mental Alertness a) Learns Quickly- b) Needs Repetition- c) Repeats M i s t a k e s d) Retains Once He Has it- Grade - e) 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. Strength- Grade - d) Leg Strength (Lower Body Development)- e) A Hitter- f) D u r a b i l i t y g) Functional Strength-

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-

Total- Average Specifics-

Summary One Major Weakness One Major Strength

Scout Name Final Grade