Offensive Guard ~ Taylor Moton ~ Western Michigan Broncos ~ 6051/320
The Gutters are riddled with the Corpses of Teams that were built around so-called "skill" Players ~ teams that delighted their Fantasy FootBall Fans every Year, all the way until January...until The Only Games That Really Matter.
It is then, of course, that the Capacity ~ or lack thereof ~ to Move The Chains and protect the QuarterBack against PlayOff Caliber Defenses rears its ugly head. And another Team built for Fantasy FootBall bites the dust.
This is how I break things down, when I'm evaluating Offensive Guards:
Power: Above all: Core Power. Torso Power is important, but Core Power, from the Knees to the Ribs, is absolutely crucial. All the upper body Strength in the world will still fail if you simply can't dig in your Heels. But Core Power enables an Offensive Lineman to project Power in the Running Game and to reject Power in the Passing Game.
Agility: Launch Velocity, Acceleration, and above all: Fluidity or Core Agility. Core Agility is even more essential to sustained good Health ~ and to sustained good FootBall ~ than Core Power. The ability to react with Serpentine smoothness is a tremendous Asset in all Aspects of the Game, and certainly in the Hand to Hand Combat that characterizes Trench Warfare. All the Power in the World goes only so far if you're lurching around like FrankenStein.
Frame: Vertical Leverage, Hands, Arm Length, and WingSpan.
Combat Skills: Lateral Leverage, Paw Positioning, Paw Persistence, and FootWork.
Processing Speed: How quickly and effectively one Reads & Reacts to the Rapidly Roiling Tactical LandScape!!
Motor: Endurance and Drive: How much Work has been put into Conditioning, and how it manifests itself.
Run Blocking: Applying it all: Power, Agility, Frame, Combat Skills, Processing Speed, and Motor.
Pass Blocking: Power, Agility, Frame, Combat Skills, Processing Speed, and Motor.
Broken down into SubCategories, it'd go something like this:
* Core Power ~ lower body Power. Core Power trumps Torso Power. Tyrannosaurus Rex had exceptional Core Power.
* Torso Power ~ upper Body Power. Important, but not crucial. T Rex had lousy Torso Power...yet was King.
* Anchoring Strength in the Passing Game. The capacity to Stand One's Ground.
* Drive Power in the Running Game. The capacity to drive your man back.
* Fluidity, above all things: Core Agility & Flexibility makes everything possible.
* Launch Velocity ~ Speed into Contact off the Snap.
* Acceleration ~ Short Speed or Quickness.
* Vertical Leverage. Height is crucial, but it's actually better, I believe, to be an Inch shorter than an Inch Taller.
* Hands. The larger the better, generally, but compact is never a bad Attribute in The Trenches.
* Arm Length. Absolutely crucial. He who boasts the longer Arms initiates Combat.
* WingSpan. Arm Length + Torso Width. A more complete Measurement.
* Lateral Leverage. Angles. Getting Square or better with the Target.
* Paw Positioning ~ It's all about Angles & Leverage.
* Paw Persistence ~ RPMs: Activity & Persistence.
* FootWork ~ RPMs: Activity & Persistence.
* Reading & Reacting to Defensive Schemes & Stunts quickly and effectively.
* Field Vision: Finding Targets & approaching them effectively.
* Power ~ Drive Power to project Power in the Running Game.
* Agility ~ especially Acceleration DownField or to the Flank.
* Frame ~ especially Vertical Leverage.
* Combat Skills.
* Processing Speed.
* Power ~ Anchoring Strength to reject Power in the Passing Game.
* Agility ~ especially Fluidity to Mirror the Pass Rusher.
* Frame ~ especially WingSpan.
* Combat Skills.
* Processing Speed.
Power: Adequate. He looks a lot formidable than he actually is, I think, but he's able to Anchor against the Pass Rush consistently, though he doesn't tend to get a whole lot of Push when he's Run Blocking.
Update: Upon Further Review and additional Tape: Tremendous.
Agility: Marginal. Sufficient Launch Velocity out'f'is Stance, but mediocre Acceleration to the Flanks and DownField in the Running Game, and marginal Fluidity to Mirror in Pass Protection or to change direction in the Open Field.
Frame: Exceptional. A bit tall for optimal Vertical Leverage at Offensive Guard, but an excellent WingSpan.
Update: Excellent. Tremendous WingSpan, in fact, though a bit Tall.
Combat Skills: Marginal. A mediocre Command of Lateral Leverage, mediocre Paw Persistence and FootWork, and awful Paw Positioning: Moton hits not the Core but the Perimeter of his Foes's Frames virtually all the time.
Processing Speed: Marginal. Moton's Speed & Efficacy in Reading and Reacting to Defensive Deception in Pass Protection is mediocre, and in Locating & Approaching Targets in the Running Game is horrible.
Motor: Adequate. Sufficient Motor. Mediocre Stamina.
Run Blocking: Competitive and potentially effective. Moton's lack of Fluidity and Processing Speed is gonna translate into a ton of Whiffs in the Open Field if he doesn't improve significantly in both Aspects of'is Game, I believe. Therefore, I don't foresee'm being a good Match for a Zone Scheme Team, and indeed foresee'm being a Liability for a Power Scheme Team, in his inability to cause Disruption, Behind Enemy Lines. However, he's got the WingSpan, the Power, and the breadth of Frame to develop into an Impact Player at The Point of Attack on a Power Scheme Team.
Update: Competitive and potentially outstanding on a Power Scheme Team.
Pass Blocking: Marginal but potentially effective. Despite deficient Fluidity to Mirror and marginal Combat Skills, Moton possesses the breadth of Frame and the WingSpan to potentially clog the middle effectively, even against reasonably Fast and Agile Foes, if he can develop some Combat Skills. And he's got sufficient Power to Anchor.
Taylor Moton definitely has the Frame for Offensive Tackle, at 6051 or so and an exceptional WingSpan, but he lacks the Fluidity to Mirror effectively, I believe, so I'd recommend him to deploy at Guard, where he's played, before.
I can't say that I'm very impressed with Moton's Game at this point. His Combat Skills and Processing Speed are horrible, and that doesn't speak especially well about how much Time & Training he's put in, to this point.
But he's got an excellent Frame and decent Power, and in Pass Protection, provided he moves inside to Offensive Guard, just standing there, shuffling around, and generally getting in the way is a big part of the Job!!
And that combination of an exceptional Frame and decent Power can also translate into an Impact Player at The Point of Attack in the Running Game, as well, though I'm less optimistic about his Impact, Behind Enemy Lines.
What it adds up to, from my perspective, is a very raw Prospect with some Potential. Me, I wouldn't spend more'n a Late Rounder on'm ~ a 6th or 7th Rounder ~ but can certainly defend someone spending a bit more.
Update: Upon Further Review, I'm gonna Walk This Back and get in line with The Market. Moton lacks Agility, and that could ultimately kill'm, but he's got a tremendous combination of Power and Frame, and, despite marginal Combat Skills and Processing Speed ~ which are certainly Red Flags that affect my Scores ~ offer tremendous Potential.
I'm gonna upgrade'm 2 Clicks from my previous Contender Rank and 4th/5th Round Grade.
Grateful Thanks, as always, for the crucial Work done by the folks at Draft BreakDown!
This is not is even remotely a Complaint, mind you, but rather a Warning: Caveat Emptor!!