The following is a list of terminologies I use to condense the point I am trying to make:

Block Assist (Football): the assist man on a double block. Many double blocks result in the assistant climbing to the next level, so it is difficult to judge whether they would win, lose, or tie a blocking contention, it can also be used as reference to how many times they had help when dealing with defenders.

Blocking Record (Football): a record of all blocks and the outcome (win, loss, tie, assist). A blocking record can be a quick reference for the effectiveness of a player’s blocking ability and whether they tend to let defenders get past them or not.

Blocking Loss (Football): An unsuccessful block that would result in a defender either making a play on the ball, or would have, had the play been in the realm of the defender. This would show up as the second number (0-1-0). It is a quick reference to how many times a defender got past the blocker compared to how many times he successfully blocked.

Blocking Tie (Football): A block that could have or did fall apart that was changed because of outside influences. examples are a tackle a defender made despite being blocked because the running back ran toward him anyway, a sack or shed block that occurred because of a scrambling quarterback, a sack or shed block that occurred because the QB was holding onto the ball for too long, a shed block that occurred but the play was somewhere else. these are the seen on the third number on the record (0-0-1)

Blocking Win (Football): A successful block. These are best seen by a player who holds a block for the entire duration of the play; However this also extends to blocks that successfully take a defender out of the play, such as a push block that knocks the defender too far out for him to be able to tackle the ball carrier. These are the first number on the record (1-0-0)

Contention Rate (Football): blocking wins and ties added together and compared to the total number of blocks made. This is a percentage that shows the rate by which a player can successfully initiate a block, however does not factor in whether the block was a complete success or not.

Marksman Accuracy: The accuracy the QB has when throwing to a receiver. This does not take into account whether the throw was caught, or intercepted/deflected by a defender, or throw aways. This is used to measure whether a QB’s throws to a receiver are accurate or not. An example would be a good throw would be a throw that was caught in the breadbasket, or a throw that was right on the money but intercepted because of poor decision making. An example of a throw that would be considered bad throws are passes that require major adjustments by a receiver when no defenders are around, throws that are too low, or passes that are obviously overthrown. Throwaways or throws that are affected by the QB getting hit do not count, thus do not negatively affect a QB’s marksman score.

Spartan Vision (Football): A blocker’s ability to see defenders that are in or around his assigned position. One who has good Spartan Vision has the ability to keep tabs on all Dlinemen, and can be seen jumping from one block assignment to the next with ease. Another sign of good Spartan Vision is a blocker’s ability to find and halt a blitzing defender.

Quality Block (Football): a percentage made by comparing blocking wins to total number or blocks. This shows the rate at which a player can block successfully to the point of taking a defender out of the play, AKA hold their block.

Closing Speed: The time it takes for a player to get from their positioning on a play to a point of interest. Usually the point of interest is either the point in which the ball is thrown, or the spot where a player has caught/run the ball.

Chasedown Speed: A terminology mainly used on defense to describe how quickly a player can catch up to a ball carrier from behind. Good chasedown speed usually means a player can catch up to a player, while poor chasedown speed usually means if the ballcarrier gets behind them, the player will not be able to catch him

Top Speed: The fastest a player can run. Different from what you would normally associate with speed, Top speed is a look at how fast a player moves when he is at his fastest. It does not take into account his reaching top speed (acceleration), or how long he can maintain top speed (conditioning). Rarely used in games, Top speed can be a potential measure how dangerous a player is when they have an open daylight.

Directional Mobility: A combination of change of direction, agility, acceleration, and footwork. Directional Mobility is an overall look at how effective and fluidly a player can move around the field without being hindered by conditions such as changing direction, or changing speed and/or acceleration

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