Blindside Protection Lab & Pocket Simulator
Explore how a fictional tackle’s target, movement rate and strike timing interact with four authored rush paths. Scores are game outputs, not NFL scouting grades.
Explore how a fictional tackle’s target, movement rate and strike timing interact with four authored rush paths. Scores are game outputs, not NFL scouting grades.
How do the inputs change the tackle’s path, and why is a clean-pocket result not an NFL prediction?
This is a fictional coordinate game. Set depth and shade select a target, anchor changes movement speed, and four authored rush paths create contact opportunities. The jersey numbers are visual labels; no player tracking, game film or athlete-specific calibration enters the engine.
The 2.65-second clock, collision radii, pocket percentages and letter grades are authored game rules. No receivers, coverage, pass accuracy, catch or end-zone event is simulated. A clean-pocket label therefore does not establish a touchdown, a real pass-block win, injury safety or an athlete’s ability.
At anchor 65, the tackle’s movement rate is 4.8 × (1.2 − 65/200) = 4.2 model yards per second. At 95 it is 3.48; at 20 it is 5.28. In the bull-rush contact branch, anchor 60 or higher—or a currently active punch—selects the slowdown and 94% pocket label. That threshold is a rule in this illustration, not measured blocking strength. A completed clean clock receives 92 points, or 98 if the rusher was marked past the pocket; an active punch at completion adds 2.
Depth sets target y to minus the slider value; shade sets target x to −3.2 minus shade. A turf click or drag supplies a manual target constrained to x −8 through −1.5 and y −8 through 0. Contact is checked below 0.95 model yards. Speed, bull, spin and twist branches then alter velocities; they do not solve biomechanical forces or model each blocker’s responsibility.
The quarterback moves toward y −7.5. The primary-rusher sack condition uses distance below 1.35 model yards; a twist looper uses 1.4. Surviving until at least 2.65 model seconds selects the clean-clock result. Distances displayed are coordinate distances, and contact labels such as 42%, 94% or 98% are fixed branch values, not pressure probabilities.
Flash, independent and snatch store different names but share the same collision logic. Jump additionally counts as punching before 0.8 model seconds. The Strike button activates a punch for 320 milliseconds of wall time; a press long before completion does not guarantee the grade bonus. These controls illustrate timing, not coached hand mechanics.
Changing depth, shade, punch choice or preset resets the play and hides its previous report. Anchor updates immediately without resetting. Snap starts a new play and clears manual steering; steer after snapping to influence the current path. The report records current settings and the completed outcome, not a full movement replay.
Miami’s June 2, 2025 retirement notice records Terron Armstead’s five Pro Bowl selections and seasons with New Orleans (2013–2021) and Miami (2022–2024). It does not document this simulator or a partnership with Tyler Shough. The field uses fictional LT #72 and QB #12 rather than presenting an invented pairing as game film. Miami Dolphins: Armstead retirement notice
NFL Next Gen Stats uses actual player and ball tracking for performance analysis. This page generates coordinates from authored rules instead. To judge real protection, you would need the play’s assignment, pressure path, timing and game context; this illustration alone cannot supply those observations. NFL Football Operations: Performance tracking
For on-field learning, USA Football’s resource hub links coach tools, practice guidance and contact-development resources. Its guidance does not certify this illustration’s thresholds or grades. USA Football: Coach and practice resources
Historical career and five Pro Bowl selections; not model validation.
How actual tracking differs from generated coordinates.
Further learning resources; no endorsement of these game rules.