How tough was the opponent's defense, based only on what happened before this game (never the game itself, so there's no lookahead). Available on every player and team, since it describes who they're facing, not who they are.
Opponent Points Allowed Per Game (Entering This Week)
The average points the opponent had allowed per game so far that season, counting only games before this one. A lower number means a tougher defense coming in.
Opponent Pass Yards Allowed Per Game (Entering This Week)
Same idea, for passing yards. Useful for asking whether a weaker pass defense predicted a bigger receiving or passing game.
Opponent Rush Yards Allowed Per Game (Entering This Week)
Same idea, for rushing yards.
Opponent Total Yards Allowed Per Game (Entering This Week)
Passing and rushing yards allowed combined.
Opponent Sacks Forced Per Game (Entering This Week)
How often the opponent's defense had been getting to the quarterback so far that season. A higher number means a tougher, more disruptive pass rush.
Opponent Turnovers Forced Per Game (Entering This Week)
How often the opponent's defense had been forcing fumbles or interceptions so far that season.
Why "Entering This Week"?
These numbers only use games before the one you're looking at, on purpose, so a defense's stats from this exact game never leak into a prediction about this exact game. Week 1 of a season shows no value for any team, since there's no earlier data yet to average.
Field Goals Made / Attempted / Missed / Blocked
A kicker's real field goal volume and accuracy that game. FG% is makes divided by attempts. FG Long is the longest make; the 50+ fields track attempts and makes specifically from 50 yards or beyond, the hardest, most doubtful range.
PATs Made / Attempted / Missed
Extra-point kicks after a touchdown. Nearly automatic in the modern NFL, but still a real, trackable stat.
Made a Field Goal / Perfect Kicking Game
Yes/no versions of a kicker's game: whether they made at least one field goal, and whether they went perfect on every field goal and PAT attempt that game.
Punts / Punt Yards / Punt Average
How many times a punter kicked, the total yards on those punts, and the average per punt -- the standard measure of a punter's leg strength that game.
Punts Inside 20 / Touchbacks / Fair Catches Forced / Blocked
What actually happened to each punt: pinned inside the 20 (good for the punting team), sailed into the end zone for a touchback (a wasted opportunity to pin the offense deeper), forced a fair catch (no return allowed), or got blocked (a real special-teams breakdown).
Booming Punt Game
A yes/no marker for a game where the punter's average distance was unusually long, a quick way to flag a standout leg-strength performance.
Kick / Punt Return Attempts, Yards, Average, TDs
A returner's real production on kickoffs and punts separately: how many they returned, total yards, yards per return, and how many went all the way for a touchdown. Total Return Yards adds both return types together for one overall number.
Scored a Return TD
A yes/no marker for whether a returner took any kick or punt back for a touchdown that game.
Opponent Field Goals Made / Attempted Allowed Per Game
How often the opponent's defense has let a kicker attempt, and make, field goals so far that season -- a real signal for how often that defense's drives stall out in scoring range instead of reaching the end zone.
Opponent Completions Allowed Per Game
How many completions the opponent's defense has allowed per game so far that season, entering the week being looked at.
Opponent Passing TDs Allowed Per Game
How many passing touchdowns the opponent's defense has allowed per game so far that season -- useful matchup context specifically for a QB's touchdown-scoring stats, separate from their raw yardage.
Opponent WR / TE / RB Yards & Receptions Allowed Per Game
The same "what has this defense allowed" idea as the team-wide matchup fields, but broken out by position -- how many yards and receptions this defense has given up specifically to wide receivers, tight ends, or running backs so far that season. A defense can be tough on receivers but soft against tight ends, so the position-specific version is often more meaningful than one blended number.
Opponent Offense fields (Matchup Context for Defensive Players)
The mirror image of the "Opponent Defense" fields, used when projecting a defensive player instead: how much the opposing OFFENSE has scored, thrown for, run for, turned the ball over, or been sacked so far that season. A pass rusher's sack total, for example, is driven by how often the opposing offense's own quarterback gets sacked league-wide, not by what a defense allows.
"Team Stat" vs. "Another Player's Stat" (Special Teams & Defense)
Two different ways to drive a kicker's, punter's, returner's, or defensive player's projection. "Team Stat" uses the player's own team's real per-game number (like the team's own field goal attempts) as the predictor. "Another Player's Stat" instead uses a specific teammate's real history, the same way Two Players mode works. Neither is forced -- pick whichever real relationship makes more sense for what you're trying to see.
Week Snapshot
Runs several stats for one specific week side by side (any week, past or future), each showing the projection with all three confidence levels at once. For a week that's already been played, it also shows the real result and how close the projection actually was.
Compare Players
Runs several full-season projections side by side, one per player or stat, so you can visually compare two or more outlooks at a glance instead of running them one at a time.
Actual (Real Result)
Once a week has actually been played, its real result is shown right alongside what the model projected for it -- a direct, honest check of the projection against what really happened, not just a number with nothing to compare it to.
Accuracy (Close / A bit off / Way off)
How far a real result landed from the projection, measured in standard deviations, the same real unit of uncertainty the confidence interval itself is built from. Within 1 SD is labeled "Close," 1-2 SDs "A bit off," and beyond that "Way off." This is a genuine statistical distance, not an arbitrary percentage.
Why some weeks use a different fit than others
A week that's already been played is projected using a fit that excludes the current season entirely, so its own real result can never leak into the very model used to "predict" it -- keeping the Actual/Accuracy comparison honest. Every week that hasn't happened yet instead uses a fit that includes real games from the current season, weighted more heavily than older seasons (see below), since there's no leakage risk for a game that hasn't been played.
Recency-weighted fitting
For any week that hasn't been played yet, real games from the current season count for more than older seasons, and the current season's overall share of the model's attention grows automatically as more of it gets played -- a handful of early-season games count for a modest amount, not an outsized one, while a fuller current season carries considerably more weight. Older seasons are never thrown out; they still make up real, substantial part of the fit even once the current season is well underway.
Defensive Penalties / Penalty Yards
Real penalties called on a defensive player that game, and the yardage given up because of them -- a discipline signal separate from their actual production (tackles, sacks, coverage).
Forced a Turnover (Yes/No)
A yes/no marker for whether a defensive player was directly responsible for a turnover that game (an interception or a forced fumble), regardless of who actually recovered it.
10+ Tackle Game (Yes/No)
A yes/no marker for a standout tackling performance: whether a defensive player reached double-digit tackles (combined solo and assisted) in a single game.