Configure the play
Basic measures direct distance. Route mode adds path geometry. Advanced mode adds timing, movement, wind, and coverage.
Comparison table
Compare receivers, routes, pass types, release speeds, launch angles, quarterback movement, wind, and coverage.
| Scenario | Route | Pass distance | Route distance | Flight | Lead | Separation | Difficulty | Completion | Risk | Action |
|---|---|---|---|---|---|---|---|---|---|---|
| No comparison snapshots have been added. | ||||||||||
Saved scenarios and history
Saved scenarios remain in this browser. The calculator requires no database.
| Saved | Name | Mode | Route | Field | Actions |
|---|---|---|---|---|---|
| No scenarios are saved. | |||||
Formulas used
Straight-line distance
d = √((x₂ − x₁)² + (y₂ − y₁)²)This measures the planar distance from release point to catch point.
Route length
route = Σ √((xᵢ − xᵢ₋₁)² + (yᵢ − yᵢ₋₁)²)Every receiver route segment is measured and added.
Horizontal ball speed
vₓ = v × efficiency × cos(angle)Release speed is converted to yards per second before use.
Flight time
t = planar distance ÷ horizontal speedThis is a transparent planning approximation, not full aerodynamics.
Receiver movement
s = ut + ½at²Speed and acceleration project the moving target during delay and flight.
Defender arrival
arrival = reaction + distance ÷ speedThe default pursuit model uses a direct path to the catch point.
Wind drift
drift = wind speed × flight time × coefficientThe entered bearing controls the direction of the estimated drift.
Throw window
window = defender arrival − ball arrivalA negative value means the modeled defender arrives first.
How to use this calculator
1. Select a mode
Basic mode calculates direct distance. Route mode adds path geometry. Advanced mode adds movement, timing, trajectory, wind, and defenders.
2. Choose a field
Select professional, college, high-school, Canadian, flag, or custom dimensions. Coordinates must remain within the selected boundaries.
3. Place players
Enter coordinates or drag markers. X represents width. Y represents length from the near end line.
4. Configure the route
Select a preset route. Scale, rotate, or mirror it. Use Custom Route for exact break and target coordinates.
5. Add movement
Enter receiver speed, acceleration, direction, and throw delay. Configure quarterback dropback, rollout, bootleg, or scramble distance.
6. Configure the pass
Select bullet, touch, lob, Hail Mary, sidearm, or custom. Adjust velocity, angle, heights, and spiral efficiency.
7. Add coverage
Place the defender and safety. Enter reaction delay and speed to estimate closing time and separation.
8. Compare results
Add snapshots after each calculation. Export comparisons for practice planning, coaching review, or classroom discussion.
Understanding the output
Distance differs from route depth
The pass begins at the quarterback release point. Air yards begin at the line of scrimmage. Route distance follows the receiver’s entire path. Quarterback movement can shorten one measure while increasing another.
Lead depends on time
A faster receiver or slower throw usually requires more lead. Delayed release, acceleration, and wind can shift the recommended catch point. The receiver is assumed to maintain the entered movement vector.
Coverage remains simplified
The defender calculation uses reaction delay and direct travel. It does not model leverage, traffic, route recognition, change of direction, or contact. Use it for comparisons rather than official prediction.
Scores are heuristic
Difficulty, completion, contested-catch, and interception values are transparent estimates. They do not use official player tracking data. Their best use is comparing scenarios within this calculator.