STANDARD PROFILE ADVANCED STATS
2026 SEASON · G MAC · PLAYER TREND REPORT
2026 SEASON (4 GMS): DEFENSE: 6 TCKL, 0 TFL, 0 SACKS, 0 INT
CAREER (17 GMS): RUSHING: 111 CAR, 592 YDS, 2 TD RECEIVING: 13 REC, 173 YDS, 1 TD DEFENSE: 60 TCKL, 0.5 TFL, 0 SACKS, 0 INT
TREND NOTESJordan Houston has never had more than 2 tackles in a game in his career (has hit 2 twice). WIN SHARES
Season Win Shares Offense Defense Team wins Share of wins Division rank 2026 0.01 0.00 0.01 2 1% 5,494 of 11,863 (D2)
2026 GAME LOG
PROJECT STATS — VS. ANY OPPONENT
LAST YEAR'S NUMBERS — 2024
HIGHS & LOWS
CAREER HIGHS SEASON HIGHS
CAREER, SEASON BY SEASON
SEASON GP CAR RUSH YDS YPC TD REC REC YDS YPC TD TCKL TFL SACKS INT PD 2024 (MARSHALL) 13 111 592 5.3 2 13 173 13.3 1 54 0.5 0 0 0 2026 (THOMAS MORE) 4 0 0 -- 0 0 0 -- 0 6 0 0 0 0 TOTALS 17 111 592 5.3 2 13 173 13.3 1 60 0.5 0 0 0
CAREER GAME LOG Defense — Season Tackles 1 (GT-Weighted 1.0) Tackles For Loss 0 Sacks 0 (GT-Weighted 0.0) Interceptions 0 (0 pick-6s)
ADVANCED METRICS EXPLAINED (1) What is "garbage time"? A 7-tier rule (bigger lead required as the clock runs down) that flags plays happening in a game that is no longer competitive -- e.g. a 30+ point lead right after halftime, or a 12+ point lead inside the final 3 minutes.
Inputs: Quarter, game clock, and the score of both teams at the time of the play. Garbage-time plays are not thrown out -- they count for 35% of a normal play in every "garbage-time-adjusted" figure, so a player who pads stats once a game is decided shows up as such rather than being invisible.
Experimental build -- NCAA football, FBS/FCS/D2/D3 nationally (started as
an 8-team SCIAC D3 pilot; still one conference among many now on file),
sourced from the NCAA's own public data (ncaa.com via henrygd/ncaa-api).
Numbers are computed live from this product's own library. Where a figure
is missing it is shown as an em dash, never as zero -- this data source has
known, documented gaps (see the CFB Pirate feasibility/build-plan project
docs).
Team, Team Season, and Matchup Reports are built on demand -- the first
person to open one for a given matchup or season may wait up to 50 seconds
while it's generated; it isn't stuck, and it loads instantly for everyone
after that.