STANDARD PROFILE ADVANCED STATS
2026 SEASON · MWC · PLAYER TREND REPORT
2026 SEASON (7 GMS): DEFENSE: 24 TCKL, 0 TFL, 0 SACKS, 0 INT
CAREER (22 GMS): DEFENSE: 71 TCKL, 4 TFL, 1 SACKS, 2 INT
TREND NOTESSalim Sesma had a career-high 10 tackles vs CORNELL COLLEGE on 10/3/26. Salim Sesma has 2 INTs in his career; the last vs MONMOUTH (IL) on 11/8/25. Salim Sesma had 10 tackles vs CORNELL COLLEGE (2026). WIN SHARES
Season Win Shares Offense Defense Team wins Share of wins Division rank 2026 0.01 0.00 0.01 1 1% 8,680 of 16,275 (D3) 2025 0.23 0.00 0.23 5 5% 1,458 of 17,729 (D3) 2024 0.04 0.00 0.04 4 1% 5,770 of 15,935 (D3)
2026 GAME LOG
PROJECT STATS — VS. ANY OPPONENT
LAST YEAR'S NUMBERS — 2025
HIGHS & LOWS
CAREER HIGHS SEASON HIGHS
CAREER, SEASON BY SEASON
SEASON GP TCKL TFL SACKS INT PD 2024 5 9 1 1 0 0 2025 10 38 3 0 2 0 2026 7 24 0 0 0 0 TOTALS 22 71 4 1 2 0
CAREER GAME LOG Defense — Season Tackles 5 (GT-Weighted 5.0) 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.