It’s great having stats at your disposal, but what do they mean? How is a Save different from a Block? What is a Tackle and what is an Interception?
To answer these questions, we at ITG have attempted to build on the already established definitions of terms and tailored them to suit the smaller format of the game (wherever applicable).
An action may be broken down by 2 means:
1. Type of action (Offensive/Defensive half)
2. Body Part. This applies only to Shots and Passes, where the action may be by the Right foot, Left foot, or Headed.
An attempt by a player to score a Goal by moving the ball into the opposition’s net, using any part of the body other than the hands. Shots are broken down as - by Body Part, Right(R), Left(L) or Head(H) and by Outcome (below).
Shot on Target (Shot On)
Any goal attempt that:
a) Would have gone into the net but for being stopped by a
b) Would have gone into the net but for being blocked by a defender.
Any goal attempt where the ball is going wide of the target or misses the goal.
Shot on Post (SoP)
A goal attempt that rebounds off the post or the crossbar.
Based on the player’s position on the field while taking the shot, it can be divided as follows:
A Shot that is taken from an area near the goal mouth.
A Shot taken from an area away from the goal mouth, but before the half line.
These are Shots that are taken from either the half line or behind.
A Counter Attack is a situation where a player takes a shot after his team steals the ball from the opposition, who have fully committed to an attack. A Counter Attack is only considered when:
· The shot is taken within 3 passes of the ball being turned over
· More than one player moves into an attacking position after the turnover.
When the ball moves into the net from open play or from a set piece, the last touch being from a player from either team.
Goals may be further classified as follows:
A Solo Goal is marked when a player takes the ball himself, and without passing the ball to a teammate, carries the ball forward himself to score the goal.
A Tap In occurs when the scorer scores from near the goal mouth with a single touch and with minimal effort.
A goal that is scored when an action by a player from the defending team results in a Goal for the attacking team where the final touch of the ball is by said player.
A Big Chance is one where a player taking a shot is in a position where he has a clear chance to score and is ought to score. A Big Chance may either be converted to a goal or a Big Chance Missed depending on the outcome of the shot.
Conversion Rate (C.R.)
The Conversion Rate measures the percentage of shots taken by a player that are Goals.
An intentional played ball from one player to another of the same team. A pass can be further divided by
· Grounded pass - a pass along the ground from one player to another
· Aerial pass - a lofted ball where there is a clear intended recipient
· Headed pass - a header where there is a clear intended recipient
· Through Ball - a pass splitting the defence for an on-rushing team-mate or for the teammate to run onto. Could also simply be a defence-splitting pass that reaches a teammate’s feet provided that teammate is very close to goal.
· Unsuccessful pass - a pass that is attempted but not completed
A Key Pass is the final pass before a shot is taken, or the pass before the Assist to a Goal.
The final pass or pass-cum-shot leading to the recipient of the ball scoring a goal. An assist can be a straight forward pass, a through ball, or any of the following:
· Heavily deflected Shot on target saved, rebounded and scored
· Shot blocked, rebounded and scored
· Shot hit woodwork rebound scored
· Penalty won
· Instigating own goal through shot/pass
A chance created is any pass/shot that creates an opportunity for one’s teammate to score. It is a summation of Key Passes and Assists.
Time Elapsed per Pass Received
This stat measures how much time passes between a player receiving consecutive passes. It is a measure of the amount of faith a team has in a player.
When a Goal Keeper stops the ball from going into his own net with any part of his body as a result of a shot, it is deemed a Save Made.
What does not constitute a Save
· A misplaced pass collected by the keeper,
· A clearance made by the keeper from a loose ball/misplaced pass
· A back pass to the keeper is not a save.
A shot is said to be blocked when a player reaches out to try and deflect/intercept/foil any goal attempt (shot) by the opposition, heading roughly on target, with any part of his body other than his hands. Sometimes, teams play a last man goalkeeper system, where, during any defensive passage of play, the defender closest to goal automatically becomes the goalkeeper.
This is where a player intentionally intercepts a pass by moving into the line of the intended ball. Even a single touch from the defender, where the said touch takes the ball away from the intended recipient of the ball, is tagged as an interception.
This is a defensive action where a player who is under pressure kicks the ball away from his own goal with no intended recipient of the ball. The ball may be kicked out of bounds or stay within the playing area in a Clearance.
Lost Possession (LP)
When a player loses possession of the ball, due to his own error with little or no outside interference (when there hasn’t been a tackle or a pass intercepted).
Ball Recovery (BR)
This is where a player wins back the ball when it has gone loose. If the ball is and recovered by a player, it is a Ball Recovery.
A duel is a 50-50 contest between two players of opposing sides in the match. For every Duel Won there is a corresponding Duel Lost depending on the outcome of the Duel.
Tackle Won (TW)
A Tackle is defined as where a player connects with the ball in ground challenge where he successfully takes the ball away from the man in possession.
A Tackle is deemed to be won even where the tackler or one of his team-mates regains possession as a result of the challenge, or that the ball goes out of play.
Attempted Tackles (AT)
An attempted tackle is one where a player attempts to challenge for the ball and does not make it, or makes the tackle, but the original possessor of the ball still emerges with the ball after that challenge is completed.
A take on occurs when one player runs with the ball towards a player from the opposite team. For an attempted take-on to become a successful take-on, the following essentials must be met.
· The dribbler must be moving towards an area covered by the defender; and,
· The dribbler must move into an area previously blocked off to him by the defender while retaining possession of the ball.
This occurs when a player intentionally stops a player of the opposing team from progressing up the pitch with the ball using unfair means.
A throw in is awarded when the ball goes out of bounds anywhere on the pitch except via the by-line by the action of an opponent. A throw in may be taken as a throw or a free kick.
Dispossession measures the number of times a player loses possession of the ball due to the direct action of the opposition team, i.e. by being tackled.
A Turnover occurs when one team concedes possession of the ball to the other team without the ball going out of play.
A Blunder occurs when a player from one team misplaces the ball, automatically putting the opposition in an advantageous position to score (usually near his own goal).
Possession is the sum of all meaningful touches made by a team divided by the sum of the total meaningful touches by both teams in the entire match.
Conversion Rates (C.R.)
Conversion Rates help in understanding how well we perform the actions we do perform. Right from the passes we try, to the shots we take, Conversion Rates of each action tell us how effectively we perform those actions.
Attacking Index /Unselfishness Index (AI/UI)
These indices measure how positive a player is and how much of a team player he/she is. These indices are calculated taking into account all the actions a player has while on the ball.
Attacking Index - AI measures the tendency of the player to have positive (attacking) actions while on the ball.
Unselfishness Index – UI measures the tendency of a player to distribute the ball to his/her teammates and bring others into the game.
These stats are measured in relation to the team’s tendency to attack and be unselfish with the ball.
Player – The player who you have the most interactions with and are the most productive with while you both are in the same team.
Opponent – The player you play against the most and engage in the most Challenges with.
Field – The ITG Partner Venue at which you play most of your games.
ITG uses a complex set of algorithms and calculations to comprehensively rate teach of your performances. Tracking every single meaningful touch of the ball allows us to weigh even the same action differently, taking into account pitch position and game scenario.