Using the app
- Add the match video. Upload a video file from your phone or computer, or paste a link. Veo links work if the recording is shared as Public (in Veo: open the recording, press Share). Google Drive links work if the file is shared as "Anyone with the link". A direct link to an .mp4 file also works. If you have already tagged the match yourself, you can add your event log (an .xlsx or .csv file) here too.
- Tap your player. The app first finds every player in the video (this is the slow part, see the FAQ). Then move the slider to a moment where your player is easy to see and tap on them. Do this at 2 or 3 different moments, for example early in each half and each time they come back on after a break. More taps help the app follow the right child for the whole match.
- Fill in the details. Name, shirt number, shirt colour and position. Also say which way your player's team attacks in the first half (towards the left or right of the video). Without this, the app cannot tell a sprint forward from a recovery run back.
- More options (optional). Enter the video time of the second-half kick-off so the app knows when the teams swap ends (if you leave it blank, it assumes the middle of the video). You can also enter the minutes played and choose to ignore actions below a confidence level (see below).
- Build the report. Tap "Build the report". When it is done you can open it, print it to PDF, or download it as Markdown, or download the list of actions as CSV or Excel.
- Another player from the same match. Tap "Analyse another player in this match". The video and the player tracking are reused, so you only tap the new player and fill in their details. No need to upload again.
- Install on your phone. Open the app in your phone's browser, then use "Add to Home Screen" (Safari: the Share button; Chrome: the menu). It then opens like a normal app.
How performance is judged
Each position has its own list of measures (see by position). Every measure belongs to one of four areas, called pillars. The overall score weights them like this:
| Pillar | Weight | What it covers |
|---|---|---|
| Technical | 35% | Skill with the ball: first touch, passing, dribbling, shooting, tackling. |
| Tactical | 30% | Game understanding: where they stand, when they scan, reading and cutting out passes. |
| Psychological | 20% | Mindset: bravery on the ball, reaction to mistakes, talking to teammates. |
| Physical | 15% | Effort you can see on video: sprints, recovery runs, presses, duels. No GPS is used. |
The 1 to 5 rating
Each measure gets a rating from 1 to 5 by comparing your player's number with two levels: the elite U13 target (what a strong academy player would do) and the typical club U13 level.
| Rating | Shown as | Meaning |
|---|---|---|
| 5 | met | At or above the elite U13 target. |
| 4 | near | Between club and elite level, in the top half of that gap. |
| 3 | near | Between club and elite level, in the bottom half (about club level). |
| 2 | below | Below the typical club level. |
| 1 | below | Well below club level: less than half of it, or for "fewer is better" measures more than one and a half times it. |
For "fewer is better" measures (like losing the ball in your own third) the same bands apply the other way round.
Three kinds of measure
- Counts, such as interceptions or sprints. Targets are for a full 70-minute match and are scaled to the minutes your player was on the pitch. A player who played 35 minutes is compared with half the target.
- Success rates, such as pass completion: out of all attempts, the share that worked. Minutes do not matter here.
- Ratios, such as scans per touch: one action compared with another, as a percentage.
Small samples count half. A success rate based on fewer than 3 attempts is marked "small sample" in the report and counts half as much in the pillar score. Two passes out of two is 100%, but it says little.
Pillar and overall scores
Each pillar score is the average rating of its measures (with small samples counting half). The overall score combines the pillar scores with the weights above. If a pillar has nothing measured, it is left out and the other weights are scaled up to fill the gap.
Not everything is scored
- Observed only. Some things need a coach's eye, such as "turns on receiving" or "errors leading to a shot". The report lists them with the target so you know what to watch for, but they get no score.
- Proxies. Some targets are words in the rubric, like "frequent" communication or "fades" late in each half. The app uses a number as a stand-in and labels it "proxy". Treat those as a rough guide.
- Not tagged. If a success rate or ratio has no attempts at all (for example no scans were tagged), it shows "not tagged" rather than a zero, and does not count against your player.
- Counts of zero do count. A count measure with no actions is scored as zero. So if you rely on video alone, counts the app cannot detect (such as interceptions or shots) will score low. An event log fixes this.
The targets are practitioner guidance for U13 football (11 v 11, two halves of 35 minutes), gathered from coaching sources. They are not validated scientific norms. One match from one camera is a snapshot, not a verdict.
Confidence levels
Every action in the report has a confidence level: is it really your player, and did the action really happen as recorded?
- H: High: the action and the player are clear (for example tagged by someone watching closely).
- M: Medium: probably right, but one piece of supporting evidence is missing. Worth a quick look.
- L: Low: a best guess. For example the app lost the player for a moment, or did not actually see the ball.
For actions the app finds on its own, it grades confidence from the evidence in the video: was your player followed without a break, was the ball actually seen, and is the attack direction known (when it matters). If a must-have check fails the action is Low; if one supporting check is missing it is Medium. High is deliberately hard to reach from one wide camera, and presses are never graded above Medium. The reason is written in the action's note in the report. Actions from your own event log keep the confidence you gave them.
Under "More options" you can choose to ignore actions with confidence below Medium or High. Those actions are left out of the scores, and the report says how many were left out. On a match with no event log, choosing High may leave very little to score.
What the app spots on its own, and what needs an event log
From the video alone, the app can propose these actions:
- TCH Touch / receive
- PS Short pass
- PL Long pass / switch
- CAR Carry
- SPR Sprint
- RR Recovery run
- PRS Press
Passes (short and long) also get a result: it looks at who touches the ball next, a teammate or an opponent. Presses get a result too. Touches found automatically are always marked as successful, so the first-touch score from video alone is too generous. Sprints and recovery runs are only split correctly if you give the attack direction.
Everything else (forward passes that break a line, duels, headers, tackles, interceptions, scans, shots, crosses, communication, the area of the pitch, and whether an opponent was close) needs an event log: a spreadsheet of actions tagged by someone watching the match. Add it in step 1 or under "More options". Measures that need one are marked in the position lists below.
What is measured, by position
Tap a position to open it. Each measure shows its pillar and whether the app can measure it from video on its own: Automatic (please check) Partly automatic Needs event log.
- Goalkeeper (GK)
- Centre-back (CB)
- Full-back / wing-back (FB)
- Defensive midfielder (6) (DM)
- Central midfielder (8) (CM)
- Attacking midfielder (10) (AM)
- Winger (W)
- Striker (9) (ST)
Goalkeeper (GK)
5 scored measures, 2 for the coach to judge.
Save % (GK-SAV)
Technical Needs event log
Out of all the shots on target the goalkeeper faces, the share that worked. It counts as a success when the keeper holds the ball or parries it somewhere safe.
- Elite U13
- 70%+
- Club U13
- 55-65%
- Direction
- Higher is better
- Coaching tip
- Set position as the shot is struck.
Cross claims (GK-CLM)
Technical Needs event log
Out of all the crosses the goalkeeper comes for, the share that worked. It counts as a success when the keeper catches it cleanly or punches it clear.
- Elite U13
- 80%+
- Club U13
- 60%
- Direction
- Higher is better
- Coaching tip
- Attack the ball at its highest point and call 'keeper'.
Sweeping actions arriving first (GK-SW)
Tactical Needs event log
Out of all the times the goalkeeper leaves the line to deal with a ball played in behind, the share that worked. It counts as a success when the keeper gets there first.
- Elite U13
- 90%+
- Club U13
- Rarely leaves line
- Direction
- Higher is better
- Coaching tip
- Start higher when the back line is high.
Distribution accuracy (GK-DST)
Technical Needs event log
Out of all the goalkeeper throws, rolls and kicks to a teammate, the share that worked. It counts as a success when the ball reaches a teammate.
- Elite U13
- 90%+
- Club U13
- 75%
- Direction
- Higher is better
- Coaching tip
- Scan before receiving back-passes to pick the free player.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Constant; directs at every set piece per 70 min
- Club U13
- Occasional
- Direction
- Higher is better
- Coaching tip
- Organise the wall and markers at every set piece.
For the coach to judge (not scored)
Handling errors into danger
Technical Coach judges
- Elite U13
- 0
- Club U13
- 1-2
Plays out with feet under pressure
Technical Coach judges
- Elite U13
- Comfortable; 1-touch control
- Club U13
- Hurried clearances
Centre-back (CB)
13 scored measures, 2 for the coach to judge.
Pass completion
Technical Partly automatic
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents, the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 85%+
- Club U13
- 70-75%
- Direction
- Higher is better
- Coaching tip
- Weight and direction: pass to the teammate's far foot, away from the marker.
Forward / line-breaking passes (PF)
Tactical Needs event log
How many forward passes that get past at least one line of opponents. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 5+ per 70 min
- Club U13
- about 1.5
- Direction
- Higher is better
- Coaching tip
- Look forward first: if a midfielder is free between the lines, play through them.
Long pass / switch success (PL)
Technical Automatic (please check)
Out of all the long passes and switches of play (15 m or more), the share that worked. It counts as a success when the pass reaches a teammate, or wins ground without losing the ball.
- Elite U13
- 55%+
- Club U13
- 35-40%
- Direction
- Higher is better
- Coaching tip
- Strike through the middle of the ball with the laces; aim for a zone, not a player.
Aerial duels won (DUA)
Physical Needs event log
Out of all the headers contested with an opponent, the share that worked. It counts as a success when the player wins the first contact with the ball.
- Elite U13
- 65%+
- Club U13
- 50%
- Direction
- Higher is better
- Coaching tip
- Take a run-up and attack the ball with the forehead.
Ground duels won (DUG + TKL)
Technical Needs event log
Out of all the 1v1 battles for the ball on the ground and tackles, the share that worked. It counts as a success when ground duel: the player wins the ball or stops the opponent; tackle: the player wins the ball or knocks it out of play safely.
- Elite U13
- 70%+
- Club U13
- 55%
- Direction
- Higher is better
- Coaching tip
- Low side-on stance, show the attacker away from goal, tackle when the touch goes long.
Interceptions (INT)
Tactical Needs event log
How many interceptions (cutting out an opponent's pass). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 4+ per 70 min
- Club U13
- 1-2
- Direction
- Higher is better
- Coaching tip
- Read the passer's body shape and step in front of the striker early.
Losses in own third (LOST, zone D)
Tactical Needs event log
How many times the player loses the ball in their own defending third. The target is for a full 70-minute match and is scaled down if your player played less. Fewer is better.
- Elite U13
- 1 or fewer per 70 min
- Club U13
- 3+
- Direction
- Lower is better
- Coaching tip
- When pressed in the back third, play safe or play away; never dribble across your own box.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises line per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Organise the line: 'step', 'drop', 'squeeze'.
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 60%+ of receptions
- Club U13
- about 30%
- Direction
- Higher is better
- Coaching tip
- Check over the shoulder in the 3 seconds before the ball arrives.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
For the coach to judge (not scored)
Clearances to a teammate
Technical Coach judges
- Elite U13
- 30%+ of clearances
- Club U13
- Rarely
Errors leading to a shot
Psychological Coach judges
- Elite U13
- 0
- Club U13
- 1
Full-back / wing-back (FB)
13 scored measures, 2 for the coach to judge.
1v1 defensive duels won (DUG on flank)
Technical Needs event log
Out of all the 1v1 battles for the ball on the ground and tackles out on the wings, the share that worked. It counts as a success when ground duel: the player wins the ball or stops the opponent; tackle: the player wins the ball or knocks it out of play safely.
- Elite U13
- 65%+
- Club U13
- 50%
- Direction
- Higher is better
- Coaching tip
- Force the winger down the line, stay on your feet.
Recovery runs succeeded (RR)
Physical Needs event log
Out of all the fast runs back towards their own goal, the share that worked. It counts as a success when the player gets goal-side (between the opponent and the goal) before the opponent receives.
- Elite U13
- 80%+; 5+ attempted
- Club U13
- Fewer, often late
- Direction
- Higher is better
- Coaching tip
- Sprint back on the inside line, goal-side first.
Forward sprints / overlaps (SPR)
Physical Automatic (please check)
How many fast forward runs without the ball. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- 2-3
- Direction
- Higher is better
- Coaching tip
- Overlap when the winger receives facing forward.
Crosses + cut-backs attempted (CR)
Technical Needs event log
How many crosses and cut-backs into the box. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 3+ per 70 min
- Club U13
- 1
- Direction
- Higher is better
- Coaching tip
- Get the head up before crossing and aim for zones.
Cross success (CR)
Technical Needs event log
Out of all the crosses and cut-backs into the box, the share that worked. It counts as a success when the ball reaches a teammate in the box.
- Elite U13
- 30%+
- Club U13
- <20%
- Direction
- Higher is better
Pass completion
Technical Partly automatic
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents, the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 80%+
- Club U13
- 70%
- Direction
- Higher is better
- Coaching tip
- Weight and direction: pass to the teammate's far foot, away from the marker.
Progressive carries (CAR)
Technical Automatic (please check)
How many forward runs with the ball of about 10 m or more. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 3+ per 70 min
- Club U13
- 1
- Direction
- Higher is better
- Coaching tip
- Carry into space when nobody steps out to you.
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 60%+ of receptions
- Club U13
- about 30%
- Direction
- Higher is better
- Coaching tip
- Check over the shoulder in the 3 seconds before the ball arrives.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises teammates per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Talk early: 'man on', 'time', 'step', and point to who to mark.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
For the coach to judge (not scored)
Times dribbled past
Technical Coach judges
- Elite U13
- 1 or fewer
- Club U13
- 3+
Back-post tracking on far-side crosses
Tactical Coach judges
- Elite U13
- Always goal-side
- Club U13
- Ball-watching
Defensive midfielder (6) (DM)
14 scored measures, 1 for the coach to judge.
Touches / involvements (TCH)
Tactical Automatic (please check)
How many times the player receives the ball. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 50+ per 70 min
- Club U13
- 25-30
- Direction
- Higher is better
- Coaching tip
- Keep re-positioning to offer an angle for the CBs.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 70%+
- Club U13
- 30%
- Direction
- Higher is better
- Coaching tip
- Shoulder check before every reception.
Pass completion
Technical Partly automatic
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents, the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 88%+
- Club U13
- 75%
- Direction
- Higher is better
- Coaching tip
- Weight and direction: pass to the teammate's far foot, away from the marker.
Forward / line-breaking passes (PF)
Tactical Needs event log
How many forward passes that get past at least one line of opponents. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- about 2
- Direction
- Higher is better
- Coaching tip
- Look forward first: if a midfielder is free between the lines, play through them.
Interceptions (INT)
Tactical Needs event log
How many interceptions (cutting out an opponent's pass). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 5+ per 70 min
- Club U13
- 2
- Direction
- Higher is better
- Coaching tip
- Screen the passing lane into the striker's feet.
Ball recoveries (REC)
Tactical Needs event log
How many loose balls won back. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- 3
- Direction
- Higher is better
- Coaching tip
- Anticipate second balls.
Ground duels won (DUG/TKL)
Technical Needs event log
Out of all the 1v1 battles for the ball on the ground and tackles, the share that worked. It counts as a success when ground duel: the player wins the ball or stops the opponent; tackle: the player wins the ball or knocks it out of play safely.
- Elite U13
- 65%+
- Club U13
- 50%
- Direction
- Higher is better
- Coaching tip
- Close the distance as the ball travels.
Possession lost (LOST)
Technical Needs event log
How many times the player loses the ball. The target is for a full 70-minute match and is scaled down if your player played less. Fewer is better.
- Elite U13
- 4 or fewer per 70 min
- Club U13
- 8+
- Direction
- Lower is better
- Coaching tip
- Play simple when not facing forward.
Fouls in own third (FOUL, zone D)
Psychological Needs event log
How many fouls committed in their own defending third. The target is for a full 70-minute match and is scaled down if your player played less. Fewer is better.
- Elite U13
- 0-1 per 70 min
- Club U13
- 2+
- Direction
- Lower is better
- Coaching tip
- Delay rather than dive in near your own box.
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises teammates per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Talk early: 'man on', 'time', 'step', and point to who to mark.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
For the coach to judge (not scored)
Receives on the half-turn and plays forward
Technical Coach judges
- Elite U13
- Frequently
- Club U13
- Mostly plays back
Central midfielder (8) (CM)
17 scored measures.
Touches (TCH)
Tactical Automatic (please check)
How many times the player receives the ball. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 45+ per 70 min
- Club U13
- 25
- Direction
- Higher is better
- Coaching tip
- Show for the ball between the lines.
Pass completion
Technical Partly automatic
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents, the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 83%+
- Club U13
- 70%
- Direction
- Higher is better
- Coaching tip
- Weight and direction: pass to the teammate's far foot, away from the marker.
Forward / line-breaking passes (PF)
Tactical Needs event log
How many forward passes that get past at least one line of opponents. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- about 2
- Direction
- Higher is better
- Coaching tip
- Look forward first: if a midfielder is free between the lines, play through them.
Progressive carries (CAR)
Technical Automatic (please check)
How many forward runs with the ball of about 10 m or more. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 4+ per 70 min
- Club U13
- 1-2
- Direction
- Higher is better
- Coaching tip
- Drive into space when the midfield line is open.
Key passes (KP)
Technical Needs event log
How many passes that lead straight to a teammate's shot. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 2+ per 70 min
- Club U13
- 0-1
- Direction
- Higher is better
- Coaching tip
- Look for the run in behind before the safe pass.
Box arrivals (SPR, zone A)
Physical Needs event log
How many fast forward runs without the ball in the attacking third. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 3+ per 70 min
- Club U13
- 0-1
- Direction
- Higher is better
- Coaching tip
- Arrive late at the edge of the box.
Shots (SH)
Technical Needs event log
How many shots. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 1-2 per 70 min
- Club U13
- 0-1
- Direction
- Higher is better
Presses (PRS)
Physical Automatic (please check)
How many presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 10+ per 70 min
- Club U13
- 5
- Direction
- Higher is better
- Coaching tip
- Press on the trigger: bad touch, back to goal, pass to the side-line.
Press success (PRS)
Tactical Automatic (please check)
Out of all the presses (running at an opponent who has the ball), the share that worked. It counts as a success when the opponent is forced backwards or sideways, makes an error or loses the ball within 5 seconds.
- Elite U13
- 30%+
- Club U13
- 20%
- Direction
- Higher is better
Recoveries (REC)
Tactical Needs event log
How many loose balls won back. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 5+ per 70 min
- Club U13
- 2-3
- Direction
- Higher is better
Recovery runs (RR)
Physical Automatic (please check)
How many fast runs back towards their own goal. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 4+ per 70 min
- Club U13
- 1-2
- Direction
- Higher is better
- Coaching tip
- Sprint back past the ball on loss.
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 60%+ of receptions
- Club U13
- about 30%
- Direction
- Higher is better
- Coaching tip
- Check over the shoulder in the 3 seconds before the ball arrives.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises teammates per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Talk early: 'man on', 'time', 'step', and point to who to mark.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
Attacking midfielder (10) (AM)
14 scored measures, 2 for the coach to judge.
Receptions in the final third (TCH, zone A)
Tactical Needs event log
How many times the player receives the ball in the attacking third. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 8+ per 70 min
- Club U13
- 2-3
- Direction
- Higher is better
- Coaching tip
- Find the pocket between midfield and defence.
Key passes (KP)
Technical Needs event log
How many passes that lead straight to a teammate's shot. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 3+ per 70 min
- Club U13
- 1
- Direction
- Higher is better
Forward / line-breaking passes (PF)
Tactical Needs event log
How many forward passes that get past at least one line of opponents. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 4+ per 70 min
- Club U13
- about 1
- Direction
- Higher is better
- Coaching tip
- Look forward first: if a midfielder is free between the lines, play through them.
Dribble success (DRB)
Technical Needs event log
Out of all the 1v1 take-ons (trying to beat a defender with the ball), the share that worked. It counts as a success when the player beats the defender and keeps the ball.
- Elite U13
- 55%+
- Club U13
- 40%
- Direction
- Higher is better
- Coaching tip
- Attack the defender's front foot.
Shots (SH)
Technical Needs event log
How many shots. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 2+ per 70 min
- Club U13
- 1
- Direction
- Higher is better
Shots on target (SH)
Technical Needs event log
Out of all the shots, the share that worked. It counts as a success when the shot is on target.
- Elite U13
- 50%+
- Club U13
- 30%
- Direction
- Higher is better
Presses (PRS)
Physical Automatic (please check)
How many presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 8+ per 70 min
- Club U13
- 3-4
- Direction
- Higher is better
Possession lost (LOST)
Technical Needs event log
How many times the player loses the ball. The target is for a full 70-minute match and is scaled down if your player played less. Fewer is better.
- Elite U13
- <8 (higher accepted if creating) per 70 min
- Club U13
- Variable
- Direction
- Lower is better
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 60%+ of receptions
- Club U13
- about 30%
- Direction
- Higher is better
- Coaching tip
- Check over the shoulder in the 3 seconds before the ball arrives.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises teammates per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Talk early: 'man on', 'time', 'step', and point to who to mark.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
For the coach to judge (not scored)
Turns on receiving in the pocket
Technical Coach judges
- Elite U13
- 50%+ of receptions
- Club U13
- Mostly lays off
Goal involvements
Psychological Coach judges
- Elite U13
- Regular contributor
- Club U13
- Occasional
Winger (W)
16 scored measures, 1 for the coach to judge.
1v1 take-ons attempted (DRB)
Psychological Needs event log
How many 1v1 take-ons (trying to beat a defender with the ball). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- 2-3
- Direction
- Higher is better
- Coaching tip
- Be brave: take the full-back on when isolated.
Take-on success (DRB)
Technical Needs event log
Out of all the 1v1 take-ons (trying to beat a defender with the ball), the share that worked. It counts as a success when the player beats the defender and keeps the ball.
- Elite U13
- 50%+
- Club U13
- 30-40%
- Direction
- Higher is better
Crosses / cut-backs (CR)
Technical Needs event log
How many crosses and cut-backs into the box. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 4+ per 70 min
- Club U13
- 1-2
- Direction
- Higher is better
Cross success (CR)
Technical Needs event log
Out of all the crosses and cut-backs into the box, the share that worked. It counts as a success when the ball reaches a teammate in the box.
- Elite U13
- 30%+
- Club U13
- <20%
- Direction
- Higher is better
Key passes (KP)
Technical Needs event log
How many passes that lead straight to a teammate's shot. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 2+ per 70 min
- Club U13
- 0-1
- Direction
- Higher is better
Shots (SH)
Technical Needs event log
How many shots. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 2+ per 70 min
- Club U13
- 1
- Direction
- Higher is better
Shots on target (SH)
Technical Needs event log
Out of all the shots, the share that worked. It counts as a success when the shot is on target.
- Elite U13
- 50%+
- Club U13
- 30%
- Direction
- Higher is better
Runs in behind (SPR)
Physical Automatic (please check)
How many fast forward runs without the ball. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- 2
- Direction
- Higher is better
Recovery runs / tracking (RR)
Physical Automatic (please check)
How many fast runs back towards their own goal. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 4+ per 70 min
- Club U13
- 1, often none
- Direction
- Higher is better
Possession lost (LOST)
Technical Needs event log
How many times the player loses the ball. The target is for a full 70-minute match and is scaled down if your player played less. Fewer is better.
- Elite U13
- <10 (higher tolerated with 1v1s) per 70 min
- Club U13
- Variable
- Direction
- Lower is better
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 60%+ of receptions
- Club U13
- about 30%
- Direction
- Higher is better
- Coaching tip
- Check over the shoulder in the 3 seconds before the ball arrives.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises teammates per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Talk early: 'man on', 'time', 'step', and point to who to mark.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
For the coach to judge (not scored)
Back-post arrivals on far-side crosses
Tactical Coach judges
- Elite U13
- Consistent
- Club U13
- Rare
Striker (9) (ST)
14 scored measures, 3 for the coach to judge.
Shots (SH)
Technical Needs event log
How many shots. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 3+ per 70 min
- Club U13
- 1-2
- Direction
- Higher is better
Shots on target (SH)
Technical Needs event log
Out of all the shots, the share that worked. It counts as a success when the shot is on target.
- Elite U13
- 50%+
- Club U13
- 30-35%
- Direction
- Higher is better
Hold-up under pressure (TCH, pressed)
Technical Needs event log
Out of all the times the player receives the ball when an opponent is close (about 2 m), the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 60%+
- Club U13
- 40%
- Direction
- Higher is better
- Coaching tip
- Get side-on and use the body to shield.
Lay-offs / combinations (PS success, zone A)
Tactical Needs event log
How many short passes (under about 15 m) in the attacking third (only the ones that worked). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- 2
- Direction
- Higher is better
Runs in behind (SPR)
Physical Automatic (please check)
How many fast forward runs without the ball. The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 6+ per 70 min
- Club U13
- 2-3
- Direction
- Higher is better
Presses (PRS)
Physical Automatic (please check)
How many presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less.
- Elite U13
- 10+ per 70 min
- Club U13
- 3-4
- Direction
- Higher is better
Press success (PRS)
Tactical Automatic (please check)
Out of all the presses (running at an opponent who has the ball), the share that worked. It counts as a success when the opponent is forced backwards or sideways, makes an error or loses the ball within 5 seconds.
- Elite U13
- 25%+
- Club U13
- lower
- Direction
- Higher is better
Aerial duels won (DUA)
Physical Needs event log
Out of all the headers contested with an opponent, the share that worked. It counts as a success when the player wins the first contact with the ball.
- Elite U13
- 40%+
- Club U13
- 25%
- Direction
- Higher is better
First touch (TCH success)
Technical Automatic (please check)
Out of all the times the player receives the ball, the share that worked. It counts as a success when the ball is controlled into space or away from pressure with one touch.
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Open the body before the ball arrives so the first touch goes away from pressure.
Passing under pressure
Technical Needs event log
Out of all the short passes (under about 15 m), long passes and switches of play (15 m or more) and forward passes that get past at least one line of opponents when an opponent is close (about 2 m), the share that worked. It counts as a success when short pass: the pass reaches a teammate; long pass / switch: the pass reaches a teammate, or wins ground without losing the ball; forward pass: the pass gets past an opposition line and a teammate receives it.
- Elite U13
- 75%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- Pick the pass before the press arrives; shift the ball out of feet first.
Scans before receiving (SCN/TCH)
Tactical Needs event log
Compares shoulder checks (looking around) before receiving with times the player receives the ball, as a percentage.
- Elite U13
- 60%+ of receptions
- Club U13
- about 30%
- Direction
- Higher is better
- Coaching tip
- Check over the shoulder in the 3 seconds before the ball arrives.
Reaction to setbacks (REA success)
Psychological Needs event log
Out of all the reactions after a mistake or losing the ball, the share that worked. It counts as a success when the player makes an immediate effort to win the ball back or recover (switching off counts as a failure).
- Elite U13
- 80%+
- Club U13
- about 60%
- Direction
- Higher is better
- Coaching tip
- After losing the ball, the next action is a 5-second counter-press or recovery run.
Communication (COM events)
Psychological Needs event log proxy
How many times the player is seen pointing, calling or organising teammates. The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- Frequent; organises teammates per 70 min
- Club U13
- Quiet
- Direction
- Higher is better
- Coaching tip
- Talk early: 'man on', 'time', 'step', and point to who to mark.
Work rate (RR + SPR + PRS)
Physical Automatic (please check) proxy
How many fast runs back towards their own goal, fast forward runs without the ball and presses (running at an opponent who has the ball). The target is for a full 70-minute match and is scaled down if your player played less. The rubric describes this target in words (for example "frequent"), so the app uses a number as a stand-in. Treat it as a rough guide.
- Elite U13
- High; repeats efforts late in each half per 70 min
- Club U13
- Fades
- Direction
- Higher is better
- Coaching tip
- Repeat the sprint: the second and third effort decide U13 games.
For the coach to judge (not scored)
Shots inside the box share
Tactical Coach judges
- Elite U13
- 75%+
- Club U13
- 50%
Conversion (goals / shots)
Technical Coach judges
- Elite U13
- 20%+
- Club U13
- 10%
Offsides
Tactical Coach judges
- Elite U13
- 1-2 (shows intent)
- Club U13
- 3+ or no runs
Action codes (glossary)
The report and event logs use short codes for each action. Each action can also have a result: S (success) or U (unsuccessful).
| Code | Action | What it is | Counts as a success when | Found automatically |
|---|---|---|---|---|
| GK-SAV | Save | Shots on target the goalkeeper faces | the keeper holds the ball or parries it somewhere safe | No |
| GK-CLM | Cross claim | Crosses the goalkeeper comes for | the keeper catches it cleanly or punches it clear | No |
| GK-SW | Sweeping | Times the goalkeeper leaves the line to deal with a ball played in behind | the keeper gets there first | No |
| GK-DST | Distribution | Goalkeeper throws, rolls and kicks to a teammate | the ball reaches a teammate | No |
| COM | Communication | Times the player is seen pointing, calling or organising teammates | counted only | No |
| PS | Short pass | Short passes (under about 15 m) | the pass reaches a teammate | Yes, with result |
| PL | Long pass / switch | Long passes and switches of play (15 m or more) | the pass reaches a teammate, or wins ground without losing the ball | Yes, with result |
| PF | Forward pass | Forward passes that get past at least one line of opponents | the pass gets past an opposition line and a teammate receives it | No |
| DUA | Aerial duel | Headers contested with an opponent | the player wins the first contact with the ball | No |
| DUG | Ground duel | 1v1 battles for the ball on the ground | the player wins the ball or stops the opponent | No |
| TKL | Tackle | Tackles | the player wins the ball or knocks it out of play safely | No |
| INT | Interception | Interceptions (cutting out an opponent's pass) | the pass is cut out | No |
| LOST | Possession lost | Times the player loses the ball | counted only (fewer is better) | No |
| TCH | Touch / receive | Times the player receives the ball | the ball is controlled into space or away from pressure with one touch | Yes, with result |
| SCN | Scan | Shoulder checks (looking around) before receiving | a visible head check in the 3 seconds before the ball arrives | No |
| REA | Reaction to a setback | Reactions after a mistake or losing the ball | the player makes an immediate effort to win the ball back or recover (switching off counts as a failure) | No |
| RR | Recovery run | Fast runs back towards their own goal | the player gets goal-side (between the opponent and the goal) before the opponent receives | Yes, count only |
| SPR | Sprint | Fast forward runs without the ball | counted only; no success or failure | Yes, count only |
| PRS | Press | Presses (running at an opponent who has the ball) | the opponent is forced backwards or sideways, makes an error or loses the ball within 5 seconds | Yes, with result |
| CR | Cross / cut-back | Crosses and cut-backs into the box | the ball reaches a teammate in the box | No |
| CAR | Carry | Forward runs with the ball of about 10 m or more | the player keeps the ball | Yes, with result |
| REC | Ball recovery | Loose balls won back | the player gains the loose ball | No |
| FOUL | Foul | Fouls committed | counted only (fewer is better) | No |
| KP | Key pass | Passes that lead straight to a teammate's shot | the pass leads directly to a shot | No |
| SH | Shot | Shots | the shot is on target | No |
| DRB | Dribble / take-on | 1v1 take-ons (trying to beat a defender with the ball) | the player beats the defender and keeps the ball | No |
Areas of the pitch in an event log: D (own defending third), M (middle third), A (attacking third), plus L, C or R for left, centre or right. "Under pressure" means an opponent within about 2 metres.