User guide

How to use the app, and how it judges a player's match against elite U13 standards for their position.

On this page

Using the app

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. 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.
  7. 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:

PillarWeightWhat it covers
Technical35%Skill with the ball: first touch, passing, dribbling, shooting, tackling.
Tactical30%Game understanding: where they stand, when they scan, reading and cutting out passes.
Psychological20%Mindset: bravery on the ball, reaction to mistakes, talking to teammates.
Physical15%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.

RatingShown asMeaning
5metAt or above the elite U13 target.
4nearBetween club and elite level, in the top half of that gap.
3nearBetween club and elite level, in the bottom half (about club level).
2belowBelow the typical club level.
1belowWell 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

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

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?

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:

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)

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).

CodeActionWhat it isCounts as a success whenFound automatically
GK-SAVSaveShots on target the goalkeeper facesthe keeper holds the ball or parries it somewhere safe No
GK-CLMCross claimCrosses the goalkeeper comes forthe keeper catches it cleanly or punches it clear No
GK-SWSweepingTimes the goalkeeper leaves the line to deal with a ball played in behindthe keeper gets there first No
GK-DSTDistributionGoalkeeper throws, rolls and kicks to a teammatethe ball reaches a teammate No
COMCommunicationTimes the player is seen pointing, calling or organising teammatescounted only No
PSShort passShort passes (under about 15 m)the pass reaches a teammate Yes, with result
PLLong pass / switchLong passes and switches of play (15 m or more)the pass reaches a teammate, or wins ground without losing the ball Yes, with result
PFForward passForward passes that get past at least one line of opponentsthe pass gets past an opposition line and a teammate receives it No
DUAAerial duelHeaders contested with an opponentthe player wins the first contact with the ball No
DUGGround duel1v1 battles for the ball on the groundthe player wins the ball or stops the opponent No
TKLTackleTacklesthe player wins the ball or knocks it out of play safely No
INTInterceptionInterceptions (cutting out an opponent's pass)the pass is cut out No
LOSTPossession lostTimes the player loses the ballcounted only (fewer is better) No
TCHTouch / receiveTimes the player receives the ballthe ball is controlled into space or away from pressure with one touch Yes, with result
SCNScanShoulder checks (looking around) before receivinga visible head check in the 3 seconds before the ball arrives No
REAReaction to a setbackReactions after a mistake or losing the ballthe player makes an immediate effort to win the ball back or recover (switching off counts as a failure) No
RRRecovery runFast runs back towards their own goalthe player gets goal-side (between the opponent and the goal) before the opponent receives Yes, count only
SPRSprintFast forward runs without the ballcounted only; no success or failure Yes, count only
PRSPressPresses (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
CRCross / cut-backCrosses and cut-backs into the boxthe ball reaches a teammate in the box No
CARCarryForward runs with the ball of about 10 m or morethe player keeps the ball Yes, with result
RECBall recoveryLoose balls won backthe player gains the loose ball No
FOULFoulFouls committedcounted only (fewer is better) No
KPKey passPasses that lead straight to a teammate's shotthe pass leads directly to a shot No
SHShotShotsthe shot is on target No
DRBDribble / take-on1v1 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.