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Definitions: AutoData Soccer Advanced

Data point definitions for Spiideo AutoData Soccer Advanced.

This article provides a complete overview of all football data points defined within Spiideo AutoData Soccer Advanced. It breaks down each event type and performance metric so analysts can clearly understand and evaluate match output.

Attacking

Shooting

  • Shot: A shot is when a player deliberately tries to score by kicking, heading, or using another (legal) body part to direct the ball towards the goal.

  • Shot on target: A shot attempt that goes on target, between the goal posts and under the bar, resulting in either a save by the goalkeeper or a goal.

  • Shot off target: A shot attempt that misses the goal by going outside the posts, over the bar, or hitting the posts or bar without being a goal.

  • Blocked shot: A blocked shot is awarded to a defensive player who stops a shot attempt from reaching the goal.

  • Saved shot: A Goalkeeper preventing the ball from entering the goal with any part of their body when facing a shot.

  • Shot accuracy %: The percentage of shots on target, out of the total shots taken.


Scoring

  • Goal: A goal is awarded when the entire ball crosses the goal line between the goalposts and beneath the crossbar. The goal is attributed to the scoring player, or in the case of an own goal, it is marked as an own goal.

  • Assists: An assist is the final pass from a teammate that directly leads to a goal being scored.

  • Conversion rate %: The percentage of shots that result in a goal, out of the total shots taken.

  • Expected goals (xG): Expected Goals (xG) measures the quality of a scoring chance. Every shot is assigned a value between 0 and 1 representing the probability that the shot results in a goal, based on historical outcomes of similar shots. An xG of 0.10 means a shot from that situation is expected to be scored 10% of the time (roughly 1 in 10).

    Our xG model is built on the shot's location on the pitch. From the shot coordinates, two features are derived:

    • Distance to goal: metres from the shot location to the centre of the goal line

    • Angle to goal: the width of the open goal as seen from the shot location, in degrees

    The value is then adjusted for the context of the shot:

    • Body part: headers convert at roughly half the rate of foot shots from equivalent positions, so headed shots are valued lower

    • Shot type: shots direct from free kicks and corners convert at lower rates and are valued lower than equivalent open-play shots

    • Penalties: assigned a fixed value of 0.76

    How to read it:

    • xG is summed across all of a team's shots in a match. A team total of 1.8 xG means the quality of chances created would be expected to produce ~1.8 goals on average.

    • xG measures chance quality, not finishing. A team that scores 3 goals from 1.5 xG has overperformed (better finishing and/or good placement); scoring 0 from 1.5 xG is underperformance.

    • Over a full season, goals and xG tend to converge — xG is a more stable indicator of a team's underlying performance than goals alone.


Distribution

Passing volume

  • Pass: A pass is when a player attempts to deliver the ball to a teammate. The player making the pass can use any part of their body to execute a pass, as long as doing so is permitted by the rules of the game.

  • Successful pass: A pass that reaches a teammate directly, even if it is slightly deflected by an opposing player, as long as the team remains in possession.

  • Unsuccessful pass: A pass is considered unsuccessful if it fails to reach a teammate directly. This can happen because the pass is misplaced, deflected, blocked, or goes out of play.

  • Intercepted pass: A pass is considered intercepted when a defender actively moves into the passing lane or reacts to prevent a pass from reaching its intended teammate.

  • Passing accuracy %: The percentage of attempted passes that are successful, out of the total passes attempted.

Passing length

  • Short pass: A pass shorter than 15 meters.

  • Medium pass: A pass between 15 and 30 meters.

  • Long pass: A pass longer than 30 meters.

Passing direction

  • Backward pass: A pass directed away from the opponent's goal, back toward the team's own goal.

  • Sideways pass: A pass directed across the pitch, neither clearly forward nor backward.

  • Forward pass: A pass directed toward the opponent's goal, relative to the team's attacking direction.

    Directional classification of passes relative to the opponent's goal, split into four equal 90° sectors.

Progression

  • Pass into final third: A pass that starts outside the final third and moves the ball into it.

  • Pass into penalty area: A pass that starts outside the penalty area and moves the ball into it.

Crossing

  • Cross: A cross is a ball played from the side of the field into central areas, aiming to set up a teammate near the goal for a scoring chance.

  • Successful cross: A cross is considered successful when a teammate is the next player that touches the ball.

  • Unsuccessful cross: An unsuccessful cross is when an opponent is the next player to touch the ball, or if the cross goes out of bounds.

  • Crossing accuracy %: The percentage of attempted crosses that are successful, out of the total crosses attempted.


Defensive

Interventions

  • Block: A block is awarded to a defensive player who blocks a shot using any legal part of their body.

  • Interception: An interception is awarded to a defensive player who actively moves into a passing lane or reacts to gain possession of the ball before it reaches its intended teammate.

Duels

  • Ground duel: A ground duel is a challenge between two players from opposing teams, neither of whom has possession, contesting a loose ball on the ground.

  • Ground duel won: A ground duel is won by the player who touches the ball first during the challenge, not necessarily the player or team that gains possession of the ball afterward.

  • Ground duel lost: A ground duel is lost by the player who fails to touch the ball first during the challenge, regardless of whether their team gains possession of the ball afterward.

  • Ground duel won %: The percentage of ground duels a player wins out of the total ground duels they contest.

  • Aerial duel: An aerial duel is a challenge between two players from opposing teams, contesting a loose ball that is airborne, using their head or upper body to gain control.

  • Aerial duel won: An aerial duel is won by the player who touches the ball first during the challenge, not necessarily the player or team that gains possession of the ball afterward.

  • Aerial duel lost: An aerial duel is lost by the player who fails to touch the ball first during the challenge, regardless of whether their team gains possession of the ball afterward.

  • Aerial duel won %: The percentage of aerial duels a player wins out of the total aerial duels they contest.


Goalkeeping

Distribution

  • Goalkeeper punt: A punt is when a goalkeeper drops the ball from their hands and kicks it while the ball is in the air.

  • Goalkeeper throw: A goalkeeper throw is a distribution method where the goalkeeper uses their hands to throw the ball to a teammate.

  • Goal kick: A restart taken by the defending team after the attacking team last touches the ball before it crosses the goal line, without a goal being scored.

Shot stopping

  • Saved shots: Saved shots is the number of shots on target a goalkeeper prevents from entering the goal using any part of their body.

  • Save percentage %: The percentage of shots on target that are saved, out of the total shots on target faced.


Possession

  • Ball possession %: Possession is the share of playing time during which a team is in control of the ball, expressed as a percentage of total playing time (the two teams' values sum to 100%). Possession is the share of counted match time during which each team is judged to be in control of the ball.

    How to read it

    • Possession describes who had the ball, not who was dangerous. A team can dominate possession while creating few quality chances ("sterile domination") — always read it alongside xG.

    • Typical patterns: possession-dominant teams (55–65%) tend to be those playing out from the back against deep defences; counter-attacking teams often win matches with 40–45% possession and a strong xG difference.

    • Average possession per sequence (how long a team keeps the ball per spell) is a useful complement, distinguishing patient build-up from quick transitions.

  • Field tilt %: Field tilt measures a team's territorial dominance by calculating its share of passes within the final third relative to the total final-third passes completed by both teams in a match.


Other

Game management

  • Substitutions: A substitution is when one player on the field is switched out for another player from the bench.

  • Games played: The number of different games a team or player has participated in.

Fouls

  • Foul: A foul committed is given to the player that was in violation of the rules and caused the foul.

  • Foul won: A foul won is when a player wins a free kick or penalty for their team after being fouled by an opposing player.

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