Break down a game of football and what do you have? Shots, passes, fouls and set pieces to name a few. They say that a game can be decided by a single event. So how do you identify that single moment that led to your team’s defeat, there are just so many individual events within the match? With Bepro that’s how! We save you the time and hassle by preparing every single match event recorded for you to analyse instantly and easily. This is data and videos combined to produce the industry’s best overview of match events. We have split them into the key match event categories as shown here.
To help you understand more what defines our match events, see below our explanations.
Shots and build-up
The situations in which your team attempts to score. This includes goals, shots, shots on and off target, blocked shots and keeper rush-outs.
Goals- When the ball crosses the line within the opposition’s goal and results in a change to the game’s scoreline.
Shots on target- An attempt on goal that would or does result in a goal if not stopped by the opposition goalkeeper.
Shots off target- An attempt to score that even if an opposition player was in place to make a block, it would not have resulted in a goal. This can also include hitting the post or crossbar.
Blocked shots- A goal attempt that has been prevented by an outfield opposition player blocking the ball.
Keeper rush-outs- This is a shot that has been taken as the goalkeeper rushes out to make the save. An example of this is in a 1-on-1 situation as it requires the keeper to pressure the attacking player.
Goals conceded
This is when the opposing team scored a goal against your side resulting in a change in the scoreline in favour of the opposition. This can also include own goals as it counts as a goal for the other team.
Passes
Passes Succeeded- When a player is able to play the ball to one of his teammates successfully.
Passes Failed- When a player makes an attempt to move the ball on to one of his teammates but does not complete it.
There are a number of other ways in which we can specify the details of the pass further such as distance, area, direction and whether it was a key pass or assist.
Distance
This can range from short to medium to long-range passes.
Short pass — A pass shorter than 15m.
Medium pass — A pass longer than 15m, and shorter than 30m.
Long pass — A pass longer than 30m.
Area
Each area in the pitch signifies the potential attacking threat. We look at this based on final third passes, middle area passes, and defensive area passes.
Final third passes — A pass started in the most offensive area where the goal you are attacking is on the pitch when divided into three equal parts.
Middle area passes — A pass started on the middle area which is the central area of the pitch when divided into three equal parts.
Defensive area passes — A pass started in the defensive area which is your goalkeeper’s side of the pitch when divided into three equal parts.
Direction
Build-up play can be understood by watching the transition of the ball. You can see forward passes, sideways passes and backward passes.
Forward pass — A pass headed within 60 degrees forwards.
Sideways pass — A pass within 120 degrees towards both sides.
Backward pass — A pass toward within 60 degrees backward.
Key pass and assist
Any final pass or cross leads to shots (excluding goals). If that final pass or cross leads to a goal, it is not a key pass but an assist.
Crosses
Crosses succeeded- When a player successfully delivers the ball usually from a wide position into a dangerous area (the penalty box) in order to provide a goal-scoring opportunity for a teammate. Consider a success when the receiving player is able to touch the ball.
Crosses Failed- This is when a player has made an attempt to deliver the ball into a dangerous area (the penalty box) but it was off target or prevented by the opposition. Consider failure when your player is not able to touch the ball.
Take-ons
Take-ons succeeded- A player has been able to take the ball past an opposing player by dribbling whilst maintaining control of the ball.
Take-ons Failed- When a player was unable to take the ball past the opposition player by dribbling or if the player takes the ball past the player but does not maintain possession.
Set-pieces
The ball re-enters play from a dead ball situation or after a stoppage. This can come in the form of free-kicks, corners, penalties, goal kicks, and throw-ins.
Free-kicks- This is the result of a foul or off-side and is when the ball re-enters play from an unimpeded kick that can begin in any area of the field except for the oppositions penalty area.
Penalty- The ball re-enters play when a player takes a shot at goal with only the opposition goalkeeper able to prevent it from going in.
Corner- When the last touch of the ball was from a defending player and goes out of play behind the goal line (not into the goal), play then restarts when one player kicks it back onto the field from the corner position.
Goal-kick- When the last touch of the ball was by the attacking team and goes out of play behind the goal line (not into the goal), play then restarts from a goalkeeper’s kick from the 6-yard area.
Throw-ins- When the ball has exited the side of the pitch, play then restarts with the ball being thrown in by the opponents of the player who last touched the ball.
Control under pressure
When a player is able to regain possession of the ball whilst surrounded by opposing players.
Tackles
Tackles succeeded- This is when one of your players has successfully stopped an opposition player from either progressing further with the ball or from maintaining possession. This counts as both standing or sliding tackles.
Tackles failed- On the other hand, this is when an attempt to take the ball or stop the opposition from advancing or maintaining possession was unsuccessful.
Interceptions
When the opposing team tries to play the ball between their team but is cut off by one of your players and your team regains possession.
Duels
Duels succeeded- When there is a 50/50 chance between your player and an opposition player winning the ball and it’s your team’s player who wins the challenge.
Duels failed- When there is a 50/50 chance between your player and an opposition player winning the ball and it’s the opposing player who wins the challenge.
There are two forms of duels that we divide into options for you to view. These are aerial duels and ground duels.
Aerial duels- Two players challenge in the air to win the ball. Consider a success if a player touches the ball regardless of ball possession afterward. It is not regarded as an aerial duel if only one player makes an attempt to head the ball.
Ground duels- Two players challenge on the ground to win a neutral ball.
Consider success if a player touches the ball regardless of ball possession afterward.
Clearances
This is when the ball is cleared to safety by either a kick or header and eliminating any threat towards your own goal.
Cut-offs
This is when your player is able to prevent an opponent’s attack without gaining possession. An example is when your player has been able to block the pathway for the opposition to make a pass by their positioning and pressing play.
Saves
When the goalkeeper prevents an attempted shot from the opposition. This includes retaining the ball by catching or by clearing the ball from punching.
Catching- After the ball has been struck, the keeper is able to intercept and hold onto the ball.
Punching- The goalkeeper clears the ball with his fists. This does not count if the keeper has an open palm and parries the ball away, it only counts if the keeper has clenched fists.
Fouls
When your player stops the opposition by breaking the fair play rules and is penalised potentially with a yellow or red card, resulting in a free-kick or penalty for the opposition. This can also include handballs and foul-throws.
Recovery
This is when the player regains a neutral ball after possession has been lost by either of the teams.