FM Data Hub Glossary

Data Hub Stats Glossary

Data Hub Stats Glossary

Abbreviation(s) Full name (as displayed) What it means Which way is good
Goals & expected goals
Gls · Gls/90 · Gl/Gm (team) Goals; Goals/90 Minutes; Goals per Game Goals scored, in total or per 90 minutes played (teams: per game). ▲ Higher is better
Asts · Asts/90 Assists; Assists/90 Minutes The final pass or touch before a team-mate scores. ▲ Higher is better
xG · xG/90 · xGF (team) Expected Goals; Expected Goals For How many goals the chances taken were 'worth', based on how often similar shots go in. A 0.30 xG shot is scored about 3 times in 10. Total xG measures the quality and volume of chances. ▲ Higher is better
np-xG · np-xG/90 Non Penalty xG xG with penalties removed, so it shows how many good chances a player gets from open play and set pieces other than spot kicks. ▲ Higher is better
xG / Sht Expected Goals per Shot The average quality of each shot taken. High values mean shooting from good positions; low values mean lots of speculative efforts. ▲ Higher is better
xA · xA/90 Expected Assists The xG value of the shots a player's passes lead to: how good the chances they create are, whether or not the team-mate scores. ▲ Higher is better
op-xA · OP-xA/90 Open Play Expected Assists xA from open play only, leaving out corners, free kicks and other set pieces. ▲ Higher is better
Shooting
Shots · Sh (team) Shots; Shots For Total attempts at goal. ▲ Higher is better
ShT · SoT (team) Shots On Target Shots that would have gone in if the keeper hadn't stopped them. ▲ Higher is better
ShT/90 · Sh/Gm (team) Shots/90 Minutes; Shots on Target/90 Minutes Shots, or shots on target, per 90 minutes. Note: the player screen uses the same short label 'ShT/90' for both. ▲ Higher is better
Sh Tar % · Shot % (team) Shots On Target (%) The share of shots that hit the target. ▲ Higher is better
Gls % · Conv % (team) Conversion Rate (%) The share of shots that become goals. ▲ Higher is better
Passing & creating
Pas A · Ps A/90 Passes Attempted Every pass tried, successful or not. Shows how involved a player is in build-up. ▲ Higher is better
Ps C · Pass C (team) Passes Completed Passes that reached a team-mate. ▲ Higher is better
Pas % Pass Completion (%) The share of attempted passes that were completed. Read it alongside how risky the passes are: safe sideways passing scores highly too. ▲ Higher is better
K Ps · K Ps/90 Key Passes A pass that leads directly to a team-mate's shot. ▲ Higher is better
OP-KP · OP-KP/90 Open Play Key Passes Key passes from open play only. ▲ Higher is better
Pr Passes · Pr Passes/90 Progressive Passes Completed passes that move the ball substantially towards the opposition goal. ▲ Higher is better
Cr A · Cr A/90 Crosses Attempted Balls played into the box from wide areas. ▲ Higher is better
Cr C Crosses Completed Crosses that found a team-mate. ▲ Higher is better
Cr % Cross Completion % The share of attempted crosses that found a team-mate. ▲ Higher is better
On the ball
Poss Lost · Poss Lost/90 · Psn L (team) Possession Lost Times the player gave the ball away through a bad pass, a failed dribble or a tackle. ▼ Lower is better
Defending
Tck A · Tck/90 Tackles Attempted Tackles tried. ▲ Higher is better
Tck W · Tck/90 Tackles Won Tackles that won the ball. ▲ Higher is better
Tck % Tackles Won Ratio (%) The share of attempted tackles that were won. ▲ Higher is better
Itc · Int/90 Interceptions Made Opposition passes read and cut out. ▲ Higher is better
Poss Won · Poss Won/90 · Psn W (team) Possession Won Times the player won the ball back by any means. ▲ Higher is better
Blk · Blk/90 Blocks Shots, passes or crosses blocked. ▲ Higher is better
Clr · Clr/90 Clearances The ball cleared away from danger. ▲ Higher is better
Hdr A · Hdr A/90 Contested Headers; Headers Attempted Aerial duels contested. ▲ Higher is better
Hdr W · Hdr W/90 Headers Won Aerial duels won. ▲ Higher is better
Hdr % Headers Won Ratio (%) The share of contested headers that were won. ▲ Higher is better
Fouls · Fls/90 · Fls (team) Fouls; Fouls Made Fouls committed. ▼ Lower is better
Physical
Dist/90 Distance Covered/90 Minutes Kilometres run per 90 minutes. ▲ Higher is better
Sprints/90 High Intensity Sprints/90 Minutes High-speed runs per 90 minutes. ▲ Higher is better
Goalkeeping
Cln · Cln Sh (team) Clean Sheets Matches without conceding. ▲ Higher is better
Conc · Conc/90 · Conc/Gm (team) Conceded Goals conceded. ▼ Lower is better
Sav · Saves/90 Saves Shots on target stopped. ▲ Higher is better
Svh · Svt · Svp Saves Held / Tipped / Parried Saves split by how the keeper dealt with the shot: caught, tipped away, or pushed back into play. ▲ Higher is better
Sav % Save Percentage (%) The share of shots on target the keeper stopped. ▲ Higher is better
xSav % Expected Save Percentage (%) The save percentage an average keeper would expect from the shots faced. A HIGH value means the shots were easy, not that the keeper is good. Compare it with Sav %: a keeper beating their xSav % is performing above expectation. ● Neither, read in context
xGP Expected Goals Prevented Goals an average keeper would have conceded from the shots faced, minus the goals actually conceded. Positive is good; it can be negative. ▲ Higher is better
Pens S % · Penalties saved Penalty Save Ratio (%); Penalties saved Penalties saved, as a total and as a share of penalties faced. ▲ Higher is better
Penalties Faced Penalties Faced Penalties the keeper had to face. A volume count, not a quality measure. ● Neither, read in context
Team defending & control
GA/Sh F Opposition Conversion Rate (%) The share of opposition shots that became goals. ▼ Lower is better
Pass Comp A Passes Completed Against Passes the opposition completed. ▼ Lower is better
F 3rd Pas/Gm Final Third Passes For per game Passes your team plays into or within the attacking third. With the next row, shows which side dominates territory ('pitch tilt'). ▲ Higher is better
F 3rd Pas Ag/Gm Final Third Passes Against per game Passes the opposition plays into or within your defensive third. ▼ Lower is better
OpPPDA Opposition Passes Per Defensive Action How many passes the opponents make before your team acts to stop them (a tackle, interception or foul). LOWER means you press harder and win the ball back sooner. Often called PPDA elsewhere. ▼ Lower is better
D line/Gm Average Defensive Line Height per game (Yards) The average distance from your own goal at which your team makes its defensive actions. A higher number means a higher line. This is a style indicator, not a quality one. ● Neither, read in context
Set pieces
SP-Crs · Cr StP/Gm Set Piece Crosses attempted; Crosses from Set Pieces per Game Crosses delivered from corners and free kicks. ▲ Higher is better
Cr StP/Gm Ag Opposition Crosses from Set Pieces per Game Set-piece crosses delivered by the opposition. ▼ Lower is better
SP-xA · Set Piece xA/Gm Set Piece Expected Assists The xG value of the chances created from set-piece deliveries. ▲ Higher is better
Set Piece xA/Gm Ag Opposition Expected Set Piece Assists per game The quality of the set-piece chances the opposition created. ▼ Lower is better
SP goals Set piece goals scored Goals from set pieces. ▲ Higher is better
S-P gls Ag Set piece goals against Set-piece goals conceded. ▼ Lower is better
(map) Set Piece First Contacts: Own Box / Opposition Box The share of first contacts won at the near post, centre and far post from set pieces. ▲ Higher is better
Volume (used to scale other stats)
Minutes Minutes Minutes played. Per-90 stats are averaged over this. ● Neither, read in context
Gms Games Matches played. Team per-game stats are averaged over this. ● Neither, read in context
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