Opta Event Definitions.
https://www.statsperform.com/opta-event-definitions/
Goals & Shots
Goal/Own Goal
Attributing a Goal to the Goal scoring player, or in the case of an Own Goal, to the defending player.
Given any contention around assigning a Goal to an appropriate player, Opta will apply their own rules,
and when applicable will align decisions to the relevant official competition, governing body.
Shot off Target
A deliberate attempt to score that misses the target, without contact from a player diverting the ball
from on target to off target.
A shot hitting the frame of the Goal is classified as a Shot Off Target unless the ball subsequently enters
the net. A Blocked Shot is not classified as a Shot Off Target.
Also see ‘Shot on Target.’
Chance Conversion/Goals-to-Shots Ratio
A calculation of goals scored divided by shots attempted (excluding blocked attempts and own goals).
[GSR=Goles/Disparos (sin contar bloqueados ni goles en propia meta)
Este indicador mide la efectividad de un equipo o jugador al convertir oportunidades en goles. Un
valor más alto indica una mejor precisión en la finalización.]
Pattern of Play for Goals/Shots
Set Piece goals/attempts are those where the ball starts from a dead ball situation such as a corner, a
free kick, a penalty or a Throw-in and results in a shot before the phase of play has broken down into
open play.
There are seven patterns of play, one of which must be assigned to each attempt.
● Regular – an attempt created from an open play attack
● Set piece – an attempt created where the ball starts from an indirect free kick dead ball
situation
● Throw in – an attempt created from a throw in
● Direct free kick – an attempt created from a direct free kick situation
● Direct corner – a goal scored directly from the cornerCorner – an attempt created from a corner
situation
● Fast break – an attempt created after the defensive quickly turn defence into attack winning
the ball in their own half (counter attack)
● Penalty – The penalty attempt itself, any follow up shot would be classed as set piece. Passed
penalties are also counted as ‘Penalty’ pattern of play.
The relevant pattern of play is assigned to a shot before the phase of play has broken down into open
play.
The exact point at which it becomes open play is usually clear but set pieces and corners which are
cleared and then the ball is put straight back into the penalty area are still deemed to be part of the set
play as the defending team is still positioned to deal with the set play. This rule includes the free kicks,
corners, throw ins and penalties.
Chance Missed
A big chance opportunity when the player does not get a shot away, typically given for big chance
attempts where the player shooting completely misses the ball (air shot) but can also be given when the
player has a big chance opportunity to shoot and decides not to, resulting in no attempt occurring in
that attack.
Body Part for Goals/Shots
Attributing a Goal or shot event to the following four body parts:
● Right Foot.
● Left Foot.
● Head.
● Other.
‘Foot’ includes any connection with the leg.
Goal Assist
The final touch from a teammate, which leads to the recipient of the ball scoring a Goal. If the assist is
deflected by an opposition player, it must be deemed as travelling to the Goal-scorer irrespective of the
deflection. In the event of an own Goal, direct free kick Goal and direct corner Goal, an assist will not be
awarded. This same rule applies to penalties unless the penalty taker chooses to pass the ball for
another player to score. Also see ‘Fantasy Assist.’
Second Assist
A pass/cross that is instrumental in creating a goal-scoring opportunity, for example a corner or free-
kick to a player who then assists an attempt, a chance-creating through ball or cross into a dangerous
position.
Shot on Target
A deliberate attempt to score that is on target. Includes all Goals being scored and shots on target
saved by the Goalkeeper.
It also includes shots on target that are Blocked by a last line defending player, preventing the ball from
entering the Goal.
Also See ‘Shot Off Target.’
Blocked Shot
A Blocked Shot is defined as an attempt to score including:
● An attempt on target Blocked by an outfield player, where other defenders or a Goalkeeper are
behind the Blocker.
● Incorporates shots Blocked unintentionally by the shooter’s own teammate.
● Clearances off the line by an opposition player (last line Blocks) are classified as Shots on
Target and not as a Blocked Shot.
Shooting Accuracy
A calculation of Shots on target divided by all shots (excluding blocked attempts and own goals).
Big Chances
A situation where a player should reasonably be expected to score, usually in a one on one scenario or
from very close range when the ball has a clear path to goal and there is low to moderate pressure on
the shooter. Penalties are always considered big chances.
Direct Free Kick for Goals/Shots
Direct free kick shots are any attempts on Goal created directly from the free kick itself.
Location for Goals/Shots
The position of the ball when the shot is taken (shot origin). Any event originating on a line, will be
collected as inside that area. For example, a shot on the 18-yard line will count as being inside the box.
Fantasy Goal Assist
Attributing a collection of assist events outside the conventional categorisation of Goal Assist.
Classifies the final touch from a player on the scoring team as a Fantasy Assist, despite:
● A heavily deflected pass or cross.
● Shot on Target saved, rebound scored.
● Blocked Shot, rebound scored.
● Shot hit woodwork, rebound scored.
● Shot off Target, remains in play, rebound scored.
● Penalty won.
● Free kick won by foul.
● Free kick or penalty won from a handball.
● Event preceding an own Goal (usually shot/pass/cross).
Passes
Key Pass
The final pass from a player to their teammate who then makes an attempt on Goal without scoring.
Pass
The attempted delivery of the ball from one player to another player on the same team. A player can use
any part of their body (permitted in the laws of the game), to execute a pass. Event categorisation
includes open play passes, Goal kicks, corners and free kicks played as a pass. Crosses, keeper
throws, and throw ins do not count as a pass. Opta adds a whole range of qualifiers to each pass event,
so that various things can be measured.
● Chipped Pass – A lofted ball with an intended recipient. Must be over shoulder height and
using the passes height to avoid opposition players.
● Headed Pass – A header when there is an intended recipient.
● Launch – A long high ball into space or an area for players to chase or challenge for the ball.
● Flick-On – A glancing pass with head or foot onto a teammate when the ball is helped on in the
same general direction.
● Pull back – A pass inside the penalty area which is pulled back.
● Lay-Off – A first time pass away from Goal when there is pressure on the passer (typically
played by a forward) with one touch when they have their back to Goal from the Goal-line to the centre
of the penalty area.
● Through Ball – A pass splitting the defence for a team mate to run on to.
● Tap Pass – A short pass after a dead ball situation which cannot have a lost outcome.
Each pass is logged with X and Y co-ordinates for its point of origin and destination.
This allows Opta to log the following:
● Passes broken down by area of the pitch for example, as own half/opposition half or
defensive/middle/final third or left/right/centre.
● Passes broken down by half, for example short/long, short medium/long.
● Pass direction, for example backwards/sideways/forwards.
In summation the event-based nature of the data is such that you can calculate any combination. For
example, a chipped pass over 20 yards, in the final third, that goes sideways.
Pass Completion
This is simply a formula where successful passes are divided by total attempted passes in whichever
combination of passes is selected. Usually, pass completion excludes crosses.
Crosses are usually treated separately and crossing success is the percentage of successful crosses
out of the total attempted.
A completed pass is a pass which goes to a team mate directly without a touch from an opposition
player.
Chances Created
A cumulative total of ‘Assists’ and ‘Key Passes’ Also see ‘Assists’ and ‘Key Passes.’
Cross
A ball played from a wide position targeting a teammate(s) in a central area within proximity to the Goal.
The delivery must have an element of lateral movement from a wider position to more central area in
front of Goal.
Touches
Touches
A sum of all events where a player touches the ball, so excludes things like Aerial lost or Challenge lost.
Dribbles/Take-ons
This is an attempt by a player to beat an opponent when they have possession of the ball. A successful
dribble means the player beats the defender while retaining possession, unsuccessful ones are where
the dribbler is tackled. Opta also collects attempted dribbles where the player overruns the ball with a
heavy touch when trying to beat an opposition player.
Missed Tackles
This is where a player attempts to challenge for the ball and does not make it – it is calculated by adding
fouls with an attempted tackle qualifier to the number of times a player is beaten by a dribble (challenge
lost).
Interception
This is where a player reads an opponent’s pass and intercepts the ball by moving into the line of the
intended pass.
Block
When an outfield player Blocks an attempt on Goal from an opposition player. If the attempt is going
wide of the Goal, then no Block is awarded.
Touch/Unsuccessful touch
When the ball bounces off a player and there is no intentional pass, we award a touch. When a player
mis-controls the ball with a poor touch, we award an unsuccessful touch. Also used for mishit shots
which go backwards towards a player’s own goal.
Tackle
A tackle is defined when a player connects with the ball in a legal, ground level challenge and
successfully takes the ball away from the opposition player. The tackled player must be in controlled
possession of the ball to be tackled by an opposition player.
● A Tackle Won is deemed to be when the tackler or one of their teammates regains possession
because of the challenge, or that the ball goes out of play and is safe.
● A Tackle Lost is when a tackle is made but the ball goes to an opposition player.
Both are categorised as tackles, but the outcome of the tackle (won or lost) is different based on where
the ball goes after the tackle.
Clearance
A defensive action when a player attempts to get the ball away from a dangerous zone on the pitch with
no immediate target regarding a recipient for the ball.
Blocked pass
When a player tries to cut out an opposition pass by any means. Similar to an interception except there
is much less reading of the pass.
Other Categories
Recovery
This is where a player recovers the ball in a situation where neither team has possession or where the
ball has been played directly to him by an opponent, thus securing possession for their team.
Error
When a player makes an error, which leads to a goal or shot conceded. Also used for spills and
attempted claims or saves by a goalkeeper which directly leads to a second attempt to score.
Foul conceded
A Foul Conceded is defined as any infringement penalised as foul play by a referee that results in a free-
kick or penalty event.
● Offsides are not given as a foul conceded.
● Incidents where a match official has played advantage and subsequently cautioned a player,
do not contribute towards the total foul count for the player or team.
In these scenarios a free-kick or penalty event must occur for a foul to be awarded.
Penalty (Won, Conceded and Taken)
Attributing a series of sequential penalty events to both appropriate team and player.
Collection comprising; Penalty Won, Penalty Conceded and Penalty Taken.
Offside Provoked
The deepest player in the defensive line when an offside has been given.
Corner (Won, Lost and Taken)
When the ball has left the field of play for a corner. A Corner Won is collected for the team awarded the
corner, and Corner Lost to the team conceding the corner. A Corner Taken is recorded when the
attacking team have (or attempted to), return the ball back into play from a corner event. Due to the
difference in collection criteria between Corner Won/Lost and Corner Taken, it is possible their
respective aggregate totals could differ.
End Delay
When the referee restarts the game after a delay.
Cards
Cards are collected as yellow, 2nd yellow or red card. Where possible we cross-check cards against
official (referee) reports to match the official statistics – unless these are clearly incorrect.
Sequences
Sequences are defined as passages of play which belong to one team and are ended by defensive
actions, stoppages in play or a shot.
● Sequence Time: Time in seconds of a sequences
● Passes: Number of passes in a sequence
● Progress: Distance in metres the ball moved towards opponent goal line during the sequences
● Length: Total distance in metres the ball travelled during the sequence
● Speed: Length divided by sequence time (average speed of ball movement during sequence)
● Direct Speed: Progress divided by sequence time (average speed of ball movement towards
opponent goal line during sequence)
● Width: Distance in metres between leftmost point in sequence and rightmost point in
sequence
● Absolute Width: Furthest distance in metres ball is away from centre of the pitch in a sequence
● Involvement: Number of sequences that a player was involved in, involvement is defined as a
player having at least one touch in the sequence
Defensive Coverage
Defensive Coverage measures the area of defensive responsibility implied by a player’s defensive
actions during a match. The corresponding output consists of a series of coordinates which define a
polygon of the player’s defensive zone, as well as the area (in metres squared) of that zone.
Shield Ball Out of Play
Where a player shields the ball from an opponent and is successful in letting it run out of play. Can be
offensive (to win a corner or throw in up field) or defensive (winning a throw in or goal kick).
Hit Woodwork
When the ball hits any part of the Goal frame but does not enter the net as a direct consequence.
Any single attempt hitting the Goal frame multiple times (bar then post for example), will only count as
hitting the woodwork once. ‘Hit Woodwork’ is only collected for the attacking team and can be
attributed to any player on the pitch.
Foul Won
A Foul Won is defined when a player wins a free kick or penalty for their team after being fouled by an
opposing player.
There are no fouls won for a handball, dive, back pass, illegal restart, dissent, GK 6-second violation or
obstruction where a free kick is conceded.
● Handball – A deliberate hand ball by an opposition player.
● Dive – A deliberate attempt for an opposition player to deceive the referee and win a free kick.
● Back pass – A pass picked up by a Goalkeeper when played from a teammate.
● Illegal restart – An opposition player has consecutive touches directly after a dead ball
situation.
● Dissent – A player shows dissent towards a match official.
● GK 6-second violation – A Goalkeeper picks up the ball and holds onto it longer than 6
seconds.
● Obstruction – A player traps the ball between their legs to stop an opposition player from
playing the ball.
Offside
An event attributed to the player deemed to be in an offside position when a free kick is awarded.
If two or more players are in an offside position when the ball is played, the player considered to be most
actively involved is given offside.
Out
When the ball has left the field of play for a Goal kick or throw in.
Does not include corners.
Start Delay
An event to capture when the referee stops the game. Typically, for a player to receive treatment for an
injury, or if there is a VAR review underway and play is paused.
Injury Time Announced
Declaration of the amount of injury time added at the end of each period, as announced pitch-side by
the fourth official.
Disciplinary Points
For Opta Discipline tables, we award one point per foul conceded, three points per yellow card and six
per red card. For Referees’ tables we also add three points per penalty awarded.
Possessions
Possessions are defined as one or more sequences in a row belonging to the same team. A possession
is ended by the opposition gaining control of the ball.
Protocols for VAR incidents
Events that are overturned by the Video Assistant Referee (VAR) will be deleted from collection or
amended. This includes events coming after an infringement in the lead up to a Goal, should a VAR
review overturn the Goal award. Event deletion could, however, exclude a yellow or red card.
Duels
Duel
A duel is an 50-50 contest between two players of opposing sides in the match. For every Duel Won
there is a corresponding Duel Lost depending on the outcome of the contest.
Successful Take-on/Dribble – Challenge Lost
The player who has been beaten is given a Challenge lost if they do not win the ball.
Smother – Unsuccessful Take-on
A goalkeeper who comes out and claims the ball at the feet of a forward gets a smother, similar to a
tackle, however, the keeper must hold onto the ball to award a smother.
Aerial Challenge Won – Aerial Challenge Lost
This is where two players challenge in the air against each other. The player that wins the ball is
deemed to have won the duel. When more than two players are involved the player closest to the duel
winner is given an Aerial Duel lost.
Tackle – Unsuccessful Take-on/Dispossessed
A tackle is awarded if a player wins the ball from another player who is in possession. If he is attempting
to beat the tackler, the other player will get an unsuccessful Take-on. If he is in possession but not
attempting to “beat” his man, then he will get a dispossessed.
Foul won – Foul Conceded
The player winning the foul is deemed to have won the duel and the player committing the foul having
lost the duel. Collection of the two foul events is subject to the referee awarding a free kick or penalty
and not the taking of either.
Goalkeeper
Save
A Goalkeeper preventing the ball from entering the Goal with any part of their body when facing an
intentional attempt from an opposition player.
Saves have the following attributes:
● Body part – Hands/Feet/Body/Fist.
● Save type – Caught/Collected/Parried Safe/Parried Danger/Fumble/Fingertip.
● Goalkeeper movement – Diving/Standing/Sliding/Reaching/Stooping.
This includes:
● This includes unintentional or misplaced efforts on target from a Goalkeeper’s own
teammates, but only if the intervention is not perceived to be a routine collection of the ball.
● If after a Goalkeeper’s intervention, a more prominent defensive action from a teammate
prevents the ball from entering the Goal, this will be categorised as a Block for the teammate, not a
Save for the Goalkeeper.
● If the ball goes behind the Goal because of a Goalkeeper intervention, the match officials must
award a corner for it to be recognised as a Save.
Penalty Faced
An event which categorises Goalkeeper movement when facing a penalty taken.
● Diving left.
● Diving right.
● Standing.
Collection also incorporates the outcome of penalty which comprises:
● Scored.
● Saved.
● Hit woodwork.
● Passed.
● Missed.
Punch
A high ball that is punched clear by the goalkeeper. The keeper must have a clenched fist and
attempting to clear the high ball rather than claim it.
Cross not Claimed
When a goalkeeper comes off their goal line to claim a high ball (attempting a catch) and misses the
ball.
Keeper Sweeper
A keeper sweeper is given anytime a goalkeeper anticipates danger and rushes off their line to try to
either cut out an attacking pass (in a race with the opposition player) or to close-down an opposition
player.
A keeper sweeper is defined if:
● The keeper rushes out to at least the edge of their area.
● There must be at least some pressure from the opposition forward racing to the ball
● The keeper reacts quickly and reads the play
Clean Sheet
A player or team who does not concede a goal for the full match.
Catch
A high ball played into the penalty area that is caught by the goalkeeper.
Drop
A high ball where the goalkeeper tries to catch the ball, they gets their hands on the ball but it drops
from their grasp.
Catch Success
The percentage of high balls played into penalty area, that a goalkeeper tries to deal with where they are
successful – Catches + Punches divided by total high balls he came for.
Keeper Pick Up
When the goal keeper picks up the ball and their side regain possession, similar to recovery, however,
the goal keeper picks the ball up.
Expected Goals & Expected Assists
Expected Goals
Expected Goals (xG) measures the quality of a shot based on several variables such as assist type,
shot angle and distance from Goal, whether it was a headed shot and whether it was defined as a big
chance. Adding up a player or team’s expected Goals can give us an indication of how many Goals a
player or team should have scored on average, given the shots they have taken.
Expected Assists
Expected assists (xA) measures the likelihood that a completed pass will become a goal assist. It
considers several factors including the type of pass and end-point and length of pass. Adding up a
player or team’s expected assists gives us an indication of how many assists a player of team should
have had based on their build up and attacking play.
Additional Event Definitions
Foul when advantage is played
When a referee plays advantage in the event of a foul, we will not award a Free Kick against the
offending player. We will award a Yellow Card against the offending player if and when the referee
awards one.
Fantasy Assist v Assist
Fantasy Assists are awarded as goal contribution events; however, they do not have the same intent
and/or directness to the goal as a (full) Assist.
When a pass or cross goes directly to the intended target or makes its way to the intended target
despite a slight deflection which did not significantly alter the ball’s path, we give a Full Assist. In cases
where there is a situation-changing deflection, a Fantasy Assist (Pass Lost) would be awarded.
Shot v Cross decision making
Many considerations are made in terms of assessing the intent of the action,
the main factors are listed out below:
● Attacking Targets in the box
● Technique used
● Velocity Applied
● Goalkeeper Position
● Original location of the action
Following on-field referee decision for out of play scenarios, in relation to shots
When a touch is made by a goalkeeper, but is not seen by the referee, we align our event in accordance
with the referee’s decision. For example, if there is a slight touch which prevents a goal from being
scored, this would usually be credited as a Shot On Target and Save followed by a Corner. However,
when the referee does not see the goalkeeper’s touch, we would award per the referee’s decision,
which in this instance would be a Shot Off Target and Goal Kick.
Tackle and blocked pass / blocked cross differentiation
Tackles and Blocked Passes / Blocked Crosses may appear similar when viewing a game at full speed.
Opta has a couple of rules which clearly define the difference between these events.
Blocked Passes / Crosses
Our main consideration is if a pass has cleanly been played and the ball is already clearly going on the
path of the intended pass, in these circumstances a blocked pass would be awarded as the defensive
action and an incomplete pass for the player in possession.
Tackles
Consideration is given to the direction of the challenge, for example, is the defensive player sliding
or moving into the path of the ball or in the direction of the player in possession with the aim of
removing possession. In this instance, a tackle is awarded.