Data Glossary

Reference for all metrics, abbreviations, and KPIs used across the dashboard. Formulas shown in grey where applicable.


Standings Abbreviations

MP
Matches Played — total number of matches played in the season
W
Wins — matches won
D
Draws — matches drawn
L
Losses — matches lost
GF
Goals For — total goals scored
GA
Goals Against — total goals conceded
GD
Goal Difference — GF − GA
Pts
Points — 3 per win, 1 per draw, 0 per loss

Goals & Shooting

Goals
Goals scored, excluding own goals unless otherwise stated
Own Goals
Goals scored into a team's own net; credited to the opposition
Total Shots
All attempts at goal — on target, off target, and blocked
Shots on Target (SoT / SoG)
Shots that were on target — required a save or resulted in a goal. Does not include blocked shots.
Off Target
Shots that missed the frame of the goal (wide or over)
Shots Blocked
Shots stopped by an outfield defender before reaching the goalkeeper
Woodwork Hits
Shots that struck the post or crossbar without going in
Shot Conversion (%) (Shot Conv %)
Share of total shots that resulted in a goal
Goals ÷ Total Shots × 100
On-Target Conversion (%) (On-Target Conv.)
Share of on-target shots that resulted in a goal
Goals ÷ Shots on Target × 100
Big Chances
High-quality scoring opportunities where the player is expected to score — one-on-ones, open headers, tap-ins. Provided by Sportmonks.
Big Chances Missed (Big Ch. Missed)
Big chances that did not result in a goal

Chance Creation

Chances Created (Chances)
Passes or actions that directly created a shot for a teammate. Includes both big chances and regular chances.
Big Chances Created
Chances created that qualified as big chances — the highest-quality category of chance creation
Key Passes
The final pass before a shot — the pass that directly sets up a shooting opportunity, regardless of whether it results in a goal
Crosses / Cross Accuracy (%) (Cross Acc %)
Crosses are deliveries from wide areas into the penalty box. Cross accuracy is the share of crosses that found a teammate.
Accurate Crosses ÷ Total Crosses × 100
Passes into Final Third (Final 3rd Pass)
Passes that travel from a team's own half or middle third into the attacking third of the pitch

Passing & Possession

Possession (%) (Poss %)
Share of total ball possession in a match. Provided by Sportmonks.
Pass Accuracy (%) (Pass Acc %)
Share of passes that successfully reached a teammate
Accurate Passes ÷ Total Passes × 100
Long Ball (%) (Long Ball %)
Share of passes that were long balls — passes covering a significant distance, typically over 32 metres
Possession Losses (Poss. Losses / Dispossessed)
Times a player lost the ball to an opponent, either by being tackled or by a failed dribble

Defending

Tackles / Tackle Success (%) (Tackle %)
A tackle is a challenge that successfully dispossesses the ball carrier. Tackle success % is the share of attempts that won the ball.
Tackles Won ÷ Total Tackle Attempts × 100
Interceptions
Times a player read the game and cut out a pass intended for an opponent before it reached its target
Tkl+Int
Combined total of tackles and interceptions — a broad indicator of defensive activity
Clearances
Times a defender cleared the ball away from their own danger area without the intent to pass to a teammate
Clearances Off the Line (Clr. Off Line)
Clearances made on or near the goal line, preventing what would otherwise have been a goal
Blocks
Times a player used their body to block a shot or cross before it could reach its destination
Balls Recovered (Balls Rec.)
Times a player won possession of a loose ball not directly through a tackle or interception
Errors / Errors to Shot (Errors)
Mistakes by a defending player that directly led to a shot (Errors to Shot) or a goal (Errors Leading to Goal) for the opposition
Times Dribbled Past (Drib. Past)
Times an opponent successfully dribbled past the player — a direct measure of defensive vulnerability in 1v1 situations
Last Man Tackle (Last Man Tkl)
A tackle made when the player was the last outfield defender between the ball carrier and the goalkeeper

Dueling & Physical

Duels / Duel Win (%) (Duel Win %)
A duel is any 1v1 physical contest for the ball. Duel win % is the share a player or team won.
Duels Won ÷ Total Duels × 100
Aerial Duels / Aerial Success (%) (Aerial %)
Aerial duels are contests for the ball in the air. Aerial success % is the share of aerial duels won.
Aerial Duels Won ÷ Total Aerial Duels × 100
Dribbles / Dribble Success (%) (Dribble %)
A dribble is an attempt to carry the ball past an opponent. Dribble success % is the share completed successfully.
Dribbles Completed ÷ Dribbles Attempted × 100
Fouls Drawn (Fouls Drawn)
Fouls won by the player — times the player was fouled by an opponent
Fouls Committed (Fouls Com.)
Fouls committed by the player against an opponent
Offsides
Times a player or team was caught in an offside position when receiving the ball

Discipline

Yellow Cards (YC)
Cautions issued during a match for fouls, dissent, or time-wasting
Red Cards (RC)
Dismissals issued during a match. Includes both straight red cards and second yellow cards.
YRC
Combined total of yellow and red cards received
YC / Match
Average yellow cards issued or received per match
Total Yellow Cards ÷ Matches Played
Fouls
Fouls committed by a team in a match
Fouls / Match
Average fouls committed per match
Total Fouls ÷ Matches Played
Aggression Index
A weighted composite of fouls and cards per match at team level. Higher = more physical or aggressive play.
(Fouls + Yellow Cards × 5 + Red Cards × 15) ÷ Matches Played

Penalties

Penalties Won (Pen. Won)
Penalties awarded to a team or player's side as a result of a foul in the box
Penalties Scored (Pen. Scored)
Penalty kicks that resulted in a goal
Penalties Missed (Pen. Missed)
Penalty kicks that did not result in a goal — missed wide, over, or saved
Penalties Committed (Pen. Com.)
Fouls committed inside the penalty box that resulted in a penalty being awarded to the opposition
Penalties Saved (Pen. Saved)
Penalty kicks stopped by the goalkeeper
Penalty Success (%) (Pen. Success %)
Share of penalties taken that resulted in a goal
Penalties Scored ÷ Penalties Taken × 100

Goalkeeping

Saves / Avg Saves
Times a goalkeeper prevented a shot on target from becoming a goal. Avg Saves is the per-match average.
Saves Inside Box (Saves IB)
Saves made from shots originating inside the penalty area — generally higher-danger situations
GK Punches
Times the goalkeeper used their fists to punch a cross or set piece away rather than catching it
High Ball Claims (High Ball Clms)
Times the goalkeeper came off their line to successfully catch or claim an aerial ball (cross or corner)

Player Individual Stats

Rating
Overall match performance score on a 1–10 scale, provided by Sportmonks. Calculated from contribution across all phases of play weighted by position.
Minutes
Total minutes played across all appearances in the selected season
Goals per 90 (G/90)
Goals scored per 90 minutes played — normalises output for players with different amounts of playing time
Goals × 90 ÷ Minutes Played
Assists per 90 (A/90)
Assists recorded per 90 minutes played
Assists × 90 ÷ Minutes Played
G+A / 90
Combined goals and assists per 90 minutes — the standard summary of a player's direct attacking contribution
(Goals + Assists) × 90 ÷ Minutes Played

Referee Analysis Metrics

Card Severity Index (Severity Index)
A weighted measure of how many card "points" a referee issues per match. Yellow cards count as 1, red cards as 3, reflecting the greater impact of a dismissal.
(Yellow Cards + Red Cards × 3) ÷ Matches Refereed
YC / Match
Average yellow cards issued per match by the referee
Avg RC / Match
Average red cards issued per match by the referee
Fouls / Match
Average fouls called per match by the referee
Home YC %
Share of yellow cards issued to the home team. A neutral referee should be near 50%. A higher value suggests a tendency to book home players more, lower suggests away players.
Home Yellow Cards ÷ Total Yellow Cards × 100

Team Radar Scores

Each of the six radar axes is a composite score combining multiple rate-based metrics for the selected season. Scores range from 0 (worst in the league) to 100 (best).

The calculation has two steps: (1) each underlying metric is percent-ranked across all teams in the season; (2) the per-metric ranks are averaged into a composite, with one anchor metric per dimension carrying double weight to reflect the most important outcome in that area. A final rank-normalisation ensures every axis always has exactly one team at 100 and one at 0 regardless of how close the teams are.

Rate metrics are preferred over volume metrics throughout — this avoids rewarding teams that are under constant pressure and instead measures quality of execution.

Attacking
Goal threat and finishing quality. Anchor: goals per match (2× weight). Supporting: shots on goal per match, shot accuracy % (shots on target ÷ total shots), corners per match.
Formula weight: (2×goals + sog + shot_acc% + corners) ÷ 5
Creativity
Chance creation and delivery quality. Anchor: big chances created per match (2× weight). Supporting: chances created per match, key passes per match, chance quality % (big chances ÷ chances created), cross accuracy %, passes into final third per match.
Formula weight: (chances + 2×big_chances + key_passes + chance_quality% + cross_acc% + passes_final_third) ÷ 7
Possession & Control
Ball retention and carrying ability. Anchor: pass accuracy % (2× weight). Supporting: average possession %, dribble success % (dribbles completed ÷ attempted).
Formula weight: (possession% + 2×pass_acc% + dribble_success%) ÷ 4
Defending
Defensive solidity and quality. Anchor: goals conceded per match (2× weight, inverted — fewer is better). Supporting: tackle success %, errors leading to goal per match (inverted), balls recovered per match, times dribbled past per match (inverted).
Formula weight: (2×conceded↓ + tackle_success% + errors↓ + balls_recovered + dribbled_past↓) ÷ 6
Physicality
Dueling ability and physical presence. Anchor: duel win % (2× weight). Supporting: fouls drawn per match, aerial success % (aerial duels won ÷ total aerial duels).
Formula weight: (2×duel_win% + fouls_drawn + aerial_success%) ÷ 4
Winning
Overall match-winning ability. A single metric: win rate (wins ÷ matches played). No composite averaging — the outcome speaks for itself.
Underlying metric: Wins ÷ Matches Played

Player Characteristics Radar

Each axis is a percentile score among all outfield players with 450+ minutes in the selected season. A score of 80 means the player ranks in the top 20% of the league for that dimension. Higher is always better.

Unlike the team radar which uses per-match averages, player scores are calculated from per-90-minute rates to account for different amounts of playing time.

Attacking
Goal threat and finishing. Combines goals per 90, shots on target per 90, and shot conversion rate.
Creativity
Chance creation and playmaking. Combines assists per 90, key passes per 90, big chances created per 90, and cross accuracy.
Possession
Ball retention and carrying. Combines pass accuracy, dribble success rate, and passes into the final third per 90.
Defending
Defensive contribution. Combines tackles per 90, interceptions per 90, balls recovered per 90, and clearances per 90.
Physicality
Physical presence and dueling. Combines duel win %, aerial success %, and fouls drawn per 90.
Impact
Overall contribution to the team. Anchored by average match rating, supplemented by G+A per 90 — a measure of how decisive the player is when on the pitch.

Competition Format

Regular Season
The first phase of the Superligaen season, in which all 14 teams play each other twice (home and away). Produces the initial league table.
Championship Group
Post-split phase for the top 6 teams. They carry forward their regular season points (halved and rounded up) and play each other once more. The winner is champion.
Relegation Group
Post-split phase for the bottom 8 teams. Points are also carried forward (halved). The bottom finishers face relegation play-offs or direct relegation.
Round / Round Type
Round is the matchday number within the season. Round Type indicates which phase the round belongs to (Regular Season, Championship Group, or Relegation Group).
Season
Displayed as e.g. 2025/26, referring to the football season that started in summer 2025

Context & Navigation

Home / Away (H/A)
Whether the team played at their own stadium (Home) or at the opponent's ground (Away)
Kick-Off Time (K/O)
Local Danish time the match started
Time Slot
Kick-off time grouped into five windows: Morning (05:00–10:59) · Noon (11:00–13:59) · Afternoon (14:00–17:59) · Evening (18:00–20:59) · Night (21:00–04:59)
Surface
The playing surface at the stadium — either natural grass or artificial turf (3G / 4G). Some Superligaen clubs use artificial pitches year-round.
Home Win Rate / Fortress Ranking
Share of home matches won at a given stadium. Used to rank venues by how difficult they are for visiting teams.
Home Wins ÷ Home Matches Played × 100