Insight has always brought new levels of data analysis improvements to Hudl Sportscode, which powers match, recruitment and performance decisions. But that doesn’t mean we’re not still improving this tool. Over the last six months, we shared the biggest updates we’ve made in a blog series. And now with Insight version 1.18.0, we have two new features we’re excited to bring to your analysis workflow. 

Players Bypassed Rule

Main Takeaway

Now you can easily know the number of opponent players that are bypassed from a successful forward pass.

How It Works

  • This rule generates: “Passer - bypassed opponents,” “Receiver - bypassed opponents,” “Goal side player count” and “Bypassed next event.”
  • Both event and tracking data is needed for this feature to correctly track players bypassed, as it needs the players location on the pitch for the metric calculation.
  • The rule ends when a teammate receives the ball. However, if received events are not provided by your events source, it will consider the next successful event from the team. 
  • There are parameters that can be used to customize and filter the metrics you need:
    • Type of play: Choose whether you want to apply the rule only on open plays, set pieces or both. 
    • Zone filters: Use to limit the location you want to consider for the passes and the ball receiving events.
    • Angle of the pass: Use to include the relevant players bypassed.

Pressing Rule

Main Takeaway

With this new feature, you can better analyze how both players and teams apply pressure on their opponent.

How It Works

  • This rule generates: “Under pressure,” “Number of pressing opponents,” “Counter press” and “Under counter press.”
  • Both event and tracking data is needed for this feature to correctly track pressure. 
  • There are parameters that can be used to customize and filter the data based on your preference:
    • Pressing target: Choose between the ball or the player. Based on the selection, the rule will use either the ball position or the position of the player in possession of the ball to calculate a circle around the target. If an opponent player enters this zone, the rule will consider it a pressing event.
    • Pressing radius: The default value is 2.5m, but you can adjust the radius of the circular zone.
    • Counter press timing: If a team loses possession, but applies pressure within the amount of seconds specified, all the events and sequences that happen in the timeframe will have an outcome called “Counter Press.”
    • Pressing sequence time limit: The default value is 2.5 seconds. If there are multiple pressing events from the same team, and the time difference between each other is less than or equal to this value, the rule will generate a sequence called “Pressure,” combining the events of the team in possession. This is useful for analyzing pressing on a team level, instead of only at an individual player level.
    • Pressure zone panel: Use to limit the location of where the team is being pressed. The default value is the defending third of the pitch of the team in possession.

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