eeesoc —

Live

Every in-play game, ticking in realtime — green = home, blue = away. The live clock shows anticipated added time for each half — goals, fouls, injuries, substitutions and cards — beside the timer. It is an estimate, not the fourth official’s board. Each chiclet lists who scored, who came on and red cards, with the minute. Beside each club’s name: its league rank and record (#4 · 8-3-2). The 📊 league table row still has the official standing, win–draw–loss record and points. 👥 starters names each club’s usual starters who are missing today — out (not in the squad) or bench — with each man’s starts over the club’s archived games; a regular is anyone who started 60% of them (three games minimum), “full XI” means every regular starts, and the small count is regulars starting over regulars. XIs land about an hour before kickoff. Then each club’s ⚡ clinical power — goals per 100 xG this season (100 = scores what its chances are worth; above is clinical, below wasteful), 🎯 offence power — everything that leads to goals: chances created, shot volume, shots on target, pressure (corners) and goals per game against the league (50 = league average; above 50 potent, below blunt) with goals scored per game and its own league place (#n, most first), 🛡 defence power — how few chances it allows against the league average (50 = league average; above 50 solid, below leaky) with goals allowed per game and its league place (#n, fewest first), ⚽ expected — goals each club should score in this game, read two ways: chances uses those two rows (the league’s goals per team-game × its offence power over 50 × the other club’s defence power, 50 over it) and results uses only goals actually scored and conceded per game against the league’s, each with the index and league rank on each side and favoured / underdog once the two sides are 0.3 goals apart — when the two reads disagree, one club has been finishing or keeping a long way from what its chances were worth, 📈 momentum — recent form from the last five results, newest weighted heaviest (above 100 rising, below fading), 🥅 last 5 — each of those five games: who they faced, first-half score and second-half score as it stood on the pitch (home–away; away games keep the home club first), plus clinical / offence / defence (power and rank) and the archive table rank with the W–D–L record as they stood after that night — tap a game to open its mini timeline: the full 90′ event strip from the archive, half-time and full-time score, xG both ways and every goal with how it came (tap again, or ×, to close), and 🔮 potential — underlying strength from chance quality both ways, with whether results lag it (upside) or run ahead of it (overachieving), and 🧤 clean sheets — the season total, how many in the last five, and the share of games kept clean — each with its rank in the league. Every goal on the bulletin carries how it came, read from the plays before the shot: 🎯 team move, 🎁 gift (a defensive mistake in the defender’s own third — a miscontrol, a loose pass, a lost duel — with the shot within a pass), ⚡ solo (the scorer beat a man or carried the ball 25m+), 🚀 screamer (25+ yards, or a long shot worth almost no xG), 📐 set piece, 🦵 free kick, 🏃 counter, ⚪ pen, 🙈 OG or 🌪 scramble, with the reason on hover and, for the uncommon kinds, how rare it is in that league — screamer · 1 in 4 games — from the archive’s share of games that saw one. A ⚽ goals row gives each club’s season mix the same way, scored and conceded, tagged with the kind that stands out most against the league (4 of 11 conceded were gifts), and a goals allowed by kind table under the bulletin answers, for every kind of goal, when each club last let one in (date, opponent, minute, scorer — how it happened on hover, and how many games ago) and how often it does (1 in N games, the count over its tagged games and the share of games with one), green when it concedes that kind far less often than a typical club in the league, amber when far more. 🥅 goals-per-half rows follow the clock: before the break, how often each club’s first halves produced 0 / 1 / 2 / 3+ goals in total, scored and allowed — the percent and the count of games in that bucket — once for the whole season and again for the last five; after it, the same splits over only the games in that window that stood at this half-time score from that club’s side — a 2–0 home lead looks up the home club’s games when they led 2–0, and the away club’s games when they trailed 0–2. The stat pills (whole game, 1H, 2H) count shots, on target, blocked, corners, fouls and xG, then box — passes and crosses received inside the other box — and xG/shot and xG/box, chance quality per shot and per entry, so a worldie from thirty yards does not read as a dominant attack. A 🧱 posture row reads how each side is defending from the same play-by-play: duels won in its own half, clears, leak (passes into its box per pass that reached its final third — lower is tighter), central (share of those entries in front of goal) and in box (its own touches inside its own area — pinned back when high), each coloured against the league’s norm from the archive (green 10%+ tighter, amber 10%+ looser), summed into a COMPACT / LEAKY / EVEN read, whole game and per half. Markers for shots (incl. blocked), SOT, goals, corners, an xG vs time chart, a separate box-to-box graph — the home penalty box is the top line, the away penalty box is the bottom line, and time runs across. A dot is only the other team’s touch in that box — a team in its own box is left off. A flat stretch is the same end; a slope is the trip to the other box, and how wide that slope is is how long it took. Under that heading, a touches in the box per goal table: to score is the club’s passes into the other box per goal it scored (fewer is better), to allow is opponents’ passes into the club’s box per goal it conceded (more is better), each for the season and the last five games with the touches–goals behind it and the club’s #rank in the league for that column — green beats the league by 10%+, amber trails it. Under each name, now / 1H / 2H count this game’s dots on the graph. Then a rolling 15′ pressure bar for who is in the other side’s final third right now, a pressure graph of that same window at every minute so you can see who was pinning whom 10′ ago, a possession graph — two ribbons, 1H and 2H, minutes along the x-axis, coloured green while the home side has the ball and blue when it changes hands — an intensity graph under those ribbons (end-to-end swings + how far the ball travels, scaled so the league’s typical game sits in the middle — above is hotter, below is quieter; ESPN has no player GPS so this is the ball’s path, not miles run) — a duel graph with three lines (home, away, 50%) over that same last 15′ window at every minute, and a territory heat of where the ball has actually been in those last 15′ (not the whole match). Switch to Finished for the same chiclet on today’s and yesterday’s full-time games, or Upcoming for today’s kickoffs that have not started yet. Tap a chiclet and the pitch graphic opens at the top — ✕ close is at the top and the bottom of that panel — last 15′ of the ball, fading older touches, home attacking right — plus each team's formation and XI — every player's match power number, a freshness bar by minutes played, and ⇄ sub markers with the minute and who came off. Click a player for his card: every logged touch, pass and shot with the minute, a touch map, and a highlight cut list — download the clip times or an ffmpeg script and run it against your own recording of the broadcast — ▾ to collapse. Click ▲ or ▼ in a live chiclet’s corner to move it one slot up or down the list — on a phone too. A mouse drag moves it one slot the way you pulled; on a phone, drag the ⠿ grip. A finger swipe anywhere else on the card still scrolls, and so does the wheel. League chips stack: click EPL then La Liga to see both.

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Quiet start · no shot on target by 15′
How many goals those games went on to produce, by half-time and at full-time — then, for first halves with exactly one goal, when it came. European leagues plus MLS and Liga MX, from the finished-match archive. Chip counts are archived quiet starts, not live games — live filters sit below the graphs.
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