SKILLS IN GAME


Player's skills is the most important factor that determines his performance during the match. In order to prepare your matches it is important to understand how each skill is responsible for the player's performance and how they are related to each other. So here are all the explanations of the skills visible on a player's page. Please note that there are no hidden skills.

Field player

The match uses the ratings for the match (impacted by the temper of the player), these ratings are classified in 3 categories (technical, mental and physical).


Technical


Control

  • Control The player's ability to successfully receive passes.
Skill level "Control" 1/20 20/20
Expected success rate 90% 99%

If the number of balls received by the player is low then the success rate can be much lower than expected (example: with only 2 balls received the success rate of the match is 50% if the player misses a control)


Passes

  • Passes The player’s accuracy when passing the ball.
Skill level "Passes" 1/20 20/20 1/20 20/20
Pass length The shortest The longest
Expected success rate (in the defensive zone)[1] 75% 95% 70% 90%
Expected success rate (in the offensive zone)[1] 50% 90% 45% 85%

[1]The success rate is reduced by 2% in the case of passes without control


Shoot

  • Shoot The player’s accuracy when shooting the ball.
Skill level "Shoot" 1/20 20/20
Expected success rate "Shoot on target"[1] 10% 80%

[1]When the shot is on target, the goalkeeper will attempt to stop the shot (see goalkeeper's skills)


Head

  • Head Winning a header in a direct contest with an opponent and the player’s accuracy when heading the ball.
Headshot
Skill level "HEAD" 1/20 20/20
Expected "headshot on target" success rate[1] 10% 80%

[1]When the headshot is on target, the goalkeeper will attempt a stop (see the goalkeeper's skills)

Aerial duels ( Head Vs Head )

When two opposing players are at the fall of an air ball (center or air pass) there is a duel between the "Attacker" player and the "Defender" player.

Skill level "HEAD" attacker 1/20 20/20
Attacker's strength[1] 50 points 80 points
Skill level "HEAD" defender 1/20 20/20
Defender strength[1] 0 points 30 points

[1] The strength of each of the players is first calculated.

The strength of the attacker and the strength of the defender make it possible to calculate the expected success rate of the headshot :

Expected success rate of the headshot = Attacker's strength - Defender's strength

  • Examples :
Attacker Defender Expected attacker success rate
Skill "Head" 1/20 20/20
Strength 50 points 30 points 20% (50pts - 30pts)
Attacker Defender Expected attacker success rate
Skill "Head" 20/20 1/20
Strength 80 points 0 points 80% (80pts - 0pts)
Attacker Defender Expected attacker success rate
Skill "Head" 1/20 1/20
Strength 50 points 0 points 50% (50pts - 0ts)
Attacker Defender Expected attacker success rate
Skill "Head" 20/20 20/20
Strength 80 points 30 points 50% (80pts - 30pts)

Dribble Vs Tackle

  • Dribble Player's ability to keep possession of the ball when an opponent tackled him.
  • Tackle Dispossessing an opponent when he’s dribbling.

The skills Dribble and Tackle are used in a duel between an "Attacker " player who dribbles and an opposing "Defender " player who tries to regain possession of the ball.

The two skills (out of 100) are compared to give the attacker's dribbling success rate.

The difference between "Dribble" and "Tackle" Expected success rate of the dribble
+20 91%
+19 90%
+18 89%
+17 88%
+16 86%
+15 85%
+14 83%
+13 82%
+12 80%
+11 78%
+10 76%
+9 74%
+8 72%
+7 69%
+6 67%
+5 64%
+4 61%
+3 59%
+2 56%
+1 53%
0 50%
-1 47%
-2 44%
-3 41%
-4 39%
-5 36%
-6 33%
-7 31%
-8 28%
-9 26%
-10 24%
-11 22%
-12 20%
-13 18%
-14 17%
-15 15%
-16 14%
-17 12%
-18 11%
-19 10%
-20 9%

Physical


Pressing

  • Pressing Winning back the ball during a pressing attempt.

The skills Dribble and Pressing are used in a duel between an "Attacker " player who dribbles and an opposing "Defender " player who tries to regain possession of the ball.

The two skills (out of 100) are compared to give the attacker's dribbling success rate.

The difference between "Dribble" and "Pressing" Expected success rate of the dribble
+20 91%
+19 90%
+18 89%
+17 88%
+16 86%
+15 85%
+14 83%
+13 82%
+12 80%
+11 78%
+10 76%
+9 74%
+8 72%
+7 69%
+6 67%
+5 64%
+4 61%
+3 59%
+2 56%
+1 53%
0 50%
-1 47%
-2 44%
-3 41%
-4 39%
-5 36%
-6 33%
-7 31%
-8 28%
-9 26%
-10 24%
-11 22%
-12 20%
-13 18%
-14 17%
-15 15%
-16 14%
-17 12%
-18 11%
-19 10%
-20 9%

Call

  • Call Player's ability to go into a free space to propose a pass solution for his teammate in possession.
Skill "Call" 1/20 20/20
Radius of action[1] 3 meters 7 meters

[1] The radius within which the player loses his marker and offers a passing option to the ball carrier.


Speed

  • Speed The player's natural top speed.
  • Acceleration The player's acceleration before he reaches his top speed.
Skill "Speed" Meters/second 100-meter time
1/20 7,4 m/s 13,5 seconds
20/20 10,5 m/s 9,5 seconds

Stamina

First role "Ability to maintain level"

Stamina The player's ability to maintain his level (after he has played 50 minutes) in the following skills:

  • Speed
  • Acceleration
  • Shoot
  • Dribble
  • Head
  • Call
  • Passes
  • Control
  • Pressing
  • Tackle
  • Anticipation
The coefficient
"Stamina" 50mn of play 55mn 60mn 65mn 70mn 75mn 80mn 85mn 90mn
1/20 0.95 0.89 0.83 0.78 0.72 0.67 0.61 0.56 0.50
20/20 1 1 1 1 1 1 1 1 1

[1] All players who have played 50 minutes are affected; the skills mentioned above are recalculated every 5 minutes until the 90th minute.

New value of the skill = ( Skill value at the beginning of the match * the coefficient )

Second role "The Repetition of Effort"

Stamina

Stamina bar displayed during the game

Depending on the actions performed the player will lose more or less stamina points.

Action Consumed stamina
Pressing -8 pts
Dribble -5 pts
Sprint -2 pts
Others -1 pts

During time-outs or short runs the player will gain 2 pts of endurance.


Mental


Positioning

  • Positioning The player's ability to respect the position you defined in the tactic.
Skill "Positioning" 1/20 20/20
Behaviour Moves within a radius of 3 metres of the tactical point Moves exactly to the tactical point, 0 offset.

Brain

  • Brain The player's ability to read the positions of opponents and teammates, and to orient himself properly on the field.
Skill "Brain" 1/20 20/20
Field of view[1] 45° 110°

Brain

[1] In red the field of view at 45° and in blue the 110° field of view.

Creativity

  • Creativity The player's ability to find openings that are dangerous for the opposition, and to create goal-scoring opportunities with sudden crosses.
Skill "Creativity" 1/20 20/20
Key pass[1] 28% 100%

[1] Make the key pass or cross when the teammate is in a good position to shoot on goal

Anticipation

  • Anticipation The player's ability to be the first on a ball that belongs to nobody.

The skill Anticipation is used in a duel between two opposing players who are trying to regain possession of a ball that they can reach at the same time.

Skill level "ANTICIPATION" 1/20 20/20
Attacker's strength[1] 51 points 95 points
Skill level "ANTICIPATION" 1/20 20/20
Defender's strength[1] 0 points 44 points

[1] The strength of each of the players is first calculated. The Attacker is the player whose team had possession of the ball before the duel.

The strength of the attacker and the strength of the defender are used to calculate the expected success rate of the recovery of the ball :

Expected recovery success rate = Attacker's strength - Defender's strength

  • Examples :
Attacker Defender Expected Success Rate of Attacker Recovery
Skill "Anticipation" 1/20 20/20
Strength 51 points 44 points 7% (51pts - 44pts)
Attacker Defender Expected Success Rate of Attacker Recovery
Skill "Anticipation" 20/20 1/20
Strength 95 points 0 points 95% (95pts - 0pts)
Attacker Defender Expected Success Rate of Attacker Recovery
Skill "Anticipation" 1/20 1/20
Strength 51 points 0 points 51% (51pts - 0pts)
Attacker Defender Expected Success Rate of Attacker Recovery
Skill "Anticipation" 20/20 20/20
Strength 95 points 44 points 51% (95pts - 44pts)

Goalkeeper

The match uses the ratings for the match (impacted by the temper of the player), these ratings are classified in 3 categories (technical, mental and physical).


Technical


Stretching

  • Stretching Ability to reach the ball on an opponent's shot.

When the SHOT is on target, the goalkeeper tries to reach the ball using his stretching skill; if he doesn't manage it, there will be a GOAL or a GOAL POST, depending on the direction of the shot.

Some examples**[1]**

Skill "Stretching" 1/20 20/20
Radius of action[2] (SHOT at 40 meters) 1,9 meters 7,4 meters
Radius of action (SHOT at 30 meters) 1,7 meters 6,5 meters
Radius of action (SHOT at 20 meters) 1,3 meters 4,9 meters
Radius of action (SHOT at 10 meters) 0,8 meters 3 meters
Radius of action (SHOT at 5 meters) 0,4 meters 1,5 meters
Radius of action (SHOT at 1 meter) 0,1 meter 0,3 meter

[1] The further the shot is from the goal, the more time the goalkeeper has to reach the ball.
[2] Radius in which the goalkeeper can move to reach the ball.


Reflex

  • Reflex How quickly he can move his arms and legs.

The goalkeeper was able to reach the ball thanks to his Stretching, and he then uses his Reflex skill in an attempt to touch the ball; if he doesn't succeed, there'll be a GOAL or GOAL POST, depending on the direction of the shot.

Some examples**[1]**

Skill "Reflex" 1/20 20/20
Expected success rate "Shot stopping" (SHOT at 40 meters) 60% 95%
Expected success rate "Shot stopping" (SHOT at 20 meters) 57% 90%
Expected success rate "Shot stopping" (SHOT at 10 meters) 38% 60%
Expected success rate "Shot stopping" (SHOT at 5 meters) 24% 38%
Expected success rate "Shot stopping" (SHOT at 1 meter) 10% 16%

[1] The further the shot is from the goal, the more time the goalkeeper has for the reflex (higher percentage of success).


Catching ball

  • Catching ball Ability to block the ball rather than release it.

The goalkeeper is able to touch the ball: there's no GOAL. The Catching ball skill determines whether the goalkeeper pushes the ball further away or blocks it.

Skill "Catching ball" 1/20 20/20
Expected success rate "Ball catching" (SHOT at 40 meters) 30% 95%
Expected success rate "Ball catching" (SHOT at 20 meters) 24% 76%
Expected success rate "Ball catching" (SHOT at 10 meters) 14% 44%
Expected success rate "Ball catching" (SHOT at 5 meters) 8% 24%
Expected success rate "Ball catching" (SHOT at 1 meter) 2% 6%

If the goalkeeper doesn't block the ball, he deflects it either for a corner kick or back onto the field.

Skill "Catching ball" 1/20 20/20
Expected success rate "deviated ball into CORNER-KICK" 25% 75%

If the goalkeeper doesn't send the ball out for a corner kick, he sends it back onto the field. The catching ball skill determines how far the goalkeeper parries the ball, which then determines whether he can block it or not afterward.

Skill "Catching ball" 1/20 20/20
Sending distance 7 meters 2 meters

Control

  • Control The player's ability to successfully receive passes.
Skill level "Control" 1/20 20/20
Expected success rate 90% 99%

If the number of balls received by the player is low then the success rate can be much lower than expected (example: with only 2 balls received the success rate of the match is 50% if the player misses a control)


Hand distribution

  • Hand distribution The player’s accuracy when passing the ball with hand.
Skill level "Hand distribution" 1/20 20/20 1/20 20/20
Pass length The shortest The longest
Expected success rate 75% 95% 70% 90%

Foot distribution

  • Foot distribution The player’s accuracy when passing the ball with foot.
Skill level "Foot distribution" 1/20 20/20 1/20 20/20
Pass length The shortest The longest
Expected success rate 75% 95% 70% 90%

Physical


Speed

  • Speed The player's natural top speed.
  • Acceleration The player's acceleration before he reaches his top speed.
Skill "Speed" Meters/second 100-meter time
1/20 7,4 m/s 13,5 seconds
20/20 10,5 m/s 9,5 seconds

Mental


High save

  • High save Jumping high to make a clean catch of the ball in the air, in his area. This skill is useful to the goalkeeper during the opponent's corners or crosses.

The goalkeeper comes out more or less far to claim reachable balls in the air.

Skill level "High save" 1/20 20/20
"HIGH SAVE" Expected rate 40% 80%

If the high save is successful, the goalkeeper touches the ball; otherwise, he doesn't touch the ball, which continues on its way.

Skill level "High save" 1/20 20/20
Expected success rate 96% 100%

The goalkeeper succeeds in touching the ball, so he uses his catching ball skill to catch or punch the ball.

Skill level "Catching ball" 1/20 20/20
"CATCHING BALL" Expected rate[1] 60% 95%

[1] The ball isn't caught so it's punched.

A good clearance is out wide and far, while a bad clearance is central and short.

Skill level "High save" 1/20 20/20
Throwing distance of the ball 9 meters 24 meters
Direction of throwing the ball In front of the goal On the side of the field

Low save

  • Low save Ability to win the duel when facing an opponent in a 1v1 situation in the penalty area.

The Low save and Dribble skills are used in a duel between an "Attacker" player who dribbles and the "Goalkeeper" who tries to regain possession of the ball.

Skill level "DRIBBLE" 1/20 20/20
Force Attacker[1] 51 points 95 points
Skill level "LOW SAVE" 1/20 20/20
Force Goalkeeper[1] 0 points 44 points

[1] The strength of each of the players is first calculated.

The strength of the attacker and the strength of the goalkeeper are used to calculate the expected success rate of the dribbling :

Expected dribbling success rate = Attacker's strength - Goalkeeper's strength

  • Examples :
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 1/20 Low save 20/20
Force 51 points 44 points 7% (51pts - 44pts)
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 20/20 Low save 1/20
Force 95 points 0 points 95% (95pts - 0pts)
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 1/20 Low save 1/20
Force 51 points 0 points 51% (51pts - 0pts)
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 20/20 Low save 20/20
Force 95 points 44 points 51% (95pts - 44pts)

Long distance

  • Long distance Ability to play without hands outside of the penalty box.

The Long distance and Dribble skills are used in a duel between an "Attacker" player who dribbles and the "Goalkeeper" who tries to regain possession of the ball.

Skill level "DRIBBLE" 1/20 20/20
Force Attacker[1] 51 points 95 points
Skill level "Long distance" 1/20 20/20
Force Goalkeeper[1] 0 points 44 points

[1] The strength of each of the players is first calculated.

The strength of the attacker and the strength of the goalkeeper are used to calculate the expected success rate of the dribbling :

Expected dribbling success rate = Attacker's strength - Goalkeeper's strength

  • Examples :
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 1/20 Long distance 20/20
Force 51 points 44 points 7% (51pts - 44pts)
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 20/20 Long distance 1/20
Force 95 points 0 points 95% (95pts - 0pts)
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 1/20 Long distance 1/20
Force 51 points 0 points 51% (51pts - 0pts)
Attacker Goalkeeper Expected dribbling success rate
Skill Dribble 20/20 Long distance 20/20
Force 95 points 44 points 51% (95pts - 44pts)

Positioning

  • Positioning The player's ability to respect the ideal position based on the position of the ball.
Skill "Positioning" 1/20 20/20
Behaviour Moves within a radius of 3 metres of the ideal position Moves exactly to the ideal position, 0 offset.

Brain

  • Brain The player's ability to read the positions of opponents and teammates, and to orient himself properly on the field.
Skill "Brain" 1/20 20/20
Field of view[1] 45° 110°

Brain

[1] In red the field of view at 45° and in blue the 110° field of view.

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Hourra Football Manager Online Game

HMFO is a free game in which you take on the role of a football club manager.

In your daily management you can plan trainings, prepare tactics, negotiate transfers, find young talent, develop your stadium and much more.

Watch your team's games in 2D, and even those of your opponents to analyse their tactics and find their weak points. Friendly matches and tournaments are possible at any time.
One goal for you as a manager, to take your team to the top of world football !

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