PIFA's guide to football/Attributes

**This page is still under construction!!!!**

Hey guys! How's it going? Etros here!

We are producing a series of concept football content to help new editors create their OCs and learn a little more about the sport! It is worth mentioning that football is not an exact science and its concepts are very subjective. That said, here we will be working with concepts adapted for our wiki! If you disagree with any idea, feel free to talk to us and suggest changes. Good reading!

## Introduction

As enthusiasts of RPG and football games like FIFA, PES and Football Manager, we know how important attributes are! Even in Blue Lock's original work these attributes are important as symbolic gauges of the skill levels each player possesses.

For a little more authorship, we've given ourselves the freedom to create our own attribute system! editors will soon be able to count on a template to have attribute sheets for their characters and follow their evolution with the story arcs. Also you can contact Etros to use the Stats Calculator prototype he has been developing!

## Attributes

At the moment we work with **30** general attributes and **6** goalkeeper attributes, totaling **36 attributes** divided into 8 categories: ***Shooting, Passing, Dribbling, Pace, Physical, Defense, Mental and Goalkeeping.***

### Shoooting

* **Close Shot:** Measures the accuracy of shots made from inside the box, i.e. shots that have a range of up to 16m (55 feet)
* **Long Shot:** Measures the accuracy of kicks taken from outside the box, i.e. shots that are made over 20 meters (over 65 feets)
* **Kicking Power:** The force with which the player hits the ball in the kick making it go faster without losing accuracy.
* **Penalty Taking:** Accuracy of Penalty Taking
* **Acrobatic Move:** Accuracy and Power of shots taken while the ball is in the air.
* **Positioning**: Ability to see the position of teammates & opponents to take up good positions to receive the ball in dangerous areas.

**Notes:** Regarding the distances of the shots, there is a nebulous area between 16 and 19 meters that is not considered close or long. If your character's specialty involves mid-range shots, make a greater balance between the two attributes. To help you understand the distances, here are some field markings! Also, markings with 2 values ​​indicate the minimum and maximum value allowed by PIFA according to the variation of the total size of a football field.

* Penalty Mark: 11m
* Penalty Box: 16m
* Penalty Arc ("D"): 20m
* Between "D" and Centre Circle: 20-40m
* Centre Circle: 35-50m
* Centre Spot: 45-60m
* Behind Centre Circle: 55-70m
* From Defensive Box: 70-100m

### Passing

* **Low Pass:** Accuracy of ground and short passes.
* **Lofted Pass:** Accuracy of long over-the-top passes.
* **Centering:** Accuracy of cross passes that travel from the wing to the center during normal running or corners.
* **Free Kick Taking:** Accuracy of a Free Kick Shot or Pass
* **Curve:** Ability to curve the ball when passing and shooting.
* **Pass Vision:** Ability to see the position of teammates & opponents around when he has the ball, often to make through balls.

**Notes:** To measure the attributes, don't just take into account the accuracy, but also the frequency with which the player uses it. It makes no sense to have a great Lofted Pass for those who only play near or inside the box. Attributes are also indicative of the character's play style and should highlight not only his strengths, but his weaknesses!

### Dribbling

* **Trapping:** Ability to dominate the ball after receiving a pass or loose ball bringing it to the ground. It involves the use of feet, thighs, chest, head, back, etc.
* **Ball Driving:** Ability to run past a player carrying the ball at high speed keeping the ball closer.
* **Ball Protection:** Ability to perform turns and changes of direction with the ball at low speed, preventing the opponent from winning it.
* **Body Coordination:** Instinctive reaction ability that measures your body's response to information.  Examples could be the speed to stretch your leg at the right time, how quickly you start a run or how quickly you recover if pushed away from the ball.

**Notes:** If the player makes high-speed changes of direction using body feints and/or tricks, this skill is measured in Ball Driving. However, if the player makes changes in direction or tricks without running, this skill is measured in Ball Protection. Also, Body Coordination can be considered an alternative name for Balance, Reaction Speed, Reflex and can be considered a physical attribute as well.

### Pace

* Acceleration: Measures how quickly a player reaches their maximum speed.
* Top Speed: Measures how fast the player runs while at his maximum speed.

**Notes:** Pace's attributes are primarily off-the-ball movements! That is, a high value here does not guarantee you a high Ball Driving.

### Physical

* **Stamina:** Indicates how tired the player gets when he exerts himself throughout the match. Higher values ​​in this attribute indicate that the player can maintain his speed and movement at all times, without saving stamina. It also indicates physical recovering.
* **Power:** Takes into account the player's strength, weight and balance so they don't get pushed away from the ball in physical contact or high speed challenges. In addition to measuring the amount of strength they are able to exert against opponents in these challenges.
* **Bravery:** Frequency of aggressive plays of physical contact challenges such as shoulder-to-shoulder, pushing, aerial battles, among others where the player puts himself at risk of getting hurt.
* **Jumping Reach:** Ability that indicates the player's maximum range in aerial battles.

**Notes:** As you can see, the Physical category takes physical constitution more into account! That's why attributes like Body Coordination were allocated with dribbling for example. And about the Jumping Reach attribute, we chose to put the maximum height reached, even knowing that this favors taller players. But if we put only the impulse, the information would be inaccurate in the comparison of air battles.

### Defending

* **Marking**: Measures the ability to prevent opponents from receiving passes/crosses or from trying to shoot, through the ability to mark, being able to closely follow opposing players. In addition, it measures the frequency that the player assists in the defensive phase of the team.
* **Tackling:** Timing of sliding and standing tackles to win the ball rather than risking a foul by making contact with the opponent.
* **Interception:** Defensive vision ability to predict plays and position yourself to intercept an opposing pass attempt
* **Heading:** Accuracy of heading whether to clear the ball, pass or shoot.

**Notes:** In our system, we separate vision skills into 3 attributes because we know that many OC creators are interested in skills like Metavision. By creating different categories, we were able to differentiate the way the player uses it. If he uses it to himself receive a pass on the attack, we have Positioning. If he specifically uses it to give passes, we have Pass Vision. And if he uses it to defend, we have Interception.

### Mental

* **Composure:** A low value of this stat indicates that the player rushes their play under opponent pressure, increasing the chance of making mistakes in their plays. The higher the attribute, the more Assertive the player is.
* **Condition Stability:** Ability to stay calm and concentrated without losing your head to provocations or stressful situations.
* **Leadership:** Verbal communication skills to give instructions and have the attitude to confront opponents or referee in favor of the team.
* **Tactical Awareness:** Ability to follow instructions, cover teammates, identify strategies and adapt to it quickly.

**Notes:** We know that leadership can come in the form of inspiration through technical quality, but this is not measured here. The leadership attribute is more focused on Coaching, representing more communicative players or complainers who defend the group.

### Goalkeeping

* **Diving:** Diving is GK’s ability to make a save whilst diving through the air. It is directly affected by the player’s height.
* **Catching:** Measures how cleanly he catches the ball and does he hold on to it. he frequency that the keeper catches the ball rather than parrying it and whether or not he holds onto it.
* **Blocking:** Ability to close down an opponent in one-on-one situations.
* **GK Kicking:** Measures the length and accuracy of goal kicks, from out of the hands or on the ground.
* **Positioning:** Ability to position himself correctly when saving shots. It also affects the way how a goalkeeper reacts to crosses.
* **Reflexes:** Agility of the goalkeeper when making a save. determines how quickly the goalkeeper reacts to a shot on goal. If the stat is low he will make a move later or could miss it entirely.

**For all attributes so far, consider your character's Ego! It makes no sense for individualistic characters to have high team attribute values! Once again our idea is that the stat sheet should be able to indicate your character's individual weaknesses. Be creative with weaknesses instead of assuming your Striker is only weak on defense!**

## Rating

In the football games mentioned above, as well as in Blue Lock, in addition to the attributes we have a Rating better known as Overall, and often represented by a radar/spider graph!

This part of our system is directly inspired by FIFA, taking into account the different values ​​and weights used in each category and the position chosen by the player. If you want to find out these values ​​of your character using our system, contact Etros! We have a whole step-by-step assembly of balanced sheets and attribute bonuses for each character arc for those interested in that RPG side!