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Soccer Player Skill Development Guide

The document outlines various skills and improvements for players in football, detailing specific areas such as goal defense, passing, dribbling, and marking. It emphasizes the importance of training under different coaches to enhance attributes like intelligence, experience, and technique, while also discussing tactical styles and strategies for both offensive and defensive play. Additionally, it highlights the significance of player attributes based on their positions and offers insights on managing expulsions and improving overall performance.

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0% found this document useful (0 votes)
15 views11 pages

Soccer Player Skill Development Guide

The document outlines various skills and improvements for players in football, detailing specific areas such as goal defense, passing, dribbling, and marking. It emphasizes the importance of training under different coaches to enhance attributes like intelligence, experience, and technique, while also discussing tactical styles and strategies for both offensive and defensive play. Additionally, it highlights the significance of player attributes based on their positions and offers insights on managing expulsions and improving overall performance.

Translated by

ScribdTranslations
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© All Rights Reserved
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The skills and improvements

Goal Defense:
The player improves their jump and reflexes and has more willpower when it comes to jumping.
Goal Exit:
-The player improves the goal kick time, those saves with the foot happen and the
The goalkeeper knows how to close the angle better so the opponent doesn't score. In the aerial game, the
the goalkeeper spreads the ball better on his exits
Completion:
-The player kicks harder. The player kicks more. The finishing improves. The player
kick from further away.
○Dribble:
The player dribbles more and, if they have technique, they perform some nicer dribbles.
Marking:
The player leaves less space for the opponent, making it difficult for their passes and shots.
Disarmament:
The player takes the ball from the opponent more easily. The player takes the ball without leaving it.
it gets very much into the sand.
Speed:
Simply the player becomes harder to reach, and if you try to take the ball from behind, you might...
happening of more faults. A good mix is dribble speed that makes things happen.
dribbles when the player runs.
Long Pass
Improves long passes and then becomes more accurate.
Short pass:
Short passes are faster and great when the marking is tight.
Intelligence:
He decides whether it's better to use a short or long pass or who to pass to. He stays more
expert in relation to your positioning and movement.
Experience:
The player, due to having more experience, stays more alert and can reduce the
expulsions. In the case of a goalkeeper, having experience reduces past mistakes. And more
Experience is normal, captain.
Resistance:
-In the case of defenders, he becomes stronger to win duels with opponents and
In the goalies' hunt, at the moment of the fall, he resists better and is very good overall.
positions.
Intersection:
Essential in corner kicks and in crossing into the area, whether a defender, midfielder, or forward.
whoever is performing the act.
○Heading:
-Good to get the ball out of the area in the case of defenders and to score goals for the forwards. More
headings improve efficiency.
○Stationary Ball:
Effective in flaws and crosses together are better. In the case of a penalty, it is good.
to have a good finishing, technique, and set pieces.
Technique:
Improves finishing with technique, the player has more options to elevate the ball.
coverage on the goalkeeper. Defenders with technique can clear the ball with more style.
with volleyball or even bicycle. They improve passes, dribbles, and even crosses. The
player strikes the ball better.
you can only hire 1 coach of each type, the training is individual and not
collective, you define what the best training is for each player, here it goes
some tips:

The skills trained by each coach are as follows:

Psychology Trainer - Intelligence and Experience

Pass Trainer - Long Pass and Short Pass

Shooting Coach - Finishing and Set Pieces

Technique Trainer - Technique and Dribble

Physical Preparation Coach - Endurance and Speed

Goalkeeper coach - Goal defense and Goal exit

Aerial Ball Coach - Crossing and Heading

Marking Trainer - Marking and Tackling

Attributes for each position:

1- Goleiros: Velocidade, resistência, inteligência, defesa a gol, saída gol,


experience.

2- Defenders: Resistance, long pass, marking, tackling, experience,


header

3- Wings: Crossing, intelligence, speed, dribbling, long pass,


marking, experience, set piece.

4- Wings: Intelligence, endurance, short pass, long pass, marking,


disarmament, experience.

5- Offensive midfielders: Intelligence, speed, dribbling, finishing, short passing,


long pass, technique, experience, set piece.

6- Atacantes: Inteligência, velocidade, resistência, drible, finalização, passe


short, long walk.
resumo do tópico (atualização:25/02/2009 14:44hs)

offensive style
socks kick more, you must take into account several variables (IgorCM)
sides advance (inMiojoSauce)
Defenders, when they steal the ball in defense, advance up to the attack to cross.
you lose the ball (PauloRic)
Center-backs and full-backs need to have speed and crossing ability (Pauloric)

defensive style
one side advances with the ball, the other stays. The defense plays deeper and
A player pulls back to close the defense.
The sides advance to the middle of the field and touch, when I don't use the sides.
I don't see differences (Vitor)

normal style
lateral advances (inMiojoSauce)

short pass
-the player carries the ball until approaching the other to make the pass
The player must have the short pass attribute well trained.
very used, but it is not unanimous

long pass
-defenders/holding midfielder pass the ball to the midfielders
players do not carry the ball
-it doesn't need to have the long pass attribute
ideal for use with a defensive playing style

mixed passes
Based on the intelligence attribute, the player chooses which pass to use.
on time
The player must have both attributes trained (short pass and long pass)
Many trainers use this, but it is not unanimous.

type of marking
normal
The player awaits the attacker’s approach to tackle.
-disarm attribute required and marking
weak
- the defenders leave the attackers more free, and end up chasing after them
causes damage and increases the absenteeism rate (IgorCM)
strong
-1 player goes for the opponent
can weaken the defense and get caught behind
speed attribute is required in the player
offside line
One thing that is really cool about this simulator. It's not something that is used.
against all opponents.
You need to observe the positioning of the opposing attackers before
decide whether to put it in or not. With guys who play with very withdrawn forwards,
the offside line didn’t work properly. Now, against those bastards
who came with 3 strikers in a system with 3 AT or 1 AT
(one open on the left, another open on the right, and one inserted in the center)
There has always been a cancellation of plays for offside, at least one.
(igorcm)

mark under pressure


allplayersthey will mark the opposing team all over the field.
-requires disarm attributes, marking, speed
Near your area, 2 defenders charge at the striker.
resistance was used throughout the entire game
It's easy to take the ball in the back.
increase the chances of expulsions
The strategists on duty say that one should never use strong marking.
with pressure marking together... do you agree???

to play on the counter-attack


Counter attack, with him or without him, when it comes to counter attacking it's the same.
thing, it makes no difference. (sarcastic)

play along the sides


defenders/center-backs go down the side when they steal the ball, if the style of
Offensive players go to the goal line and cross (Pauloric)

combining the options-speech Trainer


I will give an example: to say that when playing an offensive style, the midfielders
I play more in relation to playing with a normal style.
This only happens when a certain tactic, with a certain
number of socks and strikers, crosses with another tactic,
with a certain amount of forwards and defenders. Besides the
crossing of strategies. Cross your offensive with the defensive
opponentgive a thing.
Crossing your offensive with the opposing offensive gives something else. All this without
consider CF, attributes, etc. (igorcm)

-There are things that are easier to observe and others that are not so much. All the tests that
I did it to decipher the strategies during the BETA.
Some things that I remember were the changes in behavior of
sides. In defense, when one advances with the ball the other stays.
Playing normally and offensively, both advance all the time. The position of
defense is further back and a defensive midfielder drops back to close the defense when
play defensively too. (nomiojosauce)

In my opinion, the strategy is debatable. Watching some games of


teamI realize that when I am playing normally or
defensively my winger (I play with plays along the sides) does not advance,
he reaches the midfield and passes, if there are no players
books in front he returns with the ball and passes to a positioned player
but behind. When not used laterally, I do not notice differences in the game.
The defenders dispossess and pass to the midfielders who pass to the forwards.
they arm and deliver to the attackers to gun down.

I always thought that by playing very defensively I would at least


at 0X0, but not. Example:
My team lost to a semi-pro team at their home by 1-0 and on the return, I
I needed a draw to qualify for the SE, I put in 6 defenders.
considering that 1 was at the level of their forwards, and I lost at home by 3X0,
losing the ranking.
In my last TI, I also needed a draw, and I lost 4-0 to a team.
at the same level as mine, at their house (hcorbone)

-If you play as pressure depending on the number of defenders you have
So, they will try to suppress in the midfield and one or two opposing players will be left.
on the goal, be careful with that. (Depending if the opponent plays open or
closed)(bandit13)

Pressure, normal and strong marking, offside line, really


They work. To be able to use the offside, your defense has to play in
LINE,
regardless of how many zags are used, they must be in line to
this function works. If played in diamond, or with 5 zags etc, it does not
it works.
As for counter-attacks, passes, and plays from the sides, it's just one.
decorative function. Short, long or mixed pass, it doesn't matter, I've tested them all.

and there is no difference at all, unless you can play fully in the aspects
required;
Counter attack, with him or without him, when it comes to counter attacking it's the same.
thing, there is no difference.
Plays down the sides, with it or without it, your defender will inevitably go
pick up the ball and run along the sideline to the end line
like a fool, there he loses the ball to the opposing defender who makes the
same thing, that is, they are ridiculous flaws that still
they exist in the simulator. (sranzato)

the offside line works but it is risky, and the defender goes out with the ball through
It's not because you play a move from the side, it's because he's just stupid.
At least in tactics that use full-backs, I haven't seen the Zags do that yet.
(rodrigocavagn)

I use strong marking and under pressure, and it is very difficult for me to have a player.
Sent off, in my opinion, what makes a player get a red card is when a defender...
cat
a faster move he ends up committing a foul (rodrigocavagn)

Before, I used to play with strong marking and under pressure, but I saw many
expulsions in my team and I decided to implement normal marking and without pressure,
it seems that the expulsions have become less constant! (big team)

But give me a tip here, small teams especially that don't have much.
disarm, when facing stronger teams with a lot of dribbling
mainly,
They use quite a few zags in the defense besides weak marking and pressure, that
avoid letting the opponent face the goal too many times, it's not 100% guaranteed, but
I took a semi to the penalties using this tactic when my team was at the beginning.
still (rodrigocavagn)

- In the case of this type of marking at the end of the game, the team becomes very weak.
it has a much higher probability of scoring now, test it after the
30 minutes into the second half, set up normal marking and see if you or your team is.
better ??? my team took a silly goal at the end of the game because of that..
but a team in this case would be good to have at least 20% or more of
resistance, help!!! It's very hard to keep running like this
crazy in the field !!!(joao fabio)

I use counterattack, my defenders always carry the ball now I


I took the counter-attack out to see if it does the same thing...!!!(wadel)

When I use strong marking without pressure, the zags move forward a little but
They don't go for the player and when I use with pressure they at least go.
2 zags up against the player who has the ball. When I use weak marking and
under pressure 1 zag goes for it to make the move and if he can't take it
the ball will have more zags behind to deflect the shot, of course not always
it works, but I only use weak marking with 5 or 6 zags, with fewer zags.
in my
the time didn't work out, because the idea is to have players standing in front of the goal to
divert the ball when the attacker shoots and with fewer zags the attacker feints the first and not

your other back for the ball to deflect and against weaker teams like in
in cases where in theory the substitute is much weaker, I do not recommend,
because from my own experience in my team it didn't work, I was tying with
semifinals, but against a team that is not weaker than my level.
lost(rodrigocavagn)

Weak marking: I used to use it a lot at the beginning of this simulator, but my
the system was with 3 defenders and 3 midfielders. I had a record of expulsions
with
this configuration. So much so that when I switched to normal and bold markup,
this number has dropped drastically. Selling on TV GG, the defenders
they left the
more relaxed opponents, and when they were about to engage in combat (usually of the type
chasing after the guy with the ball) was generally a foul for a card,
and the worst, close to the area.

Defender going on the attack: If you use full-backs, this is very rare. Under conditions
normal (I mean strategy everything normal and not), when a defender steals the
the ball is on the side, he "embodies" the spirit of a side player and hardly engages in dialogue
with the rest of the team until getting close to the opposing area.
If you play with a system of 3 defenders, it means it opens up a
avenue in your defense. Another thing, if the defender steals the ball in the area
central
from the field (between the two sidelines) and advances to attack without passing to
no one, he is playing the role of a defensive midfielder/attacking midfielder. I usually see that

this
it happens because of the dynamics of the game, he cannot find an option to pass
because there are opponents' midfielders and defenders stuck to or near them
offensive players of your team. Now, if he finds the passing option, the
the chance of him leaving walking instead of running is much greater. I didn't see
relation of this with strategy STILL.(igorcm)

Offside line: One thing that is really great about this simulator. Not
It is something that is used against all opponents. You have to observe the
positioning of the opposing attackers before deciding whether to put it in or not.
With players who play with very deep forwards, offside line
it didn't work properly. Now, against those scoundrels who came with 3
attackers in a system with 3 AT or 1 AT (one open on the left, another
open
to the right and one inserted in the center) there has always been annulment of plays due to
impediment, at least one. (igorcm)

-CF x expulsions: Low CF = higher probability of expulsions. There is no level.


CF insurance that guarantees whether your player will or will not be expelled.
But the probability increases exponentially with the decrease of the CF.
(igorcm)

As for the expulsion, I thought it was more about the tactic of putting 'Mark'
sobre Pressão", mais não é só isso não
It's this mix with the lack of experience and intelligence of the player too.
I noticed in my team the expulsions that were happening, incredibly that
they always seemed to be the same players (2). One I have already undone, the other by
high potential I decided to train a little more, but today
foi expulso, depois de 2 meses, voltou a fazer faltas [Link]
thinking about training these attributes I mentioned (Experience and Intelligence).
But you have to wait a little longer, only when it is full in marking.
disarm!!!

To avoid expulsions, train technique for your defenders and midfielders.


My players had intelligence and experience above 30 and
They used to carry a lot of cards. When I started training technique (up to 30) the
the number of cards dropped drastically (zero three)

The technique also helps a lot, and it's no use training INTs in the zags because they
they will continue running like fools on the side (rodrigocavagn)

tips from the coaches


For a defender to be a star, train Tackling and marking above 95%.
speed and endurance above 90% and experience above 80%.
(nomiojosauce)

But to try to understand some things, I think you have to


incorporate the spirit of the player and try to see the game from that position
Delete. What helps a lot is to set the TV GG to the minimum speed." (igorcm)

Offensive tactic FOR ME is when there are at least more players


more offensive (MOF and atk) than defensive (VO, zag). And no, it doesn't have to be just
with 3 forwards, including I used a 352 with 4 midfielders. For me this is
offensive.(hellsaint)

My zag has 91/91 of des/marc and 91 of speed, and it's great.... what do I
leads one to think that speed influences the defender to be a star (in
Des, Marc, Exp, and resistance (hellsaint)

If you change coaches during training, the training proceeds normally and the player
receives influence from the coach who is contracted at the end of the training.

you can only hire 1 coach of each type, the training is individual and not collective, you define which one
better training for each player, here are some tips:

The skills trained by each coach are as follows:

Psychology Trainer - Intelligence and Experience

Pass Coach - Long Pass and Short Pass

Shooting Coach - Finishing and Set Pieces

Technique Trainer - Technique and Dribbling

Physical Preparation Coach - Endurance and Speed


Goalkeeper coach - Goal defense and Goal exit

Aerial Ball Trainer - Crossing and Header

Marking trainer - Marking and Tackling

Attributes for each position:

1- Goleiros: Velocidade, resistência, inteligência, defesa a gol, saída gol, experiência.

2- Defenders: Stamina, long passing, marking, tackling, experience, heading.

3- Sides: Crossing, intelligence, speed, dribbling, long pass, marking, experience, ball
stop.

4- Volantes: Inteligência, resistência, passe curto, passe longo, marcação, desarme, experiência.

5- Meia ofensivos: Inteligência, velocidade, drible, finalização, passe curto, passe longo, técnica,
experience, dead ball.

6- Attackers: Intelligence, speed, endurance, dribbling, finishing, short pass, long pass.

tips about some skills (attributes):

Speed: Goalkeeper and Fullback, in my opinion, is a secondary attribute, train it but it's not required.
be very and it is not urgent.

Resistance: Goalkeeper, Defender, Midfielder, and Forward, is also a secondary attribute, the advantage
training is that your players have a lower chance of getting injured during the game, at the
in my opinion, primarily train the forwards and the midfielders (although midfielders
Theoretically, according to the manual, it's not necessary, I train to prevent them from staying.
contused).

Intelligence: everyone except the defenders, a very important attribute, when a player
It goes through a situation where one must choose; it's intelligence that defines what he will do, not me.
I valued intelligence a lot, but today it's one of the attributes I train the most, if your team is
Floodplain is not urgent, but if you want to do well at higher levels it is important that at least
fewer players have good intelligence.

Defense to Goal: The most important attribute of a goalkeeper, in my opinion, train without mercy.

Goalkeeper output: The second most important attribute of a goalkeeper, in my opinion, train a lot.

Experience: everyone but the striker, I didn't value it that much before, trained with
moderation, lol, but it is a very important attribute nowadays capable of defining a match,
if your team plays away from home and your players have little experience, they suffer a lot with the
the pressure from the crowd can define the game, it's one of the attributes I train the most currently, and
I have no doubt that the good experience of my players is what makes my team perform well.
away results. Another advantage of training is that your players are less likely
to be expelled during the game, mainly train the defenders and the defensive midfielders. Another point
When choosing the team captain, choose the one with the most experience.

Long pass: everyone except the goalkeepers, in my opinion, is a secondary attribute, many
successful trainers train a lot, I personally train little, but that's just my
opinion.

Marking: Defender, Fullback, and Defensive Midfielder, is generally considered the most important attribute of the defender and
The second most important attribute of the Steering Wheel, in my opinion, is the most important for both.
train without mercy, in the case of the side it is a secondary attribute.

Disarm: Center-back and Defensive Midfielder, is in general opinion the most important attribute of the midfielder and the 2nd

the most important attribute of a defender, in my opinion, is the 2nd most important for both
train a lot.

Header: Defender, in my opinion, is a secondary attribute, I have never trained.


plays from the sides and the crosses are not well refined in the simulator, this
attribute can be left in the background.

Crossing: The most important attribute of a fullback, in my opinion, train hard.

Dribble: Lateral, Offensive Midfielder and Forward, in my opinion the 2nd most important
attribute for the three, in my opinion, train a lot.

Stopped Ball: Full-back and Offensive Midfielder, in my opinion, the position doesn't matter much.
As long as you have 1 or 2 good guys to take the free kicks and take the penalties, I’ll train but I won’t.
is a priority.

Short Pass: Offensive Midfielder, Forward, in my opinion, is a secondary attribute,


many successful coaches train a lot, I personally train little, but that's just the
my opinion.

Finalization: Striker and Midfielder, in general opinion is the most important attribute for the
forward, train ruthlessly, for Midfield it is a secondary attribute, I train sometimes.

Technique: Midfield, in my opinion the most important attribute of a midfielder, train


without mercy.

I think you can already get an idea, there is no magic formula, these are just tips, a way
it's not the best nor the worst, but based on this data, you can start, and over time you ...
go find out what is best for you and your team.

An important factor is that balanced players tend to be better than players.


with 100% in one attribute and 15% in all others, but, between a player with 50% in everything
and a player with 70% in a certain attribute, 50% in some attributes and 20% in others, I
preferiria o 2º, pois o jogador precisa, na minha opinão de alguma especialidade, seja técnica,
finalization from set pieces, whatever it may be. Over time, other things can be trained, if your team is
floodplain, for example, it is better to focus a little on goal defense training than to try to train
everything. Another interesting point is how lower-level coaches train few players
with maximum efficiency, it is interesting to divide the training well, for example, if your coach is
Good, train 4 players in experience (to play away) 1 in intelligence 3 in finishing.
2 in set pieces (always considering that the maximum number of players that your
trainer can train

berimbau, if you don't have trainers for technique and crossing, that is definitely the reason.
but the number of balls depends on various factors, the main one is the player themselves, some
players earn more little balls than others, age also interferes, potential, and the
physical conditioning, the higher you score in the day that ends the workout, the more little balls you earn.

Keep asking your questions, we will improve this manual.

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