Badness Score
Badness measures the overall disciplinary intensity of a match. It combines referee profile, rivalry context and historical discipline patterns to describe how tense, physical or potentially chaotic a game may become.
Understand how Footblox transforms football data into actionable intelligence.
Footblox proprietary metrics are built to turn raw football data into structured, readable context. They do not just show isolated numbers, but help explain the quality, intensity and direction of a match.
Quick score guide
Low
Weak signal or limited activity.
Medium
Balanced signal with moderate activity.
High
Strong signal and elevated context.
Extreme
Very strong signal and exceptional context.
These are the four main Footblox proprietary metrics. They summarize the core dimensions of a match: discipline, goals, shots and corners.
Badness measures the overall disciplinary intensity of a match. It combines referee profile, rivalry context and historical discipline patterns to describe how tense, physical or potentially chaotic a game may become.
Goalness represents the overall goal potential of a match. It blends attacking quality and defensive vulnerability into a single synthetic reading of scoring upside.
Shotness measures expected attacking pressure and total shot volume. It is useful for identifying matches where offensive activity should be sustained and visible.
Cornerness estimates how likely a match is to generate corners. It reflects style, pressure, width of play and attacking sequences that can translate into corner production.
The H2H area focuses on what usually happens when these specific teams meet, not just on their general seasonal profile.
Measures how offensive previous head-to-head meetings between two teams have been, reflecting goals, shots and attacking rhythm in this exact matchup.
Measures the historical disciplinary intensity between two teams, highlighting fouls, cards and rivalry escalation inside the matchup.
The Discipline area combines statistical expectation with match context. It helps explain not only what may happen numerically, but also why a match may become more aggressive or more volatile.
Badness, Expected Cards and Expected Fouls do not have to move together. Expected values are statistical event projections, while Badness includes broader contextual variables such as rivalry and referee style. Because of that, Badness can diverge from pure expected output.
This is the central proprietary discipline metric. It can also be read alongside the referee’s Cards Score and Fouls Score to better understand whether match context and referee profile are aligned or diverging.
Expected number of fouls in the match. It is a projection of foul volume, independent from the broader contextual reading.
Expected number of cards in the match. It statistically estimates disciplinary output and should be read together with Badness, not as a replacement for it.
Card Pressure is a synthetic score from 0 to 100 that measures disciplinary delay for players with a high card frequency. It highlights players who, compared to their usual booking rate, are “overdue” and have not received a card for several matches. The higher the score, the greater the accumulated pressure and the higher the probability that a card may occur in the short term.
Shows how often, in matches handled by a referee, players reach either two committed fouls or receive a booking. It is a referee-level pressure indicator on individual discipline exposure.
Represents the team’s long-term disciplinary profile, helping identify sides that consistently play with more aggression, friction or foul pressure.
Represents the disciplinary profile of a player, highlighting those who tend to be more involved in fouls, cards or more intense duel-heavy contexts.
Percentage of matches in which the player commits at least 2 fouls.
Percentage of matches in which the player suffers at least 2 fouls.
Percentage of matches in which the player commits at least 2 fouls or receives a card.
The Attack area focuses on offensive production, chance creation and match pressure. It combines synthetic context metrics with expected-output signals.
The proprietary signal that summarizes overall scoring potential in the match.
The proprietary signal that summarizes expected shot volume and attacking pressure.
Expected goal-related match output, designed to quantify scoring projection.
Expected shot volume in the match, useful for reading attacking tempo and sustained pressure.
Expected shots on target, a more quality-oriented attacking signal focused on accuracy and cleaner output.
Goal Pressure is a synthetic score from 0 to 100 that measures scoring delay for players with strong goal tendencies. It identifies players who, relative to their typical scoring frequency, have gone several matches without scoring. A higher value indicates increasing offensive pressure and a higher likelihood of a goal in the short term.
Represents the goalness of the player’s team for the next match. It is therefore a contextual team-level attacking signal attached to the player view.
Represents the overall offensive profile and attacking strength of a team over time.
Represents the offensive contribution and attacking relevance of an individual player within his team context.
The Corner area focuses on attacking width, pressure sequences and corner generation patterns.
The proprietary corner signal that summarizes how strong the corner environment is expected to be in the match.
A direct projection of expected corner output, designed to quantify total corner activity.
Represents how frequently a team tends to generate or concede corners across its matches.