MatchPulse
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Football Statistics Glossary

Everything you need to understand football statistics, our mathematical prediction models and Game State engines.

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Statistics Glossary

Definitions of key terms used across all MatchPulse statistics pages.

BTTS — Both Teams To Score

→ Stats

Market where both teams must score at least one goal. BTTS Yes = both scored; BTTS No = at least one kept a clean sheet.

BTTS No — Neither Both Teams Score

→ Stats

At least one team fails to score. Teams with low attacking averages and solid defences are targeted.

Over 2.5 Goals

→ Stats

Wins if the total number of goals in the match is 3 or more. The most popular goals market globally.

Over 1.5 Goals

→ Stats

Wins if 2 or more goals are scored. Lower threshold than Over 2.5, typically priced between 1.05 and 1.35.

CS — Clean Sheet

→ Stats

A team keeps a clean sheet when they concede zero goals. High CS rates indicate strong defensive sides.

WBH — Won Both Halves

→ Stats

A team wins both the first half and the second half. Rare outcome typically associated with dominant home sides.

PPG — Points Per Game

Average league points per match: (Wins × 3 + Draws) ÷ Matches Played. Never derived from standings.points to avoid phase-accumulated values.

GF / GA / GD

Goals For (scored), Goals Against (conceded), and Goal Difference (GF minus GA). Core metrics for offensive and defensive output.

SBH — Scored Both Halves

A team scores at least one goal in the first half AND at least one in the second half of the same match.

CFB — Come From Behind

→ Stats

A team losing at half time goes on to draw or win by full time. Measured as recovery rate against total trailing games.

WtN — Win to Nil

→ Stats

A team wins the match while conceding zero goals. Combines a win with a clean sheet in a single market.

HT / FT

HT = Half Time (after 45 minutes). FT = Full Time (after 90 minutes). Stats may be split per half to separate patterns.

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Prediction Models

MatchPulse runs seven independent mathematical models for every match. All models are shown side by side so you can compare and identify consensus signals.

Poisson Model

Uses each team's average goals scored and conceded to model the probability of every possible scoreline. The foundation of most football prediction systems.

Dixon-Coles Model

Extends Poisson with a correction factor (ρ) for low-scoring results (0-0, 1-0, 0-1, 1-1), which basic Poisson tends to underestimate.

Weighted Form

Applies exponential decay to recent matches, giving more weight to the last 5 games (factor 1.5×). Captures teams on a run of form.

Normalized Goals

Adjusts each team's attack and defence as a multiple of the league average. More accurate for comparing teams across leagues.

Shots on Target (xG Proxy)

Uses shots on target × conversion rate as a proxy for expected goals (xG). Useful when official xG data is unavailable.

Elo Rating

Dynamic rating updated after every match (K=32, home advantage 65 points). Predicts win probability based on the rating gap.

Combined Ensemble

Simple average of all active models. Tends to be the most stable predictor when individual models disagree.

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All models are visible on every match page. Consensus across all 7 models is a stronger signal than any single model alone.

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Game State EnginesPRO

Six real-time and pre-match analytical engines, exclusive to Pro subscribers. Based on conditional probabilities from 675,000+ historical matches.

Over 2.5 Sniper — Storm Score

Calculates a Storm Score (0-100) using the harmonic mean of Spark (% of matches with a HT goal) and Fuel (Over 2.5 rate when there was a HT goal).

Late Goals Predictor

Analyses the 46-60 minute window given the current HT score. Returns conditional Over 2.5 FT probabilities based on whether a 2nd-half goal has occurred.

HT Reaction

Shows how teams typically perform in the second half given their specific HT scoreline. Useful for in-play betting at half time.

Final Strike

Identifies matches with the pattern of an early goal, quiet period, then a late goal. Targets teams known for this rhythm.

Red Card Reactor

Monitors live matches with a red card. Calculates an advantage score (0-100) for the team with numerical superiority based on historical outcomes.

Under 2.5 Edge

Finds matches still scoreless past minute 20, then reveals each team's history of staying under 2.5 goals from a cold start.

HT Sniper

Excludes matches where either team has a persistent history of goalless first halves, then ranks the rest by how reliably both sides find the net before half-time.

Lay The Draw HT

Estimates the chance a match will NOT be level at half-time, using each team's HT-draw history shrunk toward the league baseline.

Lay The Draw FT

Estimates the chance a match will NOT end level, using each team's FT-draw history shrunk toward the league baseline. Only shows 80%+ confidence picks.

Lay The Draw Breaker

Live signal reacting to matches tied at half-time, estimating the chance the tie breaks before full-time. Only shows 70%+ confidence picks.

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Confidence Tiers

MatchPulse classifies teams and signals into tiers based on signal strength and number of qualifying matches. Applied to leagues, teams and Game State engines.

💎 Maximum

≥80% rate with ≥12 matches. Strongest signal — very high confidence.

🏅 High

≥70% rate with ≥10 matches. Strong signal — high confidence.

🥇 Strong

≥60% rate with ≥8 matches. Good signal — moderate-high confidence.

🥈 Moderate

≥50% rate with ≥6 matches. Moderate signal — use alongside other indicators.

🥉 Fair

≥40% rate with ≥5 matches. Weak signal — treat with caution.

⚙ Low

Below threshold with some data. Low confidence — informational only.

🔩 Minimal

Insufficient data to classify. Fewer than 5 qualifying matches.