FUEGO STATS HELP

    Team Setup

    Fuego Stats is an if-you-know-you-know kind of deal.

    If you’d like to create a new Fuego Stats team, you’ll need to contact a development-team member.

    As a team administrator, you’ll want to configure a number of team settings. Click on the blue team-name link on the team page, navigate to the “Team” tab.

    • Name - Primary team name users will see in their available teams
    • Short Name - Abbreviated team name shown on scoreboard and in game timeline (optional)
    • Location - Team’s home city (optional)
    • Division - Team’s competition division (e.g. college, club, high school, etc) (optional)
    • Gender - Team’s gender division (optional)
    • Track Players - Record player names on significant events (e.g. scores, blocks, turnovers, etc)
    • Track Completions - Record player names on every throw
    • Field-position - Auto prompt stat taker for drive-start positions (using graphic of field) on changes of possession

    When finished, don’t forget to click the Update button.

    Navigate to the team configuration tab, then enter the team’s name (and optional “short name”). Don’t forget to click the Update button.

    🤔 Choose between four levels of stats-commitment/detail/effort:

    1. Just team stats. This is pretty easy and a great starting point. Just click a button on turnovers, hucks, blocks and scores— often just a few clicks per point.
    2. Team stats + lines. After inputting your team’s roster, you’ll click on the seven players on the line each point. After that, stat taking is the same as the first option. Authenticated users (like coaches) will be able to see the subsheet with correlated outcomes (breaks, holds, etc). The app has some reporting to correlate outcomes (e.g. hucking %) when certain players are in (i.e. without knowing who threw or caught the huck we might see that the team’s hucking percentage increases); this data is cool but noisy without a lot of games entered.
    3. Player events. As with the second option, you’ll need to enter the roster. When you click on a huck or score or block, the app will prompt you to assign it to the involved player(s). The app can then generate a real-time leaderboard for stats like scores, assists, blocks, etc that can be seen by authenticated users. (Note that player-specific stats and lines are never shown to anonymous users.)
    4. Track every throw. This is similar to option three but on steroids. This is by far the most work but gets coaches and admins high-resolution stats like touches, completion percentages, estimated yardage, and EDGE stats.
    Requires RosterEnter Line Every PointTrack PlayersTrack Completions
    Just Team Stats
    Team Stats + Lines
    Player Events
    Track Every Throw

    Navigate to the team configuration tab, then set the level of stat detail:

    • Track Players.When toggled on, the app will prompt you for player names whenever you enter a game event like a score, huck or block.
    • Track Completions.When toggled on, the app will present buttons on offense to track every throw.

    Don’t forget to click the Update button.

    If you plan to track lines, player events (like scores and blocks), or throwing-completion metrics, you’ll need to input your roster.

    1. Click on the blue team-name link on the team page, then navigate to the “Players” tab.
    2. Add players manuallyone at a time or by pasting from a CSV file with names (and optionally #’s).
    3. Generally, positions are optional, but they are essential if you’re tracking EDGE metrics.
      • Handler - Frequently plays handler.
      • Cutter - Frequently plays cutter.
      • Zone Swing - Frequently plays swing/wing in zone offense.

    Certain players may be ineligible for games or tournaments. To remove them from the available players when entering lines (reducing clutter), open theActions dropdown next to their name in Manage Players, then choose “Hide Player”.

    Instruct users who are new to Fuego Stats:

    1. Visitfuegostats.com.
    2. Sign in with theirgmail address.
    3. Click the blue share button below the QR code on the home screen.
    4. Send that link to your phone or email.

    If the user already has a Fuego Stats account, have them sign in, click the Join a Team button in the upper right, then share as above.

    If the user is with you in person, you can clickAdd a User and scan their QR code.

    Click on the blue team-name link on the team page, then navigate to the right-most “Users” tab. Here you can add and manage authenticated users to your team and set access permissions.

    Feature
    View Active Line
    View Timeline
    View Leaderboard
    Like Message
    Post Message
    View Subsheet
    Game Replay
    Reports
    Delete Message
    Create Game
    Edit Game
    Unend Game
    Delete Game
    Manage Users
    Administrator
    Editor
    Reviewer
    Chat
    Unauthenticated

    Use the black button to bulk-add chat-level users to your team using their email addresses.

    If you’d prefer that a user’s messages use a team nickname, provide an optional “chat name”. When not provided, the user’s self-assigned name will be used.

    If you have many teams on your homepage, you can organize and group them into folders (groups) using the button. The panel that opens lets you choose an existing folder, move the team to the top level, or create a new folder.

    Folders are only for your own organization— they don’t affect what other users see.

    Create a Game

    1. Navigate to your team page
    2. Click the +Game button
    3. Enter the opposing team’s name
    4. Optionally enter the game location and field direction (see notes below)
    5. Click the Create button
    6. Click on the newly-created game on your team page

    If you choose to capture the game location, Fuego Stats uses GPS to record the local weather during the game on each scoring play.

    If you want to log game-weather info, input the game location and be sure it is captured in GPS coordinates. You can either click the satellite button (often doesn’t work depending on phone operating system) or enter a location and click GPS from Address. When you see the green , the app is primed to capture game weather. If you don’t see the green , improve the address text fields. Again, look for the green .

    Consider going one step further and recording the field orientation (see notes below).

    Wind Sankey Sample

    If you have captured the game location to track weather, optionally use your smartphone’s Compass app to record the heading of the field (follow the instructions) to capture upwind/downwind/crosswind information. A Sankey chart like the example above can then be viewed post-game in the game report.

    If the teams start in the opposite ends, just press the flip button.

    If you choose to set the Time to Cap, your game will feature a countdown timer. The game’s countdown timer will start as soon as the first stat is taken (rounded to the nearest five minutes).

    During a Game

    Before the first point, initialize the toggle buttons indicating which team pulled and which team is on offense. Once the game is up and running, the user-interface will track play and know whether your team is on offense or defense— though you can override it if needed.

    If you choose to record your lines, start by clicking the blue player button — between the two team scores— and select the players before each point.

    Recording the pull provides detailed information to evaluate your team’s pullers (in Reports) and also richer real-time data to game viewers.

    When starting a point on defense, the pull-entry prompt will appear as soon as you enter the line. There are four steps to recording the pull and Fuego Stats will walk you through them in a wizard-like interface:

    1. Puller - Identify the player who pulled.
    2. Hang Time - Hold down the timer button to record the hang time.
    3. Pull Location - Select the position on the field where the pull landed.
    4. Defense Set - Identify a second location on the field where the defense set its first mark. This is used to evaluate pull efficacy.

    Note that you can “flip” the field to match your perspective from the sideline. The field position should track for the rest of the game as the teams trade directions

    Optionally use the arrows at top to navigate the pull-entry panes if you need to make adjustments. If you missed or mis-entered a datapoint (like hang time), it is better to clear it than to record incorrect data.

    Click the Done button when finished to record the pull.

    Tracking drive-start field position offers many benefits:

    • Provides richer real-time data to game viewers
    • Significantly improves throwing- and receiving-yardage estimates
    • Shows drive-length charts in game-replay reports

    Whenever there is a turnover a yellow position button will appear, allowing you to select the field position where the offensive or defensive possession started.

    Two notes you might find helpful:

    • If you enable the “Field-position” toggle in the team settings, the app will automatically prompt you for the field position on every possession change.
    • Note that you can “flip” the field to match your perspective from the sideline. The field position should track for the rest of the game as the teams trade directions

    • Turnovers and blocks are categorized as “forced” , “unforced” , or “dropped” . See details in following help item for best practices.
    • Hucks are subjective but typically teams mark away throws beyond the back of the stack whether they reach the endzone or not.
    • Endzone offense is also subjective. If a team sets a stack in the endzone, turn on the endzone-offense toggle. This is a pending state that will create an endzone-offense stat on either a subsequent score or turnover click. If a team fast breaks or hucks into the endzone, this is not typically designated as “endzone offense”.
    • If you are interested in EDGE metrics, use the zone and endzone toggles when your team is in zone or endzone offense (otherwise yardages will be inflated). You’ll also need to set player positions (e.g. handler/cutter/zone-swing), essential contextual clues for modeling throwing and receiving distances.

    Turnovers are designated as either “forced”, “unforced”, or “dropped”. What follows are best practices by some current Fuego Stats users...

    • Forced. Forced turnovers are typically handblocks, skies, run-through blocks, and near-stall throwaways. These are assigned when the defense touches the disc or forces the offense to misplay the disc.
    • Unforced. Unforced turnovers are typically uncatchable throws unaffected by the defense— typically overthrows or throws out of bounds.
    • Drops. Drops are typically readily-catchable throws that are misplayed by the receiver.

    Regarding off-target throws... Per USAU stat-taking instructional guidance, the disc needs to be within the torso area for the turnover to be assigned to the receiver (i.e. in the strike zone). Off-target throws are the fault of the thrower (not the receiver); if the offense chooses challenging throws, they are responsible for keeping the disc on-target. In other words, most stat-takers don’t use “if you can touch it, you can catch it.”

    As long as the labels are applied consistently, teams can choose to assign these designations however they best suit their needs.

    Since things sometimes get called back in ultimate, you have two tools to fix problems...

    • The yellowundo button under the score button will allow you to walk back mistakes.
    • The Point Fixer option at the bottom will allow you to increment or decrement stats at any point in the game. Use the navigation arrows at the top to find the point you wish to change.

    When you reach halftime, click the Events button in the bottom right, then select Halftime.

    This action will show viewers a message indicating the game is at half, mirror the half, and also add a yellow halftime marker to the gameflow timeline.

    When Time to Cap is set in the Create/Update Game panel, the game’s countdown timer will start as soon as the first stat is taken (rounded to the nearest five minutes).

    If the game doesn’t start on time, the timer may be inaccurate. You can adjust the game’s start-time or time-to-cap by clicking on the countdown timer in the game view.

    Fix Mistakes

    The real-time stat-entry view is best for updates during a live point, so fix mistakes in the moment with the undo button.

    Use the Point Fixer when you need to edit a previous point or repair a sequence after the game ends.

    You can open it from theFix button while editing a game or navigate directly to it by appending /fix to the game URL (e.g. /t/XX/g/YY/fix).

    In the Point Fixer, the heatmap across the top shows all points in the game. (If you see a gray point, that is an unfinished, pending point.)

    Fixer navigation

    A yellow marker in the lower row indicates the selected point. Use the arrows to navigate point by point. The score in the top-right reflects game score at the end of the selected point. The controls and data below reflect the selected point.

    The Point Fixer can show up to three tabs (if player stats are disabled, only the Point tab is shown):

    1. Point- Set the line, pulling team, point winner, and team-level counters.
    2. Events- Manage play-by-play events sequencing.
    3. Pull- Insert, update and delete pull information including puller, hang time, and locations.

    Use the Point tab to correct team- and point-level data for the active point.

    • Set the pulling team
    • Set the point winner
    • Update the line/players
    • Adjust point-level counters:
      • Hucks
      • Blocks
      • Turnovers
      • Endzone Offense

    These point-level tallies are distinct from the player-specific events. If you are updating player-specific events, use the Events tab with the Sync Counts toggle which will update the point-level tallies.

    At the bottom, the Point tab includes a Workflows menu for structural point edits:

    • Point Before - Inserts a new empty point before the selected point.
    • Delete Point - Archives the selected point (with undo support).
    • Halftime - Add, increment, decrement, or remove the halftime marker. See also record halftime.

    The Events tab is the most surgical tool in the fixer. It lists events for the selected point in reverse chronological order. Click a row’s spinner to expand it and edit details.

    When expanded, event actions include moving events up/down, inserting new events above, deleting events, editing players, and toggling event tags.

    Some plays in a game, like a score, require multiple event rows (up to four). A connected-icon indicates grouped events and these sequences are handled as one unit for move/select/delete actions.

    Continuity warnings are displayed inline when throw/receive sequencing appears disconnected (to identify data integrity issues).

    For most edits, keep the Sync Counts toggle enabled so point-level totals mirror your event changes.

    Expand an event then use the green Insert control to add a new event above the selected event. A pop-up menu supports scores, throws, turnovers, blocks, hucks, opponent score, and possession-start events.

    Turn onSelect mode to multi-select events, then use the Tags dropdown to apply or clear Zone and Endzone tags across the selection.

    The Sync Counts toggle controls whether event edits also update point-level counters. Generally it is best to leave this on so point tallies and events stay synchronized.

    Turn it off only for advanced repairs when you intentionally want to change event detail without immediately changing point counts. Point-level counts drive game heatmaps. Event-level data drives timelines, leaderboards, and player stats.

    Use the Pull tab to add, update or delete pull data for the selected point: pulling player, hang time, initial location, and defense-set location.

    After a Game

    When the game is over, you can click End Game at bottom. This basically locks the game from further edits to protect the data. (Users with adminor edit access can “unend” games.)

    Users with admin, edit, and review access can run reports on the data with additional analytics that are not available in the public game dashboard.

    When a single game is selected for reporting, the subsheet is available for games in which lines were tracked. Multiple games can also be aggregated.

    For details on Fuego Stats’ report capabilities, jump to the Reports overview.

    If you see a purple “replay” button on the games page, you can review the game play by play. You will see a list of point headers with bar charts showing the length of each drive (if you have captured field position).

    Click on a point-header to see play-by-play details for each possession. This can be a great tool to recall when and how momentum shifts occurred.

    Games can be grouped together to identify which tournament they belong to and to make selection easy for reports.

    Users with admin and edit access can group games. To do so, multi-select games, then click thebutton that appears for options to assign to existing groups, create a new group, or ungroup.

    Sometimes it is helpful to hide games (like scrimmages) from the public view. Hidden games are visible to users with admin, edit, and review access. They are not included in team record calculations nor are they included in reports by default.

    To hide a game, team administrators can click on thegame-edit icon on the team-games page, then use the hide/show button to hide the game.

    Avoid this, but, if you need to delete a game, just click on the game-edit icon on the team-games page, then click on the icon. There is no undo.

    Reports

    Reports are designed for post-game review and trend analysis across one or many selected games with the following key features:

    • Point & game filters - Charts and tables update instantly when game and chart filters are changed.
    • Team charts - Pie charts and histograms for key team stats.
    • Wind outcomes - Evaluate outcomes by wind strength and direction on a sankey chart.
    • Pulls - Aggregate and plot key pulling metrics.
    • Player-stats table - Compare player production in a sortable table across focus games and points.
    • Player cards - When completions are enabled, click to review player-specific stat summaries.
    • Charts - Comparte player trends and game-by-game performance metrics.

    The sticky bar at the top of the page includes two filters that control the report’s scope. When you change a filter, all report outputs recalculate using the new focus games & points.

    Games Focus. Select “All Games,” “Close Games,” or “Strong Opponents” (with optional “completions-only” variants). “Close Games” use a closeness score threshold of about 3:4 (roughly 15-11-equivalent or closer). “Strong Opponents” keeps games where opponent strength scores at least 9:10 relative to your team score.

    Point-type Focus. “All Points”, “Starting on O”, or “Starting on D” allow you to isolate offense- versus defensive-line points.

    The team-outcome charts sections displays pie charts and histograms for blocks, hucks, turnovers, endzone offense/defense, breaks/holds, and pull outcomes.

    The Wind Outcomes button appears when at least one focus game has both game location (to capture game weather) and field orientation (to link wind direction to the field) available from game setup. The sankey chart modal plots point outcomes by wind intensity and direction.

    The Pull Outcomes button appears when the filtered points include pull records. The modal helps to compare pull execution consistency, field-position impact, and individual puller patterns.

    • The sortable summary table shows a subjective pull quality rating (0-100), inbounds %, pull distance, defensive-start distance, and hang time by puller.
    • The locations map displays all pulls by player, plotting either initial pull location or the defensive-start position.

    The player stats table is sortable by tapping headers and supports two levels of detail depending on the availability of completion data. If every-throw completion data is only partially available, use the Focus button shortcut to filter.

    When all games include completions data, the dropdown includes:

    • Overview - Net , scores, assists, blocks, turnovers.
    • EDGE - EDGE total, offense EDGE, and defense EDGE. (What is EDGE?)
    • Throwing 1 - Assists, completions, completion ratio, completion %, throwaways.
    • Throwing 2 - Estimated throwing yards, yards per turnover, downfield completion %, downfield ratio.
    • Receiving - Scores, receptions, receiving yards, huck receptions, drops.
    • Hucking - Huck completions, huck ratio, huck %.
    • Endzone - Endzone throw ratio, endzone throw %, and forced/unforced endzone turnovers.
    • Pickups - Pickup throws, pickup ratio, pickup %, and forced/unforced pickup turnovers.
    • Defense - Blocks, pointblocks, Callahans.

    In completions-compatible focus, player names render as blue links that open to detailed player cards.

    When completions data is unavailable or parital, the dropdown reduces to:

    • Overview - Net , scores, assists, blocks, turnovers.
    • Offense - Huck attempts/huck %, huck receptions, throwaways, drops.
    • Defense - Blocks, pointblocks, Callahans.

    Clicking a blue player-name link opens a drawer to deep dive into per-player detail.

    • Points - Total points played, won-vs-lost split, offense-vs-defense point mix, and team rank by points played.
    • Stat Cards - Consolidate all of a player’s stat data into a single pane with toggles to report the “Basic Stat”, “Team Rank”, and “Per Point” values.
    • Connections - Understand thrower-receiver relationships with these thrower-receiver pair tables with filters for hucks, zone, assists/scores, completions, and drops.
    • Comparison - Radar comparison of player-to-player impact as aggregate totals or per-point-played.

    If the selected games mix completions-tracked games with non-completions games:

    • A warning appears above the player stats table.
    • The available player stats will be substantially limited.

    Player-event stats do not mix well with every-throw stats. If a player finishes a game with an assist and a turnover, non-completion stats would indicate the thrower is 50%... But if 9 completed, non-scoring throws were not logged, the thrower would actually be 90%.

    Click the yellow Focus button in the warning above the player stats table to filter on games with full throw-completion detail.

    The Analytics by Game section appears below the player-stats table when two or more games are in focus offering charts for:

    • Scores, Assists, Blocks
    • Completions, Throw %, Huck %
    • EDGE: Overall, Offense, and Defense
    • Throws, Yards/Turn (shown as a heatmap)

    For line-chart metrics you can optionally pick a player; Throws, Yards/Turn uses a games × players heatmap with no player filter. Use this to see whether patterns are stable across games or game-specific.

    The focus games section lists the games included within your filter selections, serving as an audit trail for the data is driving tables and charts. Afrisbee icon identifies games with every-throw completions data in the current focus.

    Advanced Workflows

    The validate workflow reviews points, events, pulls, and player data for inconsistencies, highlighting issues with shortcuts into the point fixer. It is designed to surface missing scores, mismatched event counts, or possession/index problems so you can find and repair them quickly.

    To access this workflow, append /validate to the end of the game url:
    fuegostats.com/t/XX/g/YY/validate

    The time-shift workflow moves the listed game start time, shifting points, events, pulls, messages, and weather so everything stays aligned. It is useful for timezone fixes, delayed stat entry, or post-game video capture where the recorded start time does not match the actual start time.

    To access this workflow, append /shift to the end of the game url:
    fuegostats.com/t/XX/g/YY/shift

    The merge-games workflow combines a lightweight live-captured game (with weather, location, and user messages) with a subsequent detailed-events game (with completions and player events) into a single merged game, preserving messages, weather, and game flow.

    Use this workflow when your stat taker tracked a lightweight live game but you later entered a richer post-capture game with completion data to create one clean, consolidated game.

    To access this workflow, append /merge to the end of the team url:
    fuegostats.com/t/XX/merge

    The remove-completions workflow deletes non-score/huck/turnover/assist completion events to better reflect player-events mode. It is handy when a game was only partially captured in throw-by-throw mode to match the intended tracking level.

    To access this workflow, append /completions to the end of the game url:
    fuegostats.com/t/XX/g/YY/completions

    Frequently Asked Questions

    Short answer: all games are partly publicly available.

    Everyone with the link to your games can see your games! But unauthenticated users just get a peek at the basics. Here is an example of what publicly-available team-level data looks like.

    The upside is that teammates, fans, parents, and coaches can follow the game live without accounts or passwords. Go ahead and provide your fans with the direct link to your team page which will look something like:

    https://fuegostats.com/t/0 → (where 0 is your team id)

    Also, if you choose to track lines, subsheets and detailed player analytics will only be available to authenticated users (admins, editors, and reviewers for your team— not available to opposing teams).

    Note that fans will not be able to find your team’s games from the fuegostats.com root domain.

    When pulling, capture the pull information then record an unforced turnover.

    When on offense, capture the start position then record an unforced turnover as a drop with no thrower.

    When on defense, enter a forced turnover and choose between crediting the block to the marker or the defender on the last handler— stat-taker’s choice!

    When on offense, enter as a forced turnover.

    So glad you asked! EDGE metrics are a big enough topic to merit their own help page.

    The short answer is no. The longer answer is that it probably doesn’t matter...

    1. Rather than thinking of contextual yardage as an exact measurement of throwing and receiving yards, it’s helpful to think of it as a unit-less approximation of throwing and receiving impact. The yardage estimate is an important input into the EDGE metric but it may be better not to think of the measurement in the terms of “yards”— because of course it is wrong.
    2. While Fuego Stats could allow customization of yardage values on a per-team basis, that would only be meaningful if a team’s yardage were proportionally vastly different from the model (e.g. handlers making massive gains and cutters catching short throws). If everything moves up or down by 5%... 10%... 100% that kind of proportional change washes out in the final EDGE metric.
    3. Frankly, the biggest weakness in the EDGE calculation is not the contextual yardage estimate but the oversimplification on how players are used (e.g. a cutter coming back and getting a ton of touches in zone O). Currently, we don’t have a great solution for this that matches up with our DB schema and isn’t a pain-in-the-ass with the UX.
    4. In the end, there are also massive issues with the overly-simple, ubiquitous plus/minus scores, but we use it because we find it generally helpful and we are aware of the limitations.
    5. One should probably think of EDGE similarly— it’s just another data point that can be helpful in assessing performance. Like any metric, it is most useful when one is aware of its strengths and weaknesses.
    Fuego Stats 1.4.4 is Randy, Adam, Kelly & Will
    Privacy
    Terms