GETTING STARTED

The Basics of Using Fuego Stats

Team Setup

Click on the blue team-name link on the team page, navigate to the “Team” tab, then enter the team’s 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. This is the default and it is 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

Click on the blue team-name link on the team page, then navigate to the “Team” tab which two toggles to 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 temporarily remove them from the available players when entering lines, click on the player’s button in Manage Players then click the toggle to the right of their name.

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

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.

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.

  • Turnovers and blocks are catgorized 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 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.

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. (Team administrators 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 availble for games in which lines were tracked. Multiple games can also be aggregated.

Though stat entry is team-based, reports can generate net-of-team analytics (e.g. “when Bison is in, does our hucking percentage go up or down?”). Team averages for various statistics are shown in blue with player averages net-of-team-average shown below.

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.

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.

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.

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 measurment 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 1.3.5 is Randy, Adam, Kelly & Will
Fuego Stats