Join Catapult Sports Scientist, Tilman Roos as he talks through reference values for Men’s Soccer users to benchmark their data against. Tilman reviews the research to speak about different positional demands for English Premier League players, English Academy players, the affect of formation and Maximal Intensity Intervals.
Jozef Baker
Join Catapult Sport’s Ross Goodall as he takes you through 5 of his top OpenField Cloud tips and tricks including; Athlete Groups, Comparison View and Widget Locks.
Join Catapult’s Ross Goodall as he talks through how teams approach weekly periodisation in association football, Soccer.
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So the question I’ll be answering today is; “How
much shall I load my players and when?”
The periodized week should be planned around how coaches
are wanting to structure their training weeks, when players
are in and when they’re off recovering.
It’s the role of a sports scientist to
balance exposing players to enough training load to
increase their fitness while at the same time
being careful not to overload players.
The values I’m about to talk through are
shown as an approximate percentage of match loads.
The first model is the Traditional Model.
This is a model in a typical one game
week schedule and gives players two days off.
This model prioritizes freshness in the
lead up to the match day.
However, this may not provide enough recovery time.
Research suggests players should have at least
48 hours post-match date for recovery.
Athletes will also only have
one conditioning day per week.
Model number two is the European Model.
This is a model which has been
adopted by Rafa Benitez in the past.
Players are back in on match day plus one (MD+1) for
active recovery and squad players will receive top up sessions.
Match day plus two (MD+2) will then be a rest day.
This model generally prioritizes recovery.
There are long lead times into games
with one day dedicated to conditioning.
Model number three is the Tactical Model.
The Tactical Model has been used by Jose
Mourinho and his staff in a very immersive
approach to where there are no days off.
This affords the coaches two days of conditioning,
one dedicated to small spaces with lots of
Accels and Decels and one with larger
spaces with more high speed running.
Lastly, we have the Adapted Tactical Model which
has been used by Pochettino in the past.
This is similar to the Tactical approach,
but swaps the extensive and intensive days
around and instead incorporates a friendly game.
This is used to simulate two day game weeks, but
once again there’s little to no time off with family.
Thanks for listening, I hope you found that useful.
Continue to check in with the Unleash
platform for more content like this.
Join Catapult’s Connor Howley as he talks through how long it takes soccer players to recover after matches.
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Hi, my name is Connor Howley and I’m a
product support technician here at Catapult who is going
to take you through a query surrounding football recovery.
So we’ve got a question here from one
of our users, which is; How long does
it take players to recover post match?
So Silva et al in 2018 conducted a systematic
review looking at the effect size of performance
markers at different intervals, which were during an
dematches, and they compared these against baseline measures.
They found a large effect size looking
at creatine kinase and delayed onset muscle
soreness 24 hours post-match.
They also found moderate effect sizes when looking
at hamstring strength and counter movement jump height
48 hours post-match, there was still a moderate
effect on hamstring strength, creatine kinase and delayed
onset muscle soreness, and also small effect sizes
were seen in quadricep strength, linear sprint performance
and countermovement jump performance.
72 hours postmatch, there was still a
moderate effect size in hamstring strength and
countermovement jump performance, while the remaining
performance markers showed as small or trivial.
As Silva et al. states
while some parameters are fully recovered,
a 72 hours period is still not
long enough for complete homeostasis.
Generally in sports like association football, it is unlikely
that players will ever receive this long to recover
before preparation for the next game starts.
As such, coaches must adjust structure and content
of sessions in a 72 hours window to
respect recovery while ramping towards conditioning sessions.
Thanks for listening, I hope you found that
useful and please continue to check in with
the Unleash platform for more content like this.
I’ll see you next time.
Join Catapult’s Alex Lowthorpe as he talks through why top up sessions are required for soccer player and when they can be delivered.
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So, we have a question here from one of our users.
Do I need to give extra work to the players
who didn’t play the match and if so, when?
Before we dive into the answers, let’s
look at some of the research.
Anderson et al.
Looked at squad status and the implications
for physical load throughout the season.
He defined starters as those who started greater than
60% of games, fringe players as those who started
30% to 60% of games, and non-starters as those
who started less than 30% of the games.
Looking at the differences between starters and
non-starters across training and matches, he found
the effect size was very large across
running high speed running and sprinting intensities.
When looking at running intensity, starters covered
approximately 92 km per season compared to 58 km for non-starters.
For high speed running, starters covered approximately
35 km per season compared to 19 km for non-starters and
for sprinting, starters covered approximately 11 km per season
compared to 3 km for non-starters.
When comparing starters versus fringe players, the same
very large effect size was apparent in sprinting.
Starting players completed approximately 11 km compared
to fringe players who completed approximately 5 km of
sprinting distance per season, indicating that unlike
total seasonal volume of training, I. E.
Total distance and duration, seasonal high
intensity loading patterns are dependent upon
players match starting status.
Therefore, there is a requirement to address this through
training exposure. To answer the first part of the
question, do I need to give extra work to
the players who didn’t play the match?
The answer is yes, but when?
Well, if we look at a typical week,
we have three opportunities before the next team
conditioning session, the first one being match day.
After the game.
It is not uncommon to see substitutes and
players who did not enter onto the pitch
receive high speed and sprinting top ups.
This is often preferred by players and staff as their
schedules match with days off at the same time.
The next option is to split it over
match day and match day plus one (MD+1).
However, this means players have no days off.
Alternatively, another option is for these players to complete
their extra work on match day plus one (MD+1).
However, this doesn’t give the players the best
chance to recover and perform at their best
during training on a match day plus two (MD+2).
Thank you for listening.
I hope you found that useful.
Join Catapult’s Sophie Goves as she talks through what the research suggests for senior and junior female soccer players.
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We’ve got a question here from one
of our users working in Women’s football.
They’ve asked which value should I set
as my speed and velocity thresholds?
Let’s jump into it.
Before you decide which thresholds to use,
you need to understand whether you use
absolute or relative bands in zones.
Absolute bands are used with
more of a performance outlook.
Relative bands are more often than not
used as part of development outlook.
If we look at absolute values, the best place
to start is probably what is used by the
governing body in 2019 FIFA Women’s World cup.
They used the following thresholds to determine walking,
jogging, running, high speed running and sprinting.
The values in bold feature in
the report and the research here.
We’ve also converted these into other units for you.
Research by Strauss and Lopez Fernandez both use more
bands with smaller increments denoting high speed, running at
4.3 to 5.6 and 4.4 to 5 meters/second and
sprinting as above 5.6 and above 5 meters/second respectively.
If you’re working with junior cohort, the
thresholds may need to be adapted.
Research by Harkness, Armstrong, Till, Datson and Emmons
reduced the number of bands to four.
If you’re wanting to use relative velocity bands in
speed zones, this can either be done by looking
at percentages of max velocity and speed, or by
using percentages of MAS and ASR.
MAS stands for maximum aerobic speed and is
strongly correlated with minimum speed at VO2
max ASR stands for anaerobic speed reserve.
This is estimated using maximum sprint speed.
The benefit of this is to understand
which energy systems the athlete is utilizing
during training sessions and matches.
The paper by Abbott et al. will be linked below
the video to detail how these can be calculated.
Thanks for listening. I hope you found that useful.
Please continue to check in with the
Unleash platform for more content like this.
I’ll see you next time.
Join Catapult’s Kyle Stobbs as he talks through how to use Catapult technologies to mitigate the risk of injury.
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Hello everyone, we’ve got a question here.
One of our users asking; how can
I use my devices for injury prevention?
Although we don’t claim to prevent injuries, we
can provide some insight into some ways to
mitigate avoidable injuries such as muscle strains.
So let’s jump right into it.
The big question we get from our users
and how we can do this is by
using the application of loading concepts like this
training stress balance involving the acute chronic workload
ratio and the application of field screening drills.
So in this original concept, Hulin and
colleagues came up with the original training
stress balance concept using cricket fastbowlers.
The concept recommends avoidance of spikes in training
load over an average load between a 7
day period and a 28 day period.
The 7 day period is the acute load.
The 28 day period is the chronic load.
As the ratio of these two variables increase, the
likelihood of injury also increases, which is what we
see in the graph on the right here.
And the acute chronic workload ratio works best on
the variables such as total distance or high speed
distance as a measure of locomotive load, PlayerLoad
as a measure of mechanical load, and heart rate
exertion as a measure of an internal load.
This is a case study showing the soccer
player’s data leading up to a hamstring injury.
Here the user is using PlayerLoad.
Chronic load was displayed on the area line
and acute load is displayed as the bar.
And as you can see there is jumps and
spikes leading up to 1.4, which is out of
the sweet spot shown on the previous slide.
Now for Vector Core Plus and Vector Pro users,
they can utilize the acute chronic widget within OpenField.
Now some considerations if you’re interested in
applying the training stress balance concept, you
need to be mindful of these.
The concerns about the validity of the mathematical
calculation used for the acute period using both
seven day and a 28 day calculations.
If you’re interested in looking more into this, then
I suggest you look at the ‘Un-Coupled’ approach.
You may also be interested in look at the
exponentially weighted model which adapts the original concept by
adding a decaying effect so it places extra emphasis
on the sessions closer to the present day.
Lastly, and most importantly, it doesn’t take into
account individual differences, so it assumes that everyone
reacts the same way to the external stimuli.
So screening drills are the second approach
which I outlined at the beginning.
Using fingerprint drills are a way of testing
our players outside of a lab environment.
To implement these into monitoring practice, you can either
ask a coach to incorporate them into the session
plan or use an existing activity which already takes
place, such as lapse around the pitch.
Ideally, this should be performed at the beginning
of the session to adapt load for individuals
for the remainder of the session if needed.
Once these drills have been performed, you can
tag these in your respective Catapult system.
You will be able to generate norms and
benchmarks for each player to compare against.
System permitting though, try and look at the live
data and promote conversation with players to adapt individual
loading. The reason we use PlayerLoad as
an inferred measure of fatigue is based on the
research of Akenhead and colleagues.
When conducting a repeated sprint protocol, they saw
decreased sprint performance, which is an increase in
sprint time, came with a decrease in player
load caused by decreased vertical stiffness as well
as increased ground contact time.
Such changes can also be observed
in the fingerprint drill data once
normal player load values were established.
If users have access to heart rate data,
they should also look at the internal measure
of load and using heart rate exertion.
This can also be shown as a ratio by
dividing by total distance or player load, higher values will
denote a great internal cost to the athletes per
meter or per player load unit, respectively.
Finally, running symmetry is also a powerful tool for
injury mitigation as well as return to play.
Running symmetry in OpenField is a measure of load
imbalance between left and right leg when running.
However, this is only available for Vector
Core Plus and Vector pro clients.
It’s important to note that players will rarely
have a perfect balance between left and right
foot, so we should look to build norms
for each athlete using a consistent protocol.
Once we have these references, we can look
at differences compared to the norm and
consider standard deviation in a running series.
So thanks for listening.
I hope you found that useful.
Please continue to check in with the
Unleash platform for more content like this.
I’ll see you next time. Bye.
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Join Catapult Sports Scientist, Dan Kant-Hull as he talks through reference values for Men’s Basketball users to benchmark their data against. Dan reviews the research and client data to speak about the different positional demands for senior and junior age groups.