Data Glossary
Reference for every metric, abbreviation and format term used across the dashboard. Formulas shown in grey where applicable.
Liga MX is not shaped like a European league, and most of the vocabulary on this site follows from that.
Apertura
The opening championship of the season, played July–December. Its own table, its own knockout, its own champion.
Clausura
The closing championship, played January–May. A completely separate competition from the Apertura, not its second half — a club can win one and finish bottom of the other five months later.
Season / Tournament
Shown as e.g. 2025/26 - Clausura. The year pair is the football season that began in summer 2025; the suffix says which of its two championships. Every filter on this site operates on one championship at a time.
Regular Season
18 clubs, 17 rounds, a single round-robin — everyone plays everyone once. A complete table is roughly half the length of a European league season, so a bad month costs far more.
Round
The matchday number within the regular season, 1 to 17. Knockout matches have no round number — they are identified by phase instead.
Liguilla
The knockout that decides the title. Topping the regular-season table wins nothing on its own — it only seeds the liguilla. Positions 1–6 go straight to the quarter-finals; 7–10 enter the play-in; 11–18 are done for the championship.
Play-in
The qualifying stage between the regular season and the quarter-finals, contested by the clubs finishing 7th–10th for the last two liguilla places. Used from 2023/24 onward, over two rounds: 7th v 8th and 9th v 10th, then a deciding match for the final place.
Reclasificación
From 2020/21 to 2022/23, the four-match repechaje that opened the liguilla. From 2023/24 the same name carries the play-in's opening round, so a Reclasificación match means different things either side of that line — which is why this site keeps the phases under the names the data gives them rather than merging them.
Two-legged Tie / Aggregate
Every liguilla tie is played over two matches, home and away, with the better-seeded club hosting the second leg. The aggregate is the sum of both legs.
Seeding Tiebreak
If a quarter- or semi-final finishes level on aggregate there is no shootout — the club that finished higher in the regular-season table advances. The final is the exception: level there means extra time, then penalties. There is no away-goals rule.
Match Labels (R1, QF L1, SF L2, F L1)
Used on per-match charts, in the order matches were played. R1–R17 are regular-season rounds; Recla and Play-in are the qualifying phases; QF, SF and F are the liguilla proper, with L1/L2 marking the first and second leg of a two-legged tie.
Relegation
There isn't any. Relegation is currently suspended in Liga MX, so the bottom of the table carries no jeopardy — unlike the other leagues on this platform.
MP / GP
Matches Played — matches played in the selected championship
GF
Goals For — total goals scored
GA
Goals Against — total goals conceded
GD
Goal Difference — GF − GA
Pts
Points — 3 per win, 1 per draw, 0 per loss
Table Order
Clubs are ranked on points, then goal difference, then goals scored. The table on this site is always derived from match results rather than taken from a provider's published standings.
Goals
Goals scored, excluding own goals unless otherwise stated
Own Goals
Goals put into a team's own net. Credited to the benefiting team's score, while the event itself names the player who scored it.
Total Shots
All attempts at goal — on target, off target and blocked. Left blank rather than counted as zero when a match has no shot data recorded at all.
Shots on Goal (SoG)
Shots on target — attempts that required a save or resulted in a goal. Blocked shots are not included.
Shots off Target / Blocked
Attempts that missed the frame, and attempts stopped by an outfield defender before reaching the goalkeeper
Shot Accuracy (%) (Shot Acc %)
Share of shots that were on target — a measure of striking quality, not of scoring
Shots on Goal ÷ Total Shots × 100
Shot Conversion (%) (Shot Conv %)
Share of shots that resulted in a goal — a measure of finishing
Goals ÷ Total Shots × 100
Goals / Match · Goals Conceded / Match
Goals scored or conceded divided by matches played in the current filter selection
Expected Goals (xG)
The number of goals an average team would be expected to score from the same chances, based on shot quality. From 2025/26 only.
Big Chances Created
High-quality scoring opportunities created — situations where a player would be expected to score. From 2025/26 only.
Possession (%) (Poss %)
Share of total ball possession in a match, as published by the data provider
Pass Accuracy (%) (Pass Acc %)
Share of passes that successfully reached a teammate
Accurate Passes ÷ Total Passes × 100
Key Passes
The final pass before a shot — the ball that creates a shooting opportunity, whether or not it leads to a goal. From 2025/26 only.
Expected Assists (xA)
The assists a team would be expected to record from the chances it created, based on the quality of those chances. From 2025/26 only.
Cross Accuracy (%) (Cross Acc %)
Share of crosses — deliveries from wide areas into the box — that found a teammate. From 2025/26 only.
Accurate Crosses ÷ Total Crosses × 100
Passes into Final Third
Passes that carry the ball into the attacking third of the pitch. From 2025/26 only.
Dribble Success (%)
Share of attempts to carry the ball past an opponent that succeeded. From 2025/26 only.
Dribbles Completed ÷ Dribbles Attempted × 100
Clean Sheet (%)
Share of matches in which the team conceded nothing. Expressed as a rate rather than a count so it stays comparable when the match filters narrow the selection.
Matches with 0 Conceded ÷ Matches Played × 100
Saves
Shots on target stopped by the goalkeeper. Available for every season.
Tackle Success (%)
Share of tackle attempts that won the ball. From 2025/26 only.
Tackles Won ÷ Total Tackles × 100
Interceptions
Passes cut out before reaching their intended target. From 2025/26 only.
Clearances
Balls hacked away from a team's own danger area without the intent to find a teammate. From 2025/26 only.
Aerial Success (%)
Share of aerial duels — contests for the ball in the air — that the team won. From 2025/26 only.
Aerial Duels Won ÷ Total Aerial Duels × 100
Fouls
Fouls committed by a team. Available for every season.
Offsides
Times a team was caught offside
Yellow Cards (YC)
Cautions received during a match
Red Cards (RC)
Dismissals received during a match, including second yellows
Penalty Success (%)
Share of penalties taken that were scored. Penalties awarded and missed are both carried in the event stream.
Penalties Scored ÷ Penalties Taken × 100
Each of the six radar axes is a composite score for the selected championship, ranging from 0 (worst in the league) to 100 (best).
The calculation has two steps: every underlying measure is percent-ranked across all clubs in the selection, then those ranks are averaged into a composite in which one anchor measure carries double weight. A final rank-normalisation means each axis always has exactly one club at 100 and one at 0, however close the field actually is.
Rates are preferred over volumes throughout, so a club under constant pressure is not rewarded for the sheer number of defensive actions it is forced into.
An axis can be blank. Four of the six are built on measures that start in 2025/26. When a filter selects earlier seasons, that axis is drawn at the centre with an em dash rather than being scored — an unscored axis is shown as unknown, never as zero.
Attacking
Goal threat and shooting volume. Anchor: goals per match (2× weight). Supporting: shots on goal per match, shot accuracy %, corners per match. Available for every season.
(2×goals + sog + shot_acc% + corners) ÷ 5
Creativity
Chance creation and delivery. Anchor: big chances created per match (2× weight). Supporting: expected assists per match, key passes per match, cross accuracy %, passes into the final third per match. From 2025/26 only.
(xa + 2×big_chances + key_passes + cross_acc% + passes_final_third) ÷ 6
Possession & Control
Ball retention and carrying. Anchor: pass accuracy % (2× weight). Supporting: average possession %, dribble success %. Needs dribble data, so from 2025/26 only.
(possession% + 2×pass_acc% + dribble_success%) ÷ 4
Defending
Defensive solidity. Anchor: goals conceded per match (2× weight, inverted — fewer is better). Supporting: tackle success %, interceptions per match, clearances per match, saves per match. From 2025/26 only.
(2×conceded↓ + tackle_success% + interceptions + clearances + saves) ÷ 6
Physicality
Aerial presence and control of the foul count. Anchor: aerial success % (2× weight). Supporting: aerial duels per match, fouls per match (inverted — fewer is better). From 2025/26 only.
(2×aerial_success% + aerial_duels + fouls↓) ÷ 4
Winning
Match-winning ability. A single measure — win rate — with no composite averaging, because the outcome speaks for itself. Available for every season.
Wins ÷ Matches Played
15-Minute Interval
Match events are bucketed by the minute they occurred — 1–15, 16–30, and so on. Stoppage time is counted separately as 45+ and 90+ rather than being folded into the preceding bucket.
Half-Time vs Full-Time
The score at the interval compared with the final score — the basis for reading how matches turn after the break
Trailing / Led
Trailing means the team was behind at any point in the match, not only at half-time. Led is the mirror — ahead at any point.
Comeback Wins
Matches won after having trailed at some point
Points from Trailing
Points collected in matches where the team fell behind — a measure of what a squad rescues rather than what it protects
Leads Lost
Matches lost despite having led at some point
VAR Review
A recorded video review during a match. Review counts run from 2020/21; what each review decided is categorised from 2024/25.
Predicted Result
The outcome the model considers most likely — home win, draw or away win — with the probability it assigns to each
Predicted Goals
The scoreline the model expects for the fixture
Accuracy by Round
Share of completed matches in each round where the predicted result matched the actual one
Expected Points / Projected
Points a club is forecast to add over its remaining fixtures, from the model's probabilities. On the cumulative chart, the solid line is points actually earned and the projected line continues it to the end of the regular season.
Pending / Completed
Whether a prediction concerns a fixture still to be played, or one that has finished and can be scored against the result
Home / Away (H/A)
Whether the club played at its own ground or the opponent's
Kick-off
Match start time in local Mexico City time (CST), regardless of the host city's own time zone
Time Slot
Kick-off grouped into five windows: Morning (05:00–10:59) · Noon (11:00–13:59) · Afternoon (14:00–17:59) · Evening (18:00–20:59) · Night (21:00–04:59)
Phase
Which part of the championship a match belongs to — Regular Season, Reclasificación, Play-in, Quarter-finals, Semi-finals or Final
Stadium / City / Referee
Venue and officiating details for a match, where published
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© 2026 Krogvad Analytics Hub · Data updated 11 Sep 2026 00:53 UTC