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About Rashidi

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    BusttheNet or BTN is the tactical community I am forging @ https://m.youtube.com/channel/UCWUCWx5HNWSuzwGxwVczGPQ

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    Singapore, Twitter @BusttheneT Blogging @ addictedtofm.com, Youtube channel at BusttheNet


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    No more endurance

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  1. Don't play pushed up, use one fb on attack, keep the other in check and tell the FB who is on attack to close down much less
  2. The most important thing about creating any tactic is being able to visualise how your players will move on and off the ball during transitions. You will frequently hear me getting excited about a certain goal on YT when it comes off. That’s usually because it’s happening the way I have visualised it including the movements off the ball leading to the finals assist. So when you look at the first tactic can you see that you might end up in a position where there is congestion in the final third, and that the most important players helping to create the final assist are the fullbacks? During the defensive transition when you lose the ball and have to rush back and defend, aren’t you worried against certain formations playing with attacking wingers? In order to get better you need to think how those roles with the duties will use the space and work them. Personally the first system is trying to hard and giving away chances to the opposition too easily.
  3. Don’t you use the small widget? At least that’s what I do if I feel the need to use a shout
  4. This only happens to me if I chose the wrong roles and duties and if I have not observed my own defensive line weaknesses in a game. So I don't really suffer from this issue. So its most likely something you are doing wrong tactically. Its not a bug. And without more information, thats probably the kind of response you are likely to get.
  5. Most of your thought processes showed that you have a general idea, it's just you were using too many. For example, lets step back and think for a moment. When was the last time you saw a real football team play an aggressive high block and then switch to low tempo when they had the ball? When you think about the Tis in a simple way they start to make sense. Now you are telling your team to play narrower, but you have a winger on attack. He does have a PI that says stay wide, you are right, but,.,.....the rest of the team need to look for him, that shout affects the whole team. So they may not think he is is a priority. So it affects your system. Away from home your right flank has a player punching through form midfield with a winger on attack down that flank. It is a good idea, risky, but what happens when you lose the ball? Instead, why don't you remove that aggressive closing down more and tackle harder, instead just tell the front 3 players to do that aggressive pressure. And then systematically think who else should close down more. Now instead of the whole team doing that, you are assigning that duty instead. Same goes with tackle harder, which is stuck in. You don't want your centrally placed players to pick up yellows in the 2nd minute and become pylons for 88. mins. I generally find that stepping back and thinking about them usually helps, you are not far off. You have the idea of how you want to play, you just need to be more methodical in how you want to get there.
  6. That low tempo doesn't help you defensively cos you are asking your players to try more risky stuff, but if you look at your duties esp the right flank they are fairly attacking so that will influence your transitions and with your aggressive role selection and aggressive closing down settings, asking your players to play on a low tempo could just see your side lose the ball and that does not help defensively. What I suggest you do, cos the tactic obviously works in some sense, just not away from home.... Go make a second version of the tactic, and start thinking bout each TI, simplify them and keep them minimal where you can, in fact just take most of them off, and see how you do with each one. That will help you learn. Most of the websites out there have useless information anywhere.
  7. I will use this example, we are a poor side, newly promoted and the worst side in the land, we shouldn't' even be playing against teams like arsenal, but here we are. So I know what we are like, we started the game on standard fluid, same setup. We scored a goal, so I changed the roles of the two backs to DFB to hold onto the lead at the 43rd min of the first half. Now we are in the second half, so I decide I don't want so many players trying to control the game, so I switch to standard structured, cos I know I won't be committing so many resources to counters. Now my roles are relatively simple, cos I know that my DCB will hoof it without thinking and I am really hoping that if it goes long it lands at my DLF who has the skill to hold on to it and lay it off to a Winger if he is close by otherwise he will look for the poacher. In most cases when we want to recycle possession it will go through my HB with my 2 CDs so there is no pressure. However to get what I want, ie, these nice counters, I am also hitting balls into space. We want to compress the playable space, but my defenders aren't very fast so I will tell them only to play with an offside trap. However if they were fast we would push it up, but they can't cos they have average positioning with low acceleration and concentration. In the meantime I am asking my two strikers to play a high block and keep applying pressure on their backline with prevent short gk distribution, in fact our goal came precisely from that TI. I will remove Work ball into box, now cos we have a lead and I am not bothered with possession numbers, however if we want to keep the ball away from them we will return to fluid and use WBIB. Here I know exactly how my Tis work with the roles and duties I have chosen.
  8. I am just going to isolate these two groups to illustrate my point. You have a Winger on Attack and you are playing Narrower with a lower tempo? How does that help you with shorter passing play. In the second group you are playing a much higher defensive line, with a fluid setup ON A LOW TEMPO, away from home, with closing down more, and some aggressive duties in the backline, how does that help you defensively. My point is that your starting assumptions on how those Tis are meant to help you achieve what you want aren't helping, cos you are dumb lucking your way to success. My advice, remove all the Tis and start understanding what would happen when you use them. I mean, that combo Roam from position with a lower tempo, in an aggressive set. up with a high defensive line, makes no sense at all. You have aggressive roles and duties that you are using, but you are basically telling your team to slow the game down? and then roam from position? And all the time do that without focusing play down the flanks? and you are using a winger on attack? The combination of these with the roles and duties you are using, suggest that you need to take a step back and understand why you are using them cos you don't know what they are doing.
  9. When I looked at your tactic, it made me think about the fundamental success factors for this game. Nearly every successful player at this game, at least the ones who can twist and turn and tweak their way to success, nearly each one of them can tell you exactly why they chose to use a specific team instruction. The really good players will be able to look at a transition on the pitch and make a decent educated guess on why a specific player may not have been covered defensively. When I looked at your tactic I saw a slew of Tis. When I play at home or away, I normally have a strategy to ...score a goal, to control the game and then to close out a game. Do you? What is your plan with your system? If you expect to do all that with your current system then thats the reason why you can't win away. Excuse me for being blunt, but I am hoping to get you to question why you use those specific Tis within the system you have, and what you expect them to do. If you can understand that, and can answer those questions yourself, chances are, you will then be able to figure out why you can't win away.
  10. To reiterate @Cleon's point whenever I play on lower mentalities I am very focused on which players will drive the quick counters and specifically issue passing instructions and other PIs to influence this. Ultimately whether you are successful at getting these quick counters will ultimately depend on how you distribute any role and duty choices you make with specific PIs which may or may not be necessary. To give you an example. Say I am playing with a 442 and I want to hit teams quickly on the break. I would definitely consider having either a BPD or a DCB as one of my centre backs and then to make sure he hits those balls into the right spaces I stick the W(A) on his flank. Then I just hope for those moments to come where he clears the ball there. I even had a session with someone where we took his 442 and flipped it into a 424 to play counter/structured counter attacking football. All his team did was sit back and hit balls into space down the flanks. It was ugly but efficient. Here the DCB or BPD are playing direct passes. So getting your attacks to hit on the counter isn't all about mentality or shape. It's about the roles and duties you select. The mix is the key here. Knowing when this is going to work is the last piece of the puzzle. We switched his system the moment the AI went with two attacking wingbacks.
  11. Rule of thumb for quick transitions which can happen on any mentality, is that you need the right players attacking space with the right attributes. So when I say you need more attacking duties its in that context. I once took someone's tactic he was having a hard time breaking down sides and wanted quick transitions, I changed it to standard fluid with the right players attacking spaces. He then produced a system which had up to 5 players attacking a box in transitions. The problem most people seem to have on the forums, is the likelihood of grabbing one catch phrase and using that as the god given truth. Like @Cleon and I have said many times before. Look at your overall system and how the players move into spaces or control spaces Look at your player roles and then choose the right duties to do the job Understand if they have the right attributes for the task. For example, there is no point saying your system depend on quick transitions and then you deploy a DLP who has poor balance and first touch. That combination means that under pressure he could lose the ball. So understand how the attributes all work together. This is by far the hardest thing most people have to master, but thankfully it's not nearly as game breaking as the wrong duty, which is easier to fix imho. Then look at how PIs and Player Traits influence how a specific player is going to play. For example, if you want someone to come back and defend often, but has the get further forward ppm, then understand the chance that he could be out of position. Does this mean you don't play him in that duty? Not necessarily, you can just lock down that flank with a more defensive role/duty behind him. Finally Tis need to be understood in the context of your overall system. There are many ways one could play counter attacking football, some people do it on counter, others can achieve the same on other mentalities. Ultimately it isn't just the mentality and shape that influence counters, its how you have chosen the right roles and duties for your tactic. Ai driven ones will still happen on defending free kicks and corners, but I am after the more sexier counters like counter pressing ones or turnovers in midfield. To give another example, one of my favourite counter attacking systems is the 4132, its vulnerable down both flanks, which encourages the AI to attack them, but I stick in players who can win the ball in the air when they do come down the flanks, and then I usually have 3 roles in my backline that help me quickly distribute the ball, a DCB, a DLP and even a DFB, all 3 players have direct passing on them. Up top I have two strikers playing simple football, one is usually a poacher and another is almost always a DLF(S). If the ball gets to the DLF(S) he is more likely to look to make a through pass to the poacher. If it gets to the poacher he is more likely to run towards the flank to whip in a cross. Its simple and effective countering. However here, my choice of roles and duties was made first. Then I look at mentality and shape. Mentality becomes my risk factor and shape simply influences the chance that I get more or less players involved in transitions. If I want fewer players to take risks I use. lower shape, if I want more than I go fluid, and most likely I will watch my defensive line and make a small change to mentality. My preferred style is to play on control, however you can more easily drive AI controlled counters on lower mentalities, but the urgency in passing here is a function of the AI generated counter attack, which is something I hate. So in that case, I tell specific players to play risky and direct. Problem fixed.
  12. Thread closed, I am sick and tired of having to clarify the same point over and over again. Plus since this thread has obviously spun into talking about my pov. Its gone off topic.
  13. My point is that Shape is one of the factors, yes I say if you want fast transitions you should use structured, but at the end of the day its irrelevant if you have the wrong duties chosen. Actually I use structured shapes with Liverpool not cause of the transitions, but because I don't want everyone involved in transitions, with so many on attack. I should know, I chose that shape specifically for that reason, and I don't want people to think that the overriding reason to achieve Klopp's system was the shape. The overriding factors in that system aren't the shape. Its actually the aggressive use of PIs and how I employ them to effectively make the transitions work from defence, using PIs like "Sit Narrower". It's amazing that we are talking about my system here and I have to keep clarifying the same point over and over again. In my videos I have always said transitions are a function of a lot of things..not merely the shape. It is certainly a weapon, but useless without the right roles and duties. It's like talking about a car, without the driver. Shape is a necessary condition but not a sufficient one. Its like setting a fire, you need oxygen and a spark. The oxygen is the necessary condition, but without the spark you won't have fire. So fire here is the fast transitions. You need the roles and duties, shape in itself is useless without them. I have been saying since day one : MENTALITY/SHAPE/ROLES AND DUTIES...you need to mix them all up to get a style. And people are talking about me as if I wasn't here...I am just gonna ignore this thread if people are cherry picking what I have been saying over the years, and at 2:45 in the video, I explain how mentality roles and duties all play a part with shape. When I speak about divergence, its a result of the roles and duties you have selected. Either quote me correctly or stop quoting me at all. Shape defines them, but it's dependant on your roles and duties.
  14. Wow so many people tagged me :-) almost feel compelled to respond which of course is my pleasure to do. A structured shape creates distinctions but these distinctions depend on the roles and duties you use and how you opt to create space for them. Only then will you see them attacking space, its a result of various things and is not caused by the shape. On fluid shapes once again roles and duties are important, because the mentalities are closer together, you will find players upfront on a lower mentality. One caveat, the only reason why I play my Klopp style is because of the roles and duties and the overloads I have created, which allows me to have those quick transitions, which in large part are created by the right players with passing instructions. It's very interesting, cos I have seen people use the same tactic I have deployed and then struggle to mimic the same kind of attacking patterns. And that's cos of the final factor the individual attributes of the players and their traits. Fluid Shapes do not = Hold up ball. Its not the shape per se, its how Mentality/Shape/Roles and Duties work together. It's the whole mix. A tactic on a low mentality with the right roles and duties in a fluid setup can still generate fantastic transitions. But its not just about Shape. To say Shape causes it is wrong. Let me illustrate: Say you play a 442, with support duties everywhere and a defend duty and a support duty in attack. And you play this on Structured. Your mentality guides the risk, but your transitional movement and passes won't be fast, because you haven't created or thought of how these individual players are playing against another system. Say you are playing against a 451, then you won't get fast transitions period. Lets say that 451 has two CWB on attacking duty, you may get fast transitions if you win the ball on a failed transition by the AI in midfield, but you are not likely to create anything fast when you play the ball out from deep cos the AI is already in a defensive shape. So when we are talking about transitions, it's more than shape. Its about how we use roles and duties FIRST to create or work the spaces, then SHAPE, can help influence the roles and duties you have chosen to attack that space. On a fluid shape you could involve more players in transitions but ultimately who attacks which space is a function of how you have set your system up against another. SHAPE in itself is useless if you have not thought that through. The most important video I ever did to illustrate this point was the one about creating Overloads, which is a necessary component in creating successful 2v1 situations in football. @Cleon's point that roles and duties being pivotal cannot be understated. Remember how I use to do lightning fast transitions with fluid shapes? I would literally create a stampede of players attacking the box. You can create fast transitions with structured and fluid, its how you choose the mentality, roles and duties. To say one factor alone is at play here, isn't how the developers wanted the TC to work, not since FM17 anyway. Prior to FM15 yes to some extent we didn't even need to worry about balancing all the components, but that has stopped since FM16.
  15. 2:07 we see that the AI will challenge your dline with two players on the shoulder of your line 2:20 thats what happens as a player beats your defensive line with acceleration to get behind to score 2:38 the signs are there that the opposition will test your backline with balls over the top, the keeper did it earlier now with 2 strikers attacking your backline, is their OTB and acceleration better than your anticipation, concentration and positioning? Doesn’t seem so as the ball goes over the top again Both goals show a problem - the gap between midfield and defence - that the runners are exploiting and the fact that your midfield transitions almost always break up leaving you in a bad position. To fix this issue, you need to address central midfield. If you want to play a Low block how are you doing it, a much deeper defensive line, needs to be mixed in with defenders who have good jumping reach and positioning too. Your players are always dropping deep, you are really just dropping 5 guys back all the time with only ONE midfielder and he is not even centrally placed to help them, so basically they just drop back the two stoppers will come out earlier with either side having a WB that is also aggressively minded, it doesn’t look like your low block is designed to stifle. In fact you are making it easier for the AI to go fishing. If you want to play the low block, you need to a. Get central midfield to drop and help defend, and make sure that b) your central defenders can win headers