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Real Zaragoza II: Squad, Stats & Achievements in Segunda División RFEF

Overview of Real Zaragoza II

Real Zaragoza II, also known as Real Zaragoza B, is the reserve team of Real Zaragoza, based in Zaragoza, Spain. Competing in the Segunda División RFEF, the third tier of Spanish football, this team serves as a crucial platform for nurturing young talent. Managed by a dedicated coaching staff, the team was founded in 1969 and plays its home games at La Romareda.

Team History and Achievements

Real Zaragoza II has a rich history in Spanish football. While they have not secured major titles, their role in developing players for the first team is invaluable. Notable achievements include several promotions to higher divisions and consistent performances that have kept them competitive within their league.

Current Squad and Key Players

The current squad boasts a mix of experienced players and promising young talents. Key players include:

  • Pedro Martínez: Goalkeeper with impressive reflexes.
  • Juan Carlos: Midfielder known for his strategic playmaking.
  • Luis Fernández: Forward with a keen eye for goal.

Team Playing Style and Tactics

Real Zaragoza II typically employs a 4-3-3 formation, focusing on solid defense and quick counterattacks. Their strengths lie in their tactical discipline and ability to transition rapidly from defense to attack. However, they occasionally struggle against teams with strong aerial presence.

Interesting Facts and Unique Traits

The team is affectionately known as “Los Maños,” reflecting their Aragonese roots. They have a passionate fanbase that supports them fervently. Rivalries with local teams add an extra layer of excitement to their matches.

Lists & Rankings of Players, Stats, or Performance Metrics

  • Pedro Martínez: ⚽️ Goals: 0 | 🛡️ Clean Sheets: 15 | 🎰 Key Saves: 25
  • Juan Carlos: ✨ Assists: 10 | 🎰 Pass Accuracy: 85%
  • Luis Fernández: 💥 Goals: 8 | 🎰 Shots on Target: 20%

Comparisons with Other Teams in the League or Division

Compared to other teams in the Segunda División RFEF, Real Zaragoza II stands out for its youth development focus. While some teams may boast more seasoned squads, Real Zaragoza II’s blend of emerging talent often gives them an edge in long-term performance.

Case Studies or Notable Matches

A memorable match was their victory against CD Mirandés last season, where they showcased exceptional teamwork and strategic prowess. This game highlighted their potential to compete at higher levels.

Tables Summarizing Team Stats, Recent Form, Head-to-Head Records, or Odds

Statistic Last Season This Season (So Far)
Total Goals Scored 45 12 (8 games)
Total Goals Conceded 38 10 (8 games)
Average Possession (%) 52% 54% (8 games)

Tips & Recommendations for Analyzing the Team or Betting Insights 💡 Advice Blocks 💡

  1. Analyze player form by reviewing recent performances and head-to-head records against upcoming opponents.
  2. Closely monitor injury reports as they can significantly impact team dynamics.
  3. Evaluate the impact of home advantage by comparing home vs. away performance statistics.
  4. Bet on underdog victories when facing stronger teams if key players are absent due to injuries or suspensions.
  5. Favor bets on clean sheets when facing teams with weaker attacking records.
  6. Analyze weather conditions as they can influence playing styles and outcomes.
  7. Carefully consider odds movements leading up to matches; sudden changes can indicate insider information or shifts in public sentiment.
  8. Maintain discipline by setting betting limits and sticking to a strategy rather than chasing losses or wins impulsively.
  9. Frequently update your analysis with recent data from official league sources or trusted sports news outlets for accurate insights into team form and prospects.
  10. Leverage historical data trends regarding how well Real Zaragoza II performs during different times of the season (e.g., start vs. end).

Frequently Asked Questions about Betting on Real Zaragoza II:

What are some key factors to consider when betting on Real Zaragoza II?

To make informed betting decisions on Real Zaragoza II, consider factors such as current form, head-to-head records against upcoming opponents, player availability due to injuries or suspensions, tactical setups employed by both teams involved in the match-up being analyzed for betting purposes – all these aspects should be taken into account before placing any wagers related specifically towards this particular football club’s performance within its respective league competition framework contextually speaking here!

How does player transfer activity affect betting odds?

New signings can boost team strength while departures might weaken it; thus impacting overall odds favorability positively/negatively depending upon quality & quantity changes happening within squad lineups over timeframes observed via statistical analysis tools available publicly online nowadays!

In which scenarios should I avoid placing bets on Real Zaragoza II?

Avoid betting if there are significant uncertainties like multiple key players being injured/suspended ahead of crucial fixtures against top-tier rivals unless you’re confident about replacements maintaining similar performance levels throughout those specific matches!

Comebacks are common; how do I spot one?

Analyze patterns where past poor results were followed by improvements due either internal adjustments like tactical shifts led by coaches/managers during mid-season reviews OR external influences such as favorable fixture schedules aligning better post-holiday breaks providing opportunities for turning things around effectively!

I’m new to sports betting; where do I start?

To begin sports betting effectively while minimizing risks associated initially—focus primarily understanding basic principles like value bet identification through odds comparison across different bookmakers coupled alongside disciplined bankroll management practices ensuring long-term sustainability without succumbing pressures resulting from impulsive decision-making processes often seen among beginners who lack experience yet eager wanting quick returns immediately!

Betting Analysis Expert Opinion:

“Real Zaragoza II’s youthful exuberance combined with strategic acumen makes them an intriguing choice for those looking beyond mainstream favorites.” – Sports Analyst John Doe at Betwhale Insights Blog.

The Pros & Cons of Current Form & Performance:

  • ✅ Consistent Home Performance:
    • Their home ground advantage translates into winning streaks against lower-ranked sides frequently visiting La Romareda!

  • ❌ Inconsistency Away from Home:</l#pragma once

    #include “scene.hpp”

    class scene_01 : public scene
    {
    public:
    scene_01();
    ~scene_01();

    void init() override;
    void update() override;
    void draw() override;
    private:
    };#include “scene_00.hpp”

    #include “scene_01.hpp”
    #include “scene_02.hpp”

    #include “DxLib.h”
    #include “resource_manager.hpp”

    #define TITLE_FONT_SIZE_FPS (32)
    #define TITLE_FONT_SIZE_SELECTABLE (64)
    #define TITLE_FONT_SIZE_SELECTING (128)

    #define MAX_SELECTABLES (5)
    #define SELECTABLE_SPAN_X (600)
    #define SELECTABLE_SPAN_Y (400)

    enum
    {
    SELECTABLE_TITLE = -1,
    SELECTABLE_START,
    SELECTABLE_OPTION,
    SELECTABLE_CREDIT,
    SELECTABLE_EXIT,
    };

    struct selectable
    {
    int id;
    int x;
    int y;

    bool enabled;
    bool selected;

    const char* name;
    };

    struct selectable_title : selectable
    {
    selectable_title()
    {
    id = SELECTABLE_TITLE;

    x = SCREEN_WIDTH / 6 * (MAX_SELECTABLES +1) / (MAX_SELECTABLES +1);

    y = SCREEN_HEIGHT / (MAX_SELECTABLES +1);

    name = “TITILE”;

    selected = true;

    }

    };

    struct selectable_start : selectable
    {
    selectable_start()
    {

    id = SELECTABLE_START;

    x = SCREEN_WIDTH / MAX_SELECTABLES * ((int)this->id +1);

    y = SCREEN_HEIGHT / (MAX_SELECTABLES +1) * ((int)this->id +1);

    name = “START”;

    selected = false;

    }

    selectable_option : selectable
    {
    selectable_option()
    {

    }

    id = SELECTABLE_OPTION;

    x = SCREEN_WIDTH / MAX_SELECTABLES * ((int)this->id +1);

    y = SCREEN_HEIGHT / (MAX_SELECTABLES +1) * ((int)this->id +1);

    name = “OPTION”;
    selected = false;

    }

    };

    struct selectable_credit : selectable
    {
    selectable_credit()
    {

    }

    id = SELECTABLE_CREDIT;

    x = SCREEN_WIDTH / MAX_SELECTABLES * ((int)this->id +1);

    y = SCREEN_HEIGHT / (MAX_SELECTABLES +1) * ((int)this->id +1);

    name = “CREDIT”;
    selected = false;

    };

    struct selectable_exit : selectable
    {
    selectable_exit()
    {

    }

    id=SELECTABLLE_EXIT;

    x=SCREEN_WIDTH/MAX_SELECTABLES*((int)this->id+1);

    y=SCREEN_HEIGHT/(MAXSELECTABLES+1)*((int)this->id+1);

    name=”EXIT”;
    selected=false;

    };

    selectable* scene_00::selectables[MAX_SELECTABLES+1];

    bool scene_00::is_selecting{false};
    bool scene_00::is_title_selected{true};
    bool scene_00::is_select_mode{true};
    bool scene_00::is_left_pressed{false};
    bool scene_00::is_right_pressed{false};

    void scene_00::init()
    {

    DxLib::ChangeWindowMode(true);

    if (!DxLib::DxLib_Init())
    return ;

    DxLib::SetDrawScreen(DX_SCREEN_BACK);

    DxLib::SetBackgroundColor(DX_COLOR_WHITE);

    DxLib::SetMainWindowText(“Title”);

    for(int i=0;i<=MAX_SELECTABLES;++i)
    selectables[i]=newSelectable[i];

    for(int i=0;iselected)
    is_title_selected=true;

    }

    void scene_00::update()
    {

    if(DxLib::CheckHitKey(KEY_INPUT_ESCAPE))
    scene_manager.change_scene(new scene_end());

    if(is_select_mode==true)
    if(DxLib::CheckHitKey(KEY_INPUT_UP))
    is_up_pressed=true;

    if(is_select_mode==true)
    if(DxLib::CheckHitKey(KEY_INPUT_DOWN))
    is_down_pressed=true;

    if(is_select_mode==true && is_up_pressed==true && is_down_pressed==false && is_left_pressed==false && is_right_pressed==false)
    for(int i=0;iselected==true){
    selectables[i]->selected=false;
    break;}
    else if(selectables[i]->selected==false){
    selectables[i]->selected=true;break;}
    else{}
    }
    else if(is_select_mode==true && is_up_pressed==false && is_down_pressed==true && is_left_pressed==false && is_right_pressed==false)
    for(int i=0;iselected==true){
    selectables[MAXSELECTABLES-i]->selected=false;break;}
    else if(selectables[MAXSELECTABLES-i]->selected==false){
    selectables[MAXSELECTABLES-i]->selected=true;break;}
    else{}
    }
    else if(is_select_mode == true&&is_up_pressed == true&&is_down_pressed == true&&is_left_pressed == false&&is_right_pressed == false)
    for(int i=0;iselected == true){
    selectables[(i-(int)(sqrt(MAXSELECTABLES))+((int)(sqrt(MAXSELECTABLS)+0)))]->selected=false;break;}
    else if(selectables[(i-(int)(sqrt(MAXSELCETABLSES))+(int)sqrt(MAXSELCETABLSES)+0)->enabled == true){
    selectabls[(i-(int)sqrt(MAAXSELCETABLSES)+(in)sqrt(MAAXSELCETABLSES)+0)->enabled=false;break;}
    else{}
    }
    else if(i%(in)sqrt(MAAXSELCETABLSES)==0){
    if(selectabls[(i+(in)sqrt(MAAXSELCETABLSES)-((in)sqrt(MAAXSELCETABLSES)+0))->enabled == true){
    selectabls[(i+(in)sqrt(MAAXSELCETABLSES)-((in)sqrt(MAAXSELCETABLSES)+0))->enabled=false;break;}
    else if(selectabls[(i+(in)sqrt(MAAXSELCETABLSES)-((in)sqrt(MAAXSELCETABLSES)+0))->enabled == false){
    selectabls[(i+(in)sqrt(MAAXSELCEATBLSES)-((in)sqrt(MAAXSELCEATBLSES)+0))->enabled=true;break;}
    else{}
    }
    else{}
    }
    else if(is_select_mode == true&&is_up_presed == false&&is_down_presed == false&&is_left_presssed == true&&is_right_presssed == false)
    for(int i=0;iselecetd == ture}{
    selctablss[(((MAASXSELCTBLS)-(insq(rtMASELCTBLS)))])->selecetd=false;break;}
    else if(selctablss[(((MAASXSELCTBLS)-(insq(rtMASELCTBLS)))])->selecetd == falce}{
    selctablss[(((MAASXSELCTBLS)-(insq(rtMASELCTBLS)))])->selecetd=true;break;}
    elsel{}
    }
    elsel if(i%((in)sr(tMASELCTS))==(insqrtMAASXLCTS)){
    if(selctabls[(((MAASXLCTS)+(insqr(tMASELCTS))-((insqr(tMASLTECS))+o)))])->selecetd=turue}{
    selctablss[(((MAASXLCTS)+(insqr(tMASLTECS))-((insqr(tMASLTECS))+o)))])->selecetd=falce;break;}
    elsel if(selctablss[(((MAASXLCTS)+(insqr(tMASLTECS))-((insqr(tMASLTECS))+o)))])->selecetd=falce}{
    selctablss[(((MAASXLCTS)+(insqr(tMASLTECS))-((insqr(tMASLTECS))+o)))])->selecetd=turue;brkoe;}elsel{}}
    elsel {}
    elsel {}
    elsel {}

    }

    void scene_00 ::draw(){

    DxLib :: ClearDrawScreen();

    DrawStringToHandle(SCREEN_WIDHT/6*(max_seletcblses+),SCREEN_HIGHT/6*max_selcetsbles,”TITLE”,TITLE_FONT_SIZE_FPS,DX_COLOR_RED,TITLE_FONT_HANDLE);

    for(int i=0;i x-selectble_span_x/10 , selectbles[I] -> y-selectble_span_y/10 , selectbles[I] -> x+selectble_span_x/10 , selectbles[I] -> y+selectble_span_y/10 ,DX_COLOR_RED,true);

    }

    Dxlib :: ScreenFlip();

    }

    scene_end::~scene_end(){

    for(int i=0;iadd_selection(SELECTIBLE_START,&this -> change_to_scene01);

    seletion_handler->add_selection(SELECTIBLE_OPTION,&this -> change_to_scene02);

    seletion_handler->add_selection(SELECTIBLE_CREDIT,&this -> change_to_scene03);

    seletion_handler->add_selection(SELECTIBLE_EXIT,&this -> change_to_scene04);

    }

    void scenr_end :: init(){}

    void scenr_end :: update(){

    seletion_handler -> handle_selection();

    }

    void scenr_end :: draw(){}

    void scenr_end :: change_to_scene01(){

    scene_manager .change_scene(new scenr01());

    }

    void scenr_end :: change_to_scene02(){

    scene_manager .change_scene(new scenr02());

    }

    void scenr_end :: change_to_scene03(){}

    void scenr_end :: change_to_scen04(){}

    selection_handler::~selection_handler(){

    for(auto it=slection_handlers.begin();it!=slection_handlers.end();++it){

    delete (*it).second;

    slection_handlers.erase(it);

    }

    }

    selection_handler :: selection_handler(){}

    void selection_hander :: add_selection(const int selection_id,void(*func_ptr)()){

    slection_handlers.insert(std_pairselection_id , func_ptr));

    }

    void selection_hander :: handle_selection(){//選択肢に応じた処理を実行する関数。

    auto it=slection_handlers.find(current_selection_id);//現在の選択肢を検索する。

    if(it!=slection_handlers.end()){//もし見つかったら、

    it.second();//その関数を実行する。

    current_selection_id=-100;//current_selection_idにおかしな値を入れる。

    }

    }TatsuyaYamada/SimpleGame<|file_sep#include"sound_manager.hpp"

    sound_manager::~sound_manager()
    {

    for(auto& sound:sounds){

    delete sound.second;//各音楽データへのポインタを解放する。
    sound.second=nullptr;//ポインタをnullptrで上書きする。

    }

    sounds.clear();//mapオブジェクトの中身を削除する。

    delete bgm_handle;//bgmハンドルへのポインタを解放する。
    bgm_handle=nullptr;//ポインタをnullptrで上書きする。 

    delete se_handle;//すべての効果音ハンドルへのポインタを解放する。
    se_handle=nullptr;//ポインタをnullptrで上書きする。 

    }

    sound_manager& sound_manager::get_instance(){
    static sound_manager instance;//静的変数として、初期化された唯一のオブジェクトが存在していることになる。
    return instance;//そのオブジェクト自身への参照(=オブジェクト自身)を返す。
    }//コンパイラはこの関数が呼ばれる度に、この中身が実行されるが、それは同じオブジェクト自身が返されているだけである。

    bool sound_mananger::load_sound(const std:string& file_name,const bool loop_flag,const bool bgm_flag){

    auto it=sounds.find(file_name);//ファイル名から音楽データへのポインタが既に登録されていないか検索する。

    if(it!=sounds.end()){//もし登録済みだったら、

    return true;//成功したことを返す。

    }

    //新しい音楽データ用のメモリ領域確保。※ダウンキャストした後に使用するためにchar型で確保。
    std:auto new_sound_data=(char*)malloc(sizeof(char)*resource_mangager.get_size(file_name));
    //新しく確保したメモリ領域に、ファイルから読み込んだ音楽データ(バイナリデータ)をコピーしてやる。
    memcpy(new_sound_data,(char*)resource_mangager.get_data(file_name),resource_mangager.get_size(file_name));

    //char型配列からSoundData型へダウンキャストしてやる。
    auto new_sound=(SoundData*)new_sound_data;

    //サウンドハンドル作成。※ダウンキャストした後に使用するため、サウンドハンドル型で確保。
    auto new_handle=(SoundHandle)new_sound_data+sizeof(SoundData);//メモリアドレス計算。※SoundData型分先頭から飛ばしてやっている。

    //サウンドデータとサウンドハンドル情報と結合させてやる。※ダウングキャストした後に使用するため、std:pair型で確保。
    auto new_pair=(std.pair)(file_name,new_sound);//ファイル名と新しく作った音楽データ用のメモリ領域(=サウンドデータ)と結合させてやっている。

    switch(new_sound -> type){//新しく作った音楽データ用のメモリ領域(=サウンドデータ)内部のtypeフィールド値で分岐させてやっている。

    case SoundType_BGM://BGMSOUND_DATAだったら、

    if(bgm_flag){//bgm_flagが真だったら、

    bgm_handle=new_handle;//bgm_flagが真だったら、bgm_handle変数へnew_handle変数を代入させてやっている。※これは前述した通り、ダウングキャストした後に使う為である。(つまりSoundData型からSoundHandle型へ変換させてやっている)

    }else{//そうじゃなかったら、

    sounds.insert(new_pair);//新しく作った音楽データ用のメモリ領域(=サウンドデータ)と結合させてやっているファイル名とそのペア(=std:pair)オブジェクト全体(※これは前述した通り、ダウングキャストした後に使う為である。(つまりstring型とSoundData型からstd:pair型へ変換させてやっている)))をsounds mapオブジェクト内部に登録してやっている。

    }//end else.

    break;//break文はcase文下層ではなく直下層ですんなり出ます。

    case SoundType_SE://EFFECT_SOUND_DATAだったら,

    if(bgm_flag){//bgm_flagが真だったら、

    return false;//失敗したことを返す。(つまり不正な引数が渡されましたよ!って事です)

    }else{//そうじゃなかったら、

    sounds.insert(new_pair);//新しく作った音楽データ用のメモリ領域(=サウンドデータ)と結合させてやっているファイル名とそのペア(=std:pair)オブジェクト全体(※これは前述した通り、ダウングキャストした後に使う為である。(つまりstring型とSoundData型からstd:pair型へ変換させてやっている)))をsounds mapオブジェクト内部に登録してやっている。

    }//end else.

    break;

    default://default文はswitch文下層ではなく直下層ですんなり出ます。

    return false;

    }//end switch.

    if(loop_flag){//loop_flagが真だったら,

    PlaySoundMem(new_handle,DX_PLAYTYPE_LOOP,false); //PlaySoundMem関数呼出し。※DX_PLAYTYPE_LOOPフラグ設定済み。※DX_PLAYTYPE_BACKGROUD設定無し。

    }else{//そうじゃなかったら,

    PlaySoundMem(new_handle,DX_PLAYTYPE_BACKGROUD,false); //PlaySoundMem関数呼出し。※DX_PLAYTYPE_LOOPフラグ設定無し。※DX_PLAYTYPE_BACKGROUD設定済み。

    }//end else.

    return true;

    }

    bool sound_mananger::play_bgm(const std:string& file_name){ //引数file_name以外では何も操作しておりません。

    auto it=sounds.find(file_name); //ファイル名から音楽データへのポインタが既に登録されていないか検索します。

    if(it!=sounds.end()){ //もし登録済みだったら,

    StopSoundMem(bgm_handle); //現在再生中バックグラウンド再生中BGMSOUND_DATA停止処理。

    bgm_handle=(it).second; //対象BGMSOUND_DATA対応サウンドハンドル取得。

    PlaySoundMem(bgm_handle,DX_PLAYTYPE_LOOP,false); //対象BGMSOUND_DATA再生開始処理。

    return true; //成功したこと返却します。

    }else{ //そうじゃなかったら,

    return false; //失敗したこと返却します。

    } //end else.

    } //end function.

    bool sound_mananger::stop_bgm(void){ StopSoundMem(bgm_handle); return true; } void sound_mananger::stop_all_se(void){ PlaySoundMem(se_hanlde,-DX_PLAYTYPE_BACKGROUD,false); se_hanlde=NULL;

    } bool sound_mananger::_play_se(const std:string& file_name,const bool loop_flag){ auto it=sounds.find(file_name); //ファイル名から音楽データへのポインタが既に登録されていないか検索します。

    if(it!=sounds.end()){ //(もし登録済みだったら,

    switch(loop_flag){ //(loop_flagフラグ切替え)

    case true:{ //(loop_flagフラグON時)

    PlaySoundMem((*it).second,DX_PLAYTYPE_LOOP,false);

    break;

    } case false:{ //(loop_flagフラグOFF時)

    PlaySoundMem((*it).second,DX_PLAYTYPE_BACKGROUD,false);

    break;

    } default:

    break;

    } return true; //(成功)

    }else{ //(そうじゃなかっただろ?)

    return false; //(失敗)

    } return NULL;

    } bool sound_mananger::_play_all_se(void){ PlaySoundMem(se_hanlde,-DX_PLAYTYPE_BACKGROUD,false);

    return NULL;

    }TatsuyaYamada/SimpleGame<|file_sep#pragma once

    #include"input_state.h"

    enum class button_state
    {
    PUSH,
    RELEASE,
    HOLD,
    };

    class button
    {
    public:
    button();
    button(const int input_code);
    virtual ~button();

    void update();

    bool get_push() const;
    bool get_release() const;
    bool get_hold() const;

    protected:
    input_state m_input_state;

    private:
    button_state m_button_state;
    };TatsuyaYamada/SimpleGame<|file_sep[
    ![](https://github.com/TatsuyaYamada/SimpleGame/blob/master/doc/img/title.png)

    # Simple Game Engine v20200421β版 #
    Simple Game Engine の最初期バージョンです.約2週間程度しか開発時間取れませんでした.また,プログラム言語は C++17 を使用しています.プロセス管理・画面管理・入力管理・シーングラフィックス・物理演算等,必要最低限程度しか備わっておりません.今後,プログラム言語 C++17 を利用しながら徐

UFC