The text guide is the basic "this is the technique when everything goes to plan", the three videos are demonstrations in turn of 1.) The basic technique, 2.) Finding values you might not know and 3.) How it should work, how it doesn't and why it's somewhat annoying ;-)
Hadi.gsg - that's a great idea for the player in possession. You may want to even start looking at that with a keeper you can pass to, and who passes the ball back to you. When you have the ball there will be some state, when no-one has the ball (as it goes between you and the keeper) the state will be different, and then when the keeper gets the ball it'll be a different state. It'll all be related to a data construct associated with the ball. Find it there, and I'd imagine it would work throughout the game because there's no reason to change the data construct related to the ball for other game modes.
It could even be you find the x/y/z of the ball and the ball state is very nearby in memory. I don't know, but that's what I'd be experimenting with.
P.S. AudioGamer101 - we got mixed up there, you posted as me, hope I didn't mess up your post. I just deleted and re-posted because that was the cleanest solution I could think of.