Whilst I can't judge on your passing problem, from that one clip alone I'll bet is where players are falling down in this game. Again this is not a dig or slight or whatever, just some tips from a player who has played Superstar from the start and is comfortable with the game -
You can't go forward ALL the time.
It's simply impossible to consistently break the CPU down by attacking linearly all the time, they are far too organised for that, especially teams that will defend deeper and get numbers behind the ball.
This isn't picking holes, and I appreciate that you played this clip in real time, it's why I play the game on -2 game speed which to me is fast enough, apart from slightly floaty ball physics.
I'm going to break down the clip here -
0.01 - At 1 sec your player has the ball with two CPU players hounding him. Excellent, drawing CPU players is a major objective.
0.02 - Your player has created a little space from good body movement, but if you want to BRING PLAYERS INTO THE GAME and commit men forward, why didn't you pass the ball back to the guy on the dark shade of grass near the half way line. That way you'd have created more space AND had more players forwards of the ball carrier? I can tell you right now what the obvious move AFTER this pass would have been, but I'll roll things on for now.
0.04 - You've just fecked this up lol. You've played right into the CPU's hands by playing narrow; exactly what the CPU wants you to do. Now you have all your player and their defensive units bunched into a tight 20 yard square plot. To get out of this situation you either need fast one touch passing with trigger runs or you need to pass it backwards, and find an other avenue.
0.06/0.07 - You try a more intricate forward pass, when the options were clearly open for you to go back. A simple pass back to the guy in the bottom right of the screen would have seen the move continue, more players ahead of the ball.
0.09 - Ball is lost. CPU counter. Excellent CPU defence, straight into their plan!
It's easy to pick holes in one off clips, but the facts remain that at two points during the build up, you had the opportunity to pass back, to get more players involved in forward build up play, and to keep the move going.
I keep re-iterating this - the game needs to be played more between say the 25-30 yard area and the halfway line, this is where you drag out your CPU defenders. Too many players try and play this Barcelona type game between say 25/30 yards out and the 18 yard box. This, unless you play an expansive wide game, will always result in over congestion in and around the 18 yard box.
The solution to this move would have been an earlier change of direction.
http://picasaweb.google.com/lh/photo/JlyFfFQ4qH5ozjS-ITNXkbHgSVwGvqlROF2XMCP2ZTU?feat=directlink
Option one would have seen the ball played back, the pitch in front of the new play maker, and a long through ball into acres of space. This would have seen the entire CPU defensive unit back track into defensive chaos, as they would have lost their regimented narrow shape. You could either then have gotten to the by-line and crossed or look to get somewhere the by-line and taken your man on. Either way, you'd have temporarily opened up this stale-mate. Option 2 would have been just to draw the CPU marker in by a yard or two and then release the wide player. Not a bad solution, but then this player may have been left out of the move as the move developed down the wing.
PES is deeply complex at times chaps. If the CPU's game plan is to drop deep and defend in numbers, then a narrow tippy tappy game will fall straight into their hands. You either look to play with more width and involve dummy runners and over-lapping full backs, or you look to play deeper and draw then onto you, either by adjusting tactics and by playing football deeper, in and around the 30/35 yard mark. This type of game, the first goal is crucial, so you need to be dictating the terms and pick your moments.