Thursday, May 27, 2010
Essential Pitch-Count Strategies:
What pitch should be called in the following batter-count?
0-0
Fastball for a STRIKE on a CORNER.
0-1
Breaking ball to FINISH on the Opposite corner that the previous pitch was called.
1-1
A risky pitch is good to throw here. Like a curve-ball, drop-ball, rise or screw.
The pitch you call should FINISH on the Opposite corner that the previous strike was called.
1-2
If you haven't called an off-speed pitch yet, definitely throw one now!
If you just called a change, curve or drop, try a RISE ball. You can be very risky!
The pitch you call should FINISH on the Opposite corner that the previous strike was called.
2-2
FASTBALL.
Remember the previous pitch! This pitch can be on the SAME side of the plate, but a little further out if it was an outside pitch, or a little further in if it was an inside pitch.
See if she will chase a ball.
1-0
Throw a pitcher's BEST Movement pitch. Like a change-up, curve-ball, drop, rise or screw.
If none of her off-speed pitches are working, throw a FASTBALL in the Opposite spot as the previous pitch.
0-2
This can be anything from your pitcher's "Go-To" pitch to a Movement pitch, to a new pitch that hasn't been thrown in a game yet! You can be very risky, or just end with a sure-strike!
3-1
A pitcher's "Go-To" pitch.
If you're struggling, make sure the target is a broader AREA rather than right on a corner.
For example, set up and aim to hit between the center of the plate and a corner.
3-2
A pitcher's "Go-To" pitch.
If you're struggling, make sure the target is a broader AREA rather than right on a corner.
For example, set up and aim to hit between the center of the plate and a corner.
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