← LearnPitching & catching
Fastball first. Command before extras. You cannot pitch through a dead arm. The catcher runs the game between the lines.
01
Fastball first. Command before extras.
- Your first pitch is a four-seam fastball you can throw to a glove.
- If you cannot throw a strike with it, you do not need a second pitch yet.
- The target is the glove. Not the batter’s fear. Hit the glove.
02
Windup vs stretch. Holding runners.
- Windup: nobody on, or R3 only in some leagues. Stretch: a runner on first or second.
- Come set. Pause. Then throw. If you cannot pause, that is a balk in bigger ball. We pause anyway.
- Hold the runner: vary your time. Do not always go on one beat.
03
Pitch types
Basics: fastball and change. Breaking-ball detail is Experienced.
- Four-seam: fingers across the horseshoe. Straight. That’s your strike pitch.
- Changeup: deeper in the hand. Same arm speed. It should look like a fastball and arrive slower.
- You do not need a curve to pitch in this age group. You need strikes.
04
Pitch counts and rest
You cannot pitch through a dead arm.
- We count pitches. Coaches write them down after the inning.
- If your arm feels dead, heavy, or sharp, you say it. You are not finishing “just one more.”
- Rest days are part of pitching. They are not a punishment.
05
Catcher: signs, receiving, block, passed ball with R3
- Signs: fingers. Simple. Pitcher nods. If he shakes, you go again.
- Receiving is catching the pitch where it is. Framing is receiving. Not yanking.
- Block then throw. Passed ball with R3: you go get it. Pitcher covers home.
06
Between innings and between outings
- Between innings: eight warmup pitches. Get them up. Last one is a fastball you would throw for a strike.
- Catcher is in gear, on time. Do not make the infield wait in the sun.
- Between outings: play catch. Easy. You are a baseball player, not only a pitcher that day.