You spent a lot of time on your post but I hate to do this but a lot of the info are wrong. For example 4 seemers should be used high in the zone, not just inside, since 4 seemers are what you use when you get the term "high heat". 2 seemers are just like sinkers, but sinkers are slower and sink more and these two should be down in the zone. Cutters go inside to opposite batters to try and jam them and sliders against opposite batters go inside but against same batters like lefty vs. lefty should go tail away to make em swing and miss. Splitters are effective when down in the zone since they drop. Changes should NEVER be up and in or they will be pounded a long way. Curveballs should hit the corner and always down in the zone, when left up they are termed hangers and can be crushed a long way. Slurves and screwballs should be thrown anywhere because they fool the batter whenever, but they also can be hit anywhere.
Guide to Pitching
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Re: Guide to Pitching
You spent a lot of time on your post but I hate to do this but a lot of the info are wrong. For example 4 seemers should be used high in the zone, not just inside, since 4 seemers are what you use when you get the term "high heat". 2 seemers are just like sinkers, but sinkers are slower and sink more and these two should be down in the zone. Cutters go inside to opposite batters to try and jam them and sliders against opposite batters go inside but against same batters like lefty vs. lefty should go tail away to make em swing and miss. Splitters are effective when down in the zone since they drop. Changes should NEVER be up and in or they will be pounded a long way. Curveballs should hit the corner and always down in the zone, when left up they are termed hangers and can be crushed a long way. Slurves and screwballs should be thrown anywhere because they fool the batter whenever, but they also can be hit anywhere. -
Re: Guide to Pitching
You spent a lot of time on your post but I hate to do this but a lot of the info are wrong. For example 4 seemers should be used high in the zone, not just inside, since 4 seemers are what you use when you get the term "high heat". 2 seemers are just like sinkers, but sinkers are slower and sink more and these two should be down in the zone. Cutters go inside to opposite batters to try and jam them and sliders against opposite batters go inside but against same batters like lefty vs. lefty should go tail away to make em swing and miss. Splitters are effective when down in the zone since they drop. Changes should NEVER be up and in or they will be pounded a long way. Curveballs should hit the corner and always down in the zone, when left up they are termed hangers and can be crushed a long way. Slurves and screwballs should be thrown anywhere because they fool the batter whenever, but they also can be hit anywhere.Comment
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Re: Guide to Pitching
That's why I'm still working on them... I do agree with what you said so yeah... I'll change this...Comment
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Re: Guide to Pitching
That's why I'm still working on them... I do agree with what you said so yeah... I'll change this...Comment
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Re: Guide to Pitching
4-Seam Fastballs:
IMO, it's the best fastball. Best if utilized inside the zone or used as a "high heat" (which would be thrown up in the zone, something which most hitters would pop up). You could pitch it just below the zone so it could sneak in for a strike, or you could Jam the hitter by pitching it in the upper corner. However, you may also challenge the batter by throwing down the middle (if it's a very fast fastball) or you may sneak a strike in the lower corner.
2-Seam Fastball:
I haven't used this much, but it's best if used only to either jam the batter, or challenge him. It does not rise like the 4-seamer, but is acts like a faster sinker.
Changeup:
Throw these babies away from the batter, it may also be thrown just off the up and away of the zone. You may fool the batter by throwing it where you previously threw a fastball, or in the lower corner of the strike zone. Best follow ups are usually breaking balls or a fastball if it wasn't thrown before it.
Circle Change:
Same as the changeup, but can be thrown almost anywhere (except in the batters hot spot).
Curveballs (all kinds):
Throw these low in the zone (they should start off high). The best pitch in this category is the hard curveball, but the slow curveball is best when a fastball with good velocity is thrown. Batters tend to pop up slow curves more often than any other curveball pitches. Knuckle Curves will mostly make the batter miss, only if it's thrown in with good pitches that went before it.
Sliders/Cutters:
Throw these up in the zone, or their movement will be diagonal. In situations as same handed pitcher and batter, these should tail away and in opposite pitcher/batter situations, should come in and jam them. Horizontal movement calls for the pitch to be thrown high in the zone (not too high), and when pitched low, it'll have almost a diagonal movement for it.
Splitters:
Splitters are hard pitches to utilize but are very effective. Throwing them low in the zones will increase their effectiveness in inducing groundballs.
Sinkers:
Place these just like you'd place curveballs and 2-seamers. These pitches induce more groundballs than curveballs and a nice addition with splitters.
Slurves and Screwballs:
These are pretty effective pitches. If you have a pitcher with this pitch, I prefer that you throw them for the punchie, or it'll be a wasted strike. These pitches can only be followed up with another breaking pitch (you may throw the pitch again, but it has to be in a different zone).
Knuckle Ball:
Throw these after fastball. If it's the first pitch you throw, then follow it with a fastball.
Computer batters will swing at pitches off the plate, so I'd suggest that you throw some off (not too far fron the zone). You should do this often if your pitcher has good stamina.
And Brett, I'd like to thank you for some information I didn't add some to the list if it wasn't necessary, if you find any other info, just PM it to me.Comment
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Re: Guide to Pitching
4-Seam Fastballs:
IMO, it's the best fastball. Best if utilized inside the zone or used as a "high heat" (which would be thrown up in the zone, something which most hitters would pop up). You could pitch it just below the zone so it could sneak in for a strike, or you could Jam the hitter by pitching it in the upper corner. However, you may also challenge the batter by throwing down the middle (if it's a very fast fastball) or you may sneak a strike in the lower corner.
2-Seam Fastball:
I haven't used this much, but it's best if used only to either jam the batter, or challenge him. It does not rise like the 4-seamer, but is acts like a faster sinker.
Changeup:
Throw these babies away from the batter, it may also be thrown just off the up and away of the zone. You may fool the batter by throwing it where you previously threw a fastball, or in the lower corner of the strike zone. Best follow ups are usually breaking balls or a fastball if it wasn't thrown before it.
Circle Change:
Same as the changeup, but can be thrown almost anywhere (except in the batters hot spot).
Curveballs (all kinds):
Throw these low in the zone (they should start off high). The best pitch in this category is the hard curveball, but the slow curveball is best when a fastball with good velocity is thrown. Batters tend to pop up slow curves more often than any other curveball pitches. Knuckle Curves will mostly make the batter miss, only if it's thrown in with good pitches that went before it.
Sliders/Cutters:
Throw these up in the zone, or their movement will be diagonal. In situations as same handed pitcher and batter, these should tail away and in opposite pitcher/batter situations, should come in and jam them. Horizontal movement calls for the pitch to be thrown high in the zone (not too high), and when pitched low, it'll have almost a diagonal movement for it.
Splitters:
Splitters are hard pitches to utilize but are very effective. Throwing them low in the zones will increase their effectiveness in inducing groundballs.
Sinkers:
Place these just like you'd place curveballs and 2-seamers. These pitches induce more groundballs than curveballs and a nice addition with splitters.
Slurves and Screwballs:
These are pretty effective pitches. If you have a pitcher with this pitch, I prefer that you throw them for the punchie, or it'll be a wasted strike. These pitches can only be followed up with another breaking pitch (you may throw the pitch again, but it has to be in a different zone).
Knuckle Ball:
Throw these after fastball. If it's the first pitch you throw, then follow it with a fastball.
Computer batters will swing at pitches off the plate, so I'd suggest that you throw some off (not too far fron the zone). You should do this often if your pitcher has good stamina.
And Brett, I'd like to thank you for some information I didn't add some to the list if it wasn't necessary, if you find any other info, just PM it to me.Comment
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Re: Guide to Pitching
These are for ASB, not just real life (if it was, then some of the stuff I put here would be gone).Comment
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Re: Guide to Pitching
These are for ASB, not just real life (if it was, then some of the stuff I put here would be gone).Comment
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