THE PHILOSOPHY OF SETTING UP THE HITTER

 

THOUGH EVERY ONCE IN A while, a coach will inherit a pitcher who can get the batters out by simply blowing the ball by them, the coach is usually required to develop the pitcher's equipment — his form, basic pitches, pick-off moves, and essential but often neglected — how to set up the hitters: what to pitch and where to put it (pitch location).

 

Every pitcher in the program is required to learn our philosophy of setting up the hitters and to work on it regularly both in practice and games.

 

All the skills in this philosophy are adapted to the skill level and age group of each pitcher.  Every team is required to have a pitching coach (usually the head coach), who will call every pitch (through the catcher) in the game.

 

We leave nothing to chance.  The pitching coach must be totally conversant with the program and know the ability of every one of his pitchers.  He must teach each of them exactly how we want him to set up a hitter.  There is no middle ground, no compromising.

 

The pitcher must aim for a specific location while getting ahead in the count.

 

We expect each kid to study the philosophy until he gets it all down — know the purpose of each pitch and have total faith in the system.  If he doesn't, he will be open to failure.

 

The fact that one coach does all the pitch-calling will free the other coaches to align the defense ahead of time and prepare them for the hitters.

 

This is vital as we expect our pitchers to give the defense a chance to field the ball.  Putting defense in predetermined position gives them a greater chance to make the play.

 

Coaches who have no assistants will have to align the defense prior to signaling in the pitch (to the catcher).

 

The pitching coach must use a scouting chart to (1) know what the hitters have done in previous at bats, (2) evaluate strategy, and make the kind of decision that will work to the greatest advantage in the situation.

 

He must also use his expertise based on experience, to locate the hitter's weakness and determine the pitch selection.

 

It is extremely important for the pitchers to realize that their job is one of target practice — aiming for a specific location while getting ahead in the count.  We employ the "L" pattern of target practice and equip the pitcher with a total of nine locations to throw to.

 

We believe that a pitcher, to be successful, must have three types of pitches — fastball, curveball, and change-up — unless one of the pitches is of outstanding quality.  We also teach him to get the hitters out by pitching up and down, in and out, and forward and back.

 

"In and out" means working the hitter inside and outside of the plate.


"Up and down" means working the hitter up and down in a zone.

 

"Forward and back" means getting the hitter off balance with change-ups and off-speed pitches.

 

Strike one is perhaps the most important pitch in baseball. We don't want the pitcher to get behind in the count and then try to get even by coming in with a fatter pitch.

 

If only the fastball is working, the pitcher is usually going to find it difficult to keep the opponents off the bases.

 

The pitcher must also be able to throw strikes with all his pitches.  This is crucial.  He must be able to get his basic pitches over about 65% of the time and get his change-up over about 90% of the time, and the change-up is meant to be hit.

 

He must keep practicing these pitches in the bullpen until he can achieve the requisite percentage of success with them.

 

If, during a game, the pitcher has trouble with his curveball, he should do PFP's (Pitcher's Form Practice) or work on it between innings to get it to work for him.  He needs this pitch.  If he doesn't establish it, the hitters will be sitting on his fastball.

 

Whenever the pitcher falls behind in the count, we invoke "the Rule of 67" — that is, challenge the hitter with the fastball to get ahead in the count or give our defense a chance to make a play.

 

Note:    The "67" refers to the percentage of time that a pitcher can get the batter out by throwing the fastball when behind in the count.

 

However, the best way for a pitcher to avoid such predicaments is by having command of all the pitches and getting ahead in the count.  To avoid being, predictable, the pitcher must be able to throw quality pitches with the curve, change-up, and fastball — keeping the ball down and avoiding ball-3 counts.

 

The Fastball

 

The fastball is the best pitch in baseball, and we teach our pitchers three types of them:  4-seam, cut (2-seam), and running fastball (2-seam).

 

The 4-seam fastball up and in (high and tight) is thrown on an 0-2 or 1-2 count.  We don't want our pitchers to be afraid to throw inside.  We want them to throw the 4-seam fastball on the black (inside of the plate) at the hitter's chin and shoulder zone.

 

If the hitter refuses to climb the ladder after the high and tight pitch, the pitcher can go away on the next pitch.

 

We want our pitcher to throw the 2-seam fastball when ahead or even in the count, and the 4-seam fastball when behind in the count or throwing up and in or up and out.  Remember, the 4-seam fastball is 2 to 4 miles faster than the 2-seam fastball.

 

The running fastball is used by right-handers vs. right-handed hitters or left-handers vs. left-handed hitters to jam the hitter.  The pitch has to be thrown on the inside half of the plate in order to bring it back into the hitter's hands, knees, or letter area. (Hit all locations!)

 

The cut fastball is used to work away from the hitter on the outside half of the plate.  It is considered "hard" stuff and can be very effective when properly thrown.  The pitcher should work on good down location and throw strikes.

 

The "wave" curve is a very successful pitch that is thrown off the plate (down and outside) to get the batter to go fishing, particularly on 0-2 and 1-2 counts.

 

The pitcher has to be real fine with it — avoid slipping it over the plate and giving the hitter a chance to make good aggressive contact.  The curve in the dirt is also an effective pitch.

 

Every pitcher should have a 3-2 pitch that he can call on when needed.  We want him to be aggressive and challenge the hitter with his best pitch.  Note:  His best pitch may vary on any given day.  Our credo is:  Hit the catcher's glove with good "down" location.

 

We want the pitcher to shake off 2-0, 3-1, and optional 3-2 pitches with a bogus shake-off, that will keep the hitter "thinking."

 

Late in the count, we allow him to use a wipe-off sign, to go to a pitch he has more confidence in.

 

We have three patterns with which we go after the hitters:  (1) go right after him, (2) pitch him according to the book, and (3) pitch around him.

 

Absolutes needed by the pitcher:

 

1.  Have faith in the set up routine — gained by execution in the bullpen, and game experience.

2.  Scouting reports.
3.  Command of all pitches.

4.  Good preparation and positioning of the defense.

5.  Good coaching.

6.  Scouting charts will aid pitch selection.

7.  A motivational and knowledgeable catcher.

8.  Getting ahead in the count.

9.  Working fast.

10.  Avoiding 3-ball counts.
11.  Realizing that nothing is infallible, but that our philosophy of pitching will work over the long haul.

 

The sooner a new pitcher buys into the program, the sooner he will achieve success.

 

By  Michael Johnson

Baseball Coach

Chandler (AZ) High School

 

SCHOLASTIC COACH                                                                                                       JANUARY 1995

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