Factors that affect a starter's performance

Azam Shah At the time of his earliest contributions to WebBall, Azam Shah was a pitching coach for college players during the summer and was involved with the AABC league. Azam has seen 80-year-old men strike out major leaguers, and young arms that can throw 90+ mph who get hammered. Coach Shah more recently coached a Little League World Series team for six months, setting a new record by sending the only team ever to the series without allowing a run. (Click to close.)
by Azam Shah
What makes a pitcher a starter. Is it mental make-up, pitch selection, read on the batter, endurance? In this 3-[part series coach Shah explores some possibilities.
How does pitch selection change during the game?
For a starting pitcher, start and stay with the fastball and its variations. Many coaches teach young pitchers a curve or some other breaking ball, not realizing there are many different fastballs:
- Four-seam - usually used to run in on the hands of the batter, with better control because of increased friction during flight.
- Two-seam - used to gain movement on the ball to throw strikes. Obviously it will not move as much as a knuckleball or curve, but it will move enough to disrupt a hitter's feel for the fastball. (Hitters who rely on the batting cage for fastball practice only face a fastball that doesn't move.)
- Cut fastball - held off center and thrown with fastball mechanics. The ball usually has one big break before it reaches the plate - especially useful as a good strike-out or 'get ahead' pitch. Even a major league pitcher who can throw 95+ mph needs this movement, despite his dominant speed.
With these fastballs, a pitcher can present potentially dozens of different variations in location - i.e. a 2-seamer running in then out, a 4 seamer coming from behind the batter to the hands, etc. Unless the starter has no command over a fastball, he should rely on the fastball and its variations for 80% of his game. The other 20% can be used to throw pitches that upset the hitter's timing, memory, and ability to hit the fastball.
[Ed. note: See the pages on Pitch Grip for how to throw these and other fastball variations.]
Can a game face really affect the game?
Often ridiculed as one of the lesser priorities, in reality it can make a world of difference. Human senses can easily pick up on emotion. (An example: you'd never ask you dad for a raise in your allowance when he comes home angry.) In baseball, you never want a pitcher to show too much NEGATIVE emotion (arguing with the umpire, or making astonished faces at a seemingly unfair call). Signs of frustration and anger after a well hit ball are also in the 'no-no' category. These emotions could effect the play of the umpires, batters and opposing coaches.
The key is to develop a perfectly neutral game face. Showing no expression on any strikes, balls, outs, called strikeouts or walks can play a psychological game with the umpire - if called balls do nothing to phase the pitcher, close calls may be in your favor. This also works on the opposing team. When the pitcher doesn't show a single drop of emotion, the opposing team has no idea whether they are getting to him. Even after a well hit ball, they have no idea whether they can accomplish such a feat again.
Can working quickly affect game outcome?
Make the decision on your next pitch before the batter even has a chance to get settled. This quick rhythm is a skill that must be practiced to work effectively. Working fast alone will not get the job done. Often pitchers try to work fast by making a complex pattern of movement, but any pattern can be 'hacked into' very quickly and easily. Instead, keep the batters guessing. Make sure as a pitcher not to fall into a subconscious pattern. Thus, working quickly means to choose each pitch quickly and decisively, no second-guessing - a very difficult skill to acquire and very easy to mess up.
Pitching quickly is also great for team morale - they'll believe they're performing well because they can get out of the defensive half of the inning quickly and get to bat. Another result: opposing batters will have a tough time getting the feel of the pitcher, as he is working too fast for the batters to think through the strategy.
[Ed. note: Here's an added thought on this questions from another WebBall visitor (Rick Wolff) who agrees with the work-fast approach but... "There are times when it is beneficial to take more time, e.g. when holding runners on base. Actually it seems to work best if the amount of time varies when holding a runner on, but at least once per batter the pitcher benefits by freezing the runner with a longer set position." WebBall adds that this means the next pitch is still planned early, just delivery timing is changed.]
What are a starting pitcher's early priorities?
Test the boundaries of the strike zone as the umpire will call it. By the end of the first inning, the pitcher should at least have a good idea of the umpire's take on the strike zone, and an idea of the type of batters that they have to face. With knowledge of the umpire's strike zone at hand, the pitcher has anadvantage over all batters at least their first time up. Usually this advantage can last longer, because each batter will usually only get at least three at-bats per game. The pitcher uses this knowledge to his advantage, because it gives him the ability to catch the edge of the strike zone.
This doesn't mean catch the tip of the legal strike zone, but to catch the tip of the umpire's called strike zone, which is almost always different. A warning: make sure this part of the strike zone is where the pitcher wants to throw the ball! Pitchers trying to catch an edge of the strike zone could put the ball in the power zone of the batter (high and tight for righties, low and away for lefties predominantly).
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