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Baseball · Level 2: Elementary · Sub-level 2.3

Throwing and Catching

10 tests · 100 facts · updated 28 October 2026 · markdown

Most outs in baseball depend on a clean catch and an accurate throw, and both start with the feet. A fielder shuffles to gather momentum, replaces his front foot with his back foot to turn quickly, and points his front shoulder at the target, since the legs and hips give a throw its power and direction. Overhand throws with pure backspin carry straight over long distances, while a shorter, lower arm path saves time on infield throws.

Between catch and throw comes the transfer: glove and hand meet in front of the body, and the shorter the distance between them, the faster the throw. On long hits, outfielders throw to a relay man, because two strong short throws usually beat one long one, and the fielder covering the base calls 'cut' or 'let it go'. At first base, a good scoop of a throw in the dirt saves an error. Close to a base, an underhand flip is the quickest feed for a double play, and a force needs only a foot on the base, while a tag play needs the glove down where the runner slides.

The facts below cover footwork, arm angles and quick release, throwing on the run, relays and cut-offs, scoops at first, the transfer, flips and feeds, throwing errors, force and tag plays, and catch-play drills such as pepper and four corners.

Each test below is ten questions on Insporta. The list under a test is what the questions check: one fact per question, with the source it was written from. Read it before the test, or come back from a wrong answer.

Test 1Footwork for throwsTake a test

  1. Shuffling the feet gathers momentum towards the target.

    Source: General baseball reference · recall

  2. Moving the back foot into the front foot's spot turns the body in one quick step.

    Source: General baseball reference · recall

  3. Pointing the front shoulder lines up the throw.

    Source: General baseball reference · recall

  4. The legs and hips give a throw both power and direction.

    Source: General baseball reference · recall

  5. Coming through the catch towards the target adds momentum to the throw.

    Source: General baseball reference · recall

  6. Throwing against momentum wastes energy and costs accuracy.

    Source: General baseball reference · recall

  7. Ranging into the hole, a shortstop may jump and throw across his body.

    Source: General baseball reference · recall

  8. Field, replace the feet, line up and throw.

    Source: General baseball reference · applied

  9. Longer throws need more steps to build power.

    Source: General baseball reference · applied

  10. The back foot takes the front foot's place for a quicker throw.

    Source: General baseball reference · applied

Test 2Arm angles and quick releaseTake a test

  1. A shorter, lower motion gets rid of the ball faster on short throws.

    Source: General baseball reference · recall

  2. A quick transfer and release can beat a fast runner.

    Source: General baseball reference · recall

  3. Overhand throws carry straight and true over long distances.

    Source: General baseball reference · recall

  4. Pure backspin keeps the ball from tailing to one side.

    Source: General baseball reference · recall

  5. Short-arming cuts the arm action and often costs velocity.

    Source: General baseball reference · recall

  6. Every fraction of a second counts against a stealing runner.

    Source: General baseball reference · recall

  7. From close range a firm, short throw is quicker and safer.

    Source: General baseball reference · recall

  8. The flip is quickest; the outfield throw takes the most time to build up.

    Source: General baseball reference · applied

  9. Catch, transfer, step and a quick throw.

    Source: General baseball reference · applied

  10. A lower, shorter arm path saves time on infield throws.

    Source: General baseball reference · applied

Test 3Throwing on the runTake a test

  1. Charging slow balls leaves no time to set the feet.

    Source: General baseball reference · recall

  2. Without set feet, the arm has to do the aiming.

    Source: General baseball reference · recall

  3. A barehanded pick-up saves the time of a transfer.

    Source: General baseball reference · recall

  4. Fielding low and moving, an underhand flip comes straight from the pick-up.

    Source: General baseball reference · recall

  5. A hurried throw that has no chance often goes wild and gives up an extra base.

    Source: General baseball reference · recall

  6. From deep in the hole the throw is long and the body moves the wrong way.

    Source: General baseball reference · recall

  7. A chest-high target is easiest to catch and keeps the throw out of the runner's path.

    Source: General baseball reference · recall

  8. Charge, scoop, throw in one motion.

    Source: General baseball reference · applied

  9. The slower the ball and the farther the fielder must run, the less time he has.

    Source: General baseball reference · applied

  10. A slow roller leaves almost no time, so the pick-up and throw become one movement.

    Source: General baseball reference · applied

Test 4Relay and cut-off throwsTake a test

  1. A throw at head height can be caught or let through quickly.

    Source: General baseball reference · recall

  2. Two strong short throws usually beat one long one and keep runners from moving up.

    Source: General baseball reference · recall

  3. Turning to the glove side is quicker and keeps the body lined up.

    Source: General baseball reference · recall

  4. The fielder covering the base sees the play and shouts 'cut' or 'let it go'.

    Source: General baseball reference · recall

  5. 'Cut two' tells him to stop the throw and get the runner going to second.

    Source: General baseball reference · recall

  6. A low throw on one hop gets there faster and can be cut off.

    Source: General baseball reference · recall

  7. A double cut puts two infielders in line, one behind the other.

    Source: General baseball reference · recall

  8. One relay through the shortstop gets the ball to third quickly.

    Source: General baseball reference · applied

  9. The relay splits one very long throw into two shorter ones.

    Source: General baseball reference · applied

  10. Arms up give the outfielder a target for the relay.

    Source: General baseball reference · applied

Test 5Picks and scoops at firstTake a test

  1. A good scoop saves an error on a throw in the dirt.

    Source: General baseball reference · recall

  2. Facing the thrower lets him see the throw's line and get ready to stretch.

    Source: General baseball reference · recall

  3. Stretching too early leaves him stuck if the throw is wide.

    Source: General baseball reference · recall

  4. He stretches with his glove side towards the throw and keeps the other foot on the bag.

    Source: General baseball reference · recall

  5. Stopping the ball comes first; a tag may still get the runner.

    Source: General baseball reference · recall

  6. Low throws are common, and every scoop can save a run.

    Source: General baseball reference · recall

  7. Soft hands absorb difficult throws rather than letting them bounce out.

    Source: General baseball reference · recall

  8. Base, read, stretch, scoop.

    Source: General baseball reference · applied

  9. The in-between hop is the hardest of all.

    Source: General baseball reference · applied

  10. Glove low at full stretch: he is digging out a throw in the dirt.

    Source: General baseball reference · applied

Test 6The transferTake a test

  1. A quick, clean transfer speeds up every throw.

    Source: General baseball reference · recall

  2. The shorter the distance between glove and hand, the faster the throw.

    Source: General baseball reference · recall

  3. Finding the seams on the transfer gives a straight, accurate throw.

    Source: General baseball reference · recall

  4. Trying to throw before the catch is finished often fumbles the ball.

    Source: General baseball reference · recall

  5. Steal throws and double plays leave the least time.

    Source: General baseball reference · recall

  6. Rapid catch at close range trains fast, clean transfers.

    Source: General baseball reference · recall

  7. A shallow pocket makes it easier to get the ball out quickly.

    Source: General baseball reference · recall

  8. Catch, meet, grip, throw.

    Source: General baseball reference · applied

  9. The double play turn leaves the least time.

    Source: General baseball reference · applied

  10. Glove and hand meet in front of the body for a fast transfer.

    Source: General baseball reference · applied

Test 7Flips and feedsTake a test

  1. The feed gives the fielder at second the ball to begin the double play.

    Source: General baseball reference · recall

  2. From close range an underhand flip is quick and easy to catch.

    Source: General baseball reference · recall

  3. Showing the ball lets the fielder at the base track it.

    Source: General baseball reference · recall

  4. Without a transfer, the ball is flipped from the glove to save time.

    Source: General baseball reference · recall

  5. A good feed lets the man at second catch and throw in one motion.

    Source: General baseball reference · recall

  6. If he is moving to the base anyway, stepping on it himself is fastest.

    Source: General baseball reference · recall

  7. A poor feed costs the time needed for the throw to first.

    Source: General baseball reference · recall

  8. Six to four to three.

    Source: General baseball reference · applied

  9. The farther from the base, the harder the feed needs to be.

    Source: General baseball reference · applied

  10. Close to the base, an underhand flip is the quickest feed.

    Source: General baseball reference · applied

Test 8Throwing errors and their causesTake a test

  1. Rushing a throw that did not need rushing is a classic error.

    Source: General baseball reference · recall

  2. Sidespin, often from a low arm angle, makes a throw tail.

    Source: General baseball reference · recall

  3. A slick ball slips out of the hand.

    Source: General baseball reference · recall

  4. An airmailed throw sails high over the target.

    Source: General baseball reference · recall

  5. Aiming at the receiver's chest gives the most room for error.

    Source: General baseball reference · recall

  6. Good fielders forget errors quickly and stay ready.

    Source: General baseball reference · recall

  7. A late release drives the throw down.

    Source: General baseball reference · recall

  8. Throwing off balance across the body is the riskiest throw.

    Source: General baseball reference · applied

  9. An overthrow lets the runner take an extra base and is scored an error.

    Source: General baseball reference · applied

  10. A throw sailing over the target is airmailed.

    Source: General baseball reference · applied

Test 9Throws for force plays and tagsTake a test

  1. On a force the fielder just needs to catch it with a foot on the base.

    Source: General baseball reference · recall

  2. A low throw on the runner's side lets the fielder tag him quickly.

    Source: General baseball reference · recall

  3. The runner slides in from first, so the tag is put down on that side.

    Source: General baseball reference · recall

  4. Putting the glove by the base lets the slide come into the tag.

    Source: General baseball reference · recall

  5. A one-hop throw arrives low where the tag must go.

    Source: General baseball reference · recall

  6. He catches first, then turns to tag the sliding runner.

    Source: General baseball reference · recall

  7. A swipe tag sweeps the glove across the runner's path and back.

    Source: General baseball reference · recall

  8. A low throw on the right side makes the tag quick.

    Source: General baseball reference · applied

  9. Forces need a foot on the base; non-force plays need a tag.

    Source: General baseball reference · applied

  10. Glove down at the base for the sliding runner: a tag play.

    Source: General baseball reference · applied

Test 10Catch-play drillsTake a test

  1. Partners stand close and throw quickly to train the transfer.

    Source: General baseball reference · recall

  2. Fielders at each base throw the ball round the diamond.

    Source: General baseball reference · recall

  3. Easy throws first loosen the arm.

    Source: General baseball reference · recall

  4. Purposeful catch builds accuracy.

    Source: General baseball reference · recall

  5. A batter taps soft grounders to a few fielders standing close.

    Source: General baseball reference · recall

  6. Coaches hit fly balls and grounders with a long, light fungo bat.

    Source: General baseball reference · recall

  7. A small target makes players aim each throw.

    Source: General baseball reference · recall

  8. Warm up close, stretch out, then finish with quick throws.

    Source: General baseball reference · applied

  9. Catch needs two, pepper a few, four corners a full infield.

    Source: General baseball reference · applied

  10. The fungo is long and light, made for hitting practice balls.

    Source: General baseball reference · applied

Questions people ask

How do you throw a baseball more accurately?
Point the front shoulder at the target and let the legs and hips drive the throw. Gripping across the seams gives pure backspin, which keeps the ball from tailing to one side.
What is a relay throw?
A relay splits one very long throw from the outfield into two shorter ones through an infielder. Two strong short throws usually beat one long one and keep runners from moving up.
What does 'cut' mean on a cut-off throw?
The fielder covering the base sees the play and shouts 'cut' to have the throw stopped, or 'let it go' to let it through. 'Cut two' tells him to stop the throw and go after the runner heading to second.
How does a first baseman scoop a low throw?
He faces the thrower, waits to read the throw before stretching, and keeps one foot on the bag while reaching with the glove side. Soft hands absorb the ball instead of letting it bounce out.
What is an airmailed throw?
An airmailed throw sails high over the target. An early release sends a throw up, while a late release drives it down.
What is the difference between a force play and a tag play?
On a force the fielder only needs to catch the ball with a foot on the base. If the runner is not forced, the fielder must tag him, usually with the glove down by the base.
What is a fungo bat?
A fungo is a long, light bat that coaches use to hit fly balls and grounders in practice. It is made for hitting practice balls, not for games.

Sources

General baseball references, WBSC and league material, coaching manuals; original questions authored, nothing reproduced. Numbered rules belong to the Rules category.

  • General baseball reference100