# Throwing and Catching · Baseball Level 2: Elementary

Baseball · Level 2: Elementary · Insporta Book (https://book.insporta.app/baseball/level-2/throwing-and-catching/)

Footwork, arm angles and quick release, throwing on the run, relays and cut-offs, scoops at first, the transfer, flips and feeds, throwing errors, throws for force and tag plays, and catch-play drills.

## Test 1: Footwork for throws

- Shuffling the feet gathers momentum towards the target. (Source: General baseball reference)
- Moving the back foot into the front foot's spot turns the body in one quick step. (Source: General baseball reference)
- Pointing the front shoulder lines up the throw. (Source: General baseball reference)
- The legs and hips give a throw both power and direction. (Source: General baseball reference)
- Coming through the catch towards the target adds momentum to the throw. (Source: General baseball reference)
- Throwing against momentum wastes energy and costs accuracy. (Source: General baseball reference)
- Ranging into the hole, a shortstop may jump and throw across his body. (Source: General baseball reference)
- Field, replace the feet, line up and throw. (Source: General baseball reference)
- Longer throws need more steps to build power. (Source: General baseball reference)
- The back foot takes the front foot's place for a quicker throw. (Source: General baseball reference)

## Test 2: Arm angles and quick release

- A shorter, lower motion gets rid of the ball faster on short throws. (Source: General baseball reference)
- A quick transfer and release can beat a fast runner. (Source: General baseball reference)
- Overhand throws carry straight and true over long distances. (Source: General baseball reference)
- Pure backspin keeps the ball from tailing to one side. (Source: General baseball reference)
- Short-arming cuts the arm action and often costs velocity. (Source: General baseball reference)
- Every fraction of a second counts against a stealing runner. (Source: General baseball reference)
- From close range a firm, short throw is quicker and safer. (Source: General baseball reference)
- The flip is quickest; the outfield throw takes the most time to build up. (Source: General baseball reference)
- Catch, transfer, step and a quick throw. (Source: General baseball reference)
- A lower, shorter arm path saves time on infield throws. (Source: General baseball reference)

## Test 3: Throwing on the run

- Charging slow balls leaves no time to set the feet. (Source: General baseball reference)
- Without set feet, the arm has to do the aiming. (Source: General baseball reference)
- A barehanded pick-up saves the time of a transfer. (Source: General baseball reference)
- Fielding low and moving, an underhand flip comes straight from the pick-up. (Source: General baseball reference)
- A hurried throw that has no chance often goes wild and gives up an extra base. (Source: General baseball reference)
- From deep in the hole the throw is long and the body moves the wrong way. (Source: General baseball reference)
- A chest-high target is easiest to catch and keeps the throw out of the runner's path. (Source: General baseball reference)
- Charge, scoop, throw in one motion. (Source: General baseball reference)
- The slower the ball and the farther the fielder must run, the less time he has. (Source: General baseball reference)
- A slow roller leaves almost no time, so the pick-up and throw become one movement. (Source: General baseball reference)

## Test 4: Relay and cut-off throws

- A throw at head height can be caught or let through quickly. (Source: General baseball reference)
- Two strong short throws usually beat one long one and keep runners from moving up. (Source: General baseball reference)
- Turning to the glove side is quicker and keeps the body lined up. (Source: General baseball reference)
- The fielder covering the base sees the play and shouts 'cut' or 'let it go'. (Source: General baseball reference)
- 'Cut two' tells him to stop the throw and get the runner going to second. (Source: General baseball reference)
- A low throw on one hop gets there faster and can be cut off. (Source: General baseball reference)
- A double cut puts two infielders in line, one behind the other. (Source: General baseball reference)
- One relay through the shortstop gets the ball to third quickly. (Source: General baseball reference)
- The relay splits one very long throw into two shorter ones. (Source: General baseball reference)
- Arms up give the outfielder a target for the relay. (Source: General baseball reference)

## Test 5: Picks and scoops at first

- A good scoop saves an error on a throw in the dirt. (Source: General baseball reference)
- Facing the thrower lets him see the throw's line and get ready to stretch. (Source: General baseball reference)
- Stretching too early leaves him stuck if the throw is wide. (Source: General baseball reference)
- He stretches with his glove side towards the throw and keeps the other foot on the bag. (Source: General baseball reference)
- Stopping the ball comes first; a tag may still get the runner. (Source: General baseball reference)
- Low throws are common, and every scoop can save a run. (Source: General baseball reference)
- Soft hands absorb difficult throws rather than letting them bounce out. (Source: General baseball reference)
- Base, read, stretch, scoop. (Source: General baseball reference)
- The in-between hop is the hardest of all. (Source: General baseball reference)
- Glove low at full stretch: he is digging out a throw in the dirt. (Source: General baseball reference)

## Test 6: The transfer

- A quick, clean transfer speeds up every throw. (Source: General baseball reference)
- The shorter the distance between glove and hand, the faster the throw. (Source: General baseball reference)
- Finding the seams on the transfer gives a straight, accurate throw. (Source: General baseball reference)
- Trying to throw before the catch is finished often fumbles the ball. (Source: General baseball reference)
- Steal throws and double plays leave the least time. (Source: General baseball reference)
- Rapid catch at close range trains fast, clean transfers. (Source: General baseball reference)
- A shallow pocket makes it easier to get the ball out quickly. (Source: General baseball reference)
- Catch, meet, grip, throw. (Source: General baseball reference)
- The double play turn leaves the least time. (Source: General baseball reference)
- Glove and hand meet in front of the body for a fast transfer. (Source: General baseball reference)

## Test 7: Flips and feeds

- The feed gives the fielder at second the ball to begin the double play. (Source: General baseball reference)
- From close range an underhand flip is quick and easy to catch. (Source: General baseball reference)
- Showing the ball lets the fielder at the base track it. (Source: General baseball reference)
- Without a transfer, the ball is flipped from the glove to save time. (Source: General baseball reference)
- A good feed lets the man at second catch and throw in one motion. (Source: General baseball reference)
- If he is moving to the base anyway, stepping on it himself is fastest. (Source: General baseball reference)
- A poor feed costs the time needed for the throw to first. (Source: General baseball reference)
- Six to four to three. (Source: General baseball reference)
- The farther from the base, the harder the feed needs to be. (Source: General baseball reference)
- Close to the base, an underhand flip is the quickest feed. (Source: General baseball reference)

## Test 8: Throwing errors and their causes

- Rushing a throw that did not need rushing is a classic error. (Source: General baseball reference)
- Sidespin, often from a low arm angle, makes a throw tail. (Source: General baseball reference)
- A slick ball slips out of the hand. (Source: General baseball reference)
- An airmailed throw sails high over the target. (Source: General baseball reference)
- Aiming at the receiver's chest gives the most room for error. (Source: General baseball reference)
- Good fielders forget errors quickly and stay ready. (Source: General baseball reference)
- A late release drives the throw down. (Source: General baseball reference)
- Throwing off balance across the body is the riskiest throw. (Source: General baseball reference)
- An overthrow lets the runner take an extra base and is scored an error. (Source: General baseball reference)
- A throw sailing over the target is airmailed. (Source: General baseball reference)

## Test 9: Throws for force plays and tags

- On a force the fielder just needs to catch it with a foot on the base. (Source: General baseball reference)
- A low throw on the runner's side lets the fielder tag him quickly. (Source: General baseball reference)
- The runner slides in from first, so the tag is put down on that side. (Source: General baseball reference)
- Putting the glove by the base lets the slide come into the tag. (Source: General baseball reference)
- A one-hop throw arrives low where the tag must go. (Source: General baseball reference)
- He catches first, then turns to tag the sliding runner. (Source: General baseball reference)
- A swipe tag sweeps the glove across the runner's path and back. (Source: General baseball reference)
- A low throw on the right side makes the tag quick. (Source: General baseball reference)
- Forces need a foot on the base; non-force plays need a tag. (Source: General baseball reference)
- Glove down at the base for the sliding runner: a tag play. (Source: General baseball reference)

## Test 10: Catch-play drills

- Partners stand close and throw quickly to train the transfer. (Source: General baseball reference)
- Fielders at each base throw the ball round the diamond. (Source: General baseball reference)
- Easy throws first loosen the arm. (Source: General baseball reference)
- Purposeful catch builds accuracy. (Source: General baseball reference)
- A batter taps soft grounders to a few fielders standing close. (Source: General baseball reference)
- Coaches hit fly balls and grounders with a long, light fungo bat. (Source: General baseball reference)
- A small target makes players aim each throw. (Source: General baseball reference)
- Warm up close, stretch out, then finish with quick throws. (Source: General baseball reference)
- Catch needs two, pepper a few, four corners a full infield. (Source: General baseball reference)
- The fungo is long and light, made for hitting practice balls. (Source: General baseball reference)

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

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