야구 · 레벨 2: 초급 · 하위 레벨 2.3
Throwing and Catching
테스트 10개 · 사실 100개 · 2026년 10월 28일 업데이트 · markdown
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.
아래의 각 테스트는 Insporta의 열 문제로 이루어져 있습니다. 테스트 아래의 목록은 문제가 확인하는 내용으로, 문제마다 사실 하나와 그 사실을 쓴 출처가 있습니다. 테스트 전에 읽어 보거나, 오답을 만난 뒤 다시 찾아와 보세요.
테스트 1Footwork for throws테스트 보기
Shuffling the feet gathers momentum towards the target.
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Moving the back foot into the front foot's spot turns the body in one quick step.
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Pointing the front shoulder lines up the throw.
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The legs and hips give a throw both power and direction.
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Coming through the catch towards the target adds momentum to the throw.
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Throwing against momentum wastes energy and costs accuracy.
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Ranging into the hole, a shortstop may jump and throw across his body.
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Field, replace the feet, line up and throw.
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Longer throws need more steps to build power.
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The back foot takes the front foot's place for a quicker throw.
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테스트 2Arm angles and quick release테스트 보기
A shorter, lower motion gets rid of the ball faster on short throws.
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A quick transfer and release can beat a fast runner.
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Overhand throws carry straight and true over long distances.
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Pure backspin keeps the ball from tailing to one side.
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Short-arming cuts the arm action and often costs velocity.
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Every fraction of a second counts against a stealing runner.
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From close range a firm, short throw is quicker and safer.
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The flip is quickest; the outfield throw takes the most time to build up.
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Catch, transfer, step and a quick throw.
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A lower, shorter arm path saves time on infield throws.
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테스트 3Throwing on the run테스트 보기
Charging slow balls leaves no time to set the feet.
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Without set feet, the arm has to do the aiming.
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A barehanded pick-up saves the time of a transfer.
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Fielding low and moving, an underhand flip comes straight from the pick-up.
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A hurried throw that has no chance often goes wild and gives up an extra base.
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From deep in the hole the throw is long and the body moves the wrong way.
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A chest-high target is easiest to catch and keeps the throw out of the runner's path.
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Charge, scoop, throw in one motion.
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The slower the ball and the farther the fielder must run, the less time he has.
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A slow roller leaves almost no time, so the pick-up and throw become one movement.
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테스트 4Relay and cut-off throws테스트 보기
A throw at head height can be caught or let through quickly.
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Two strong short throws usually beat one long one and keep runners from moving up.
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Turning to the glove side is quicker and keeps the body lined up.
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The fielder covering the base sees the play and shouts 'cut' or 'let it go'.
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'Cut two' tells him to stop the throw and get the runner going to second.
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A low throw on one hop gets there faster and can be cut off.
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A double cut puts two infielders in line, one behind the other.
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One relay through the shortstop gets the ball to third quickly.
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The relay splits one very long throw into two shorter ones.
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Arms up give the outfielder a target for the relay.
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테스트 5Picks and scoops at first테스트 보기
A good scoop saves an error on a throw in the dirt.
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Facing the thrower lets him see the throw's line and get ready to stretch.
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Stretching too early leaves him stuck if the throw is wide.
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He stretches with his glove side towards the throw and keeps the other foot on the bag.
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Stopping the ball comes first; a tag may still get the runner.
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Low throws are common, and every scoop can save a run.
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Soft hands absorb difficult throws rather than letting them bounce out.
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Base, read, stretch, scoop.
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The in-between hop is the hardest of all.
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Glove low at full stretch: he is digging out a throw in the dirt.
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테스트 6The transfer테스트 보기
A quick, clean transfer speeds up every throw.
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The shorter the distance between glove and hand, the faster the throw.
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Finding the seams on the transfer gives a straight, accurate throw.
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Trying to throw before the catch is finished often fumbles the ball.
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Steal throws and double plays leave the least time.
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Rapid catch at close range trains fast, clean transfers.
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A shallow pocket makes it easier to get the ball out quickly.
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Catch, meet, grip, throw.
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The double play turn leaves the least time.
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Glove and hand meet in front of the body for a fast transfer.
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테스트 7Flips and feeds테스트 보기
The feed gives the fielder at second the ball to begin the double play.
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From close range an underhand flip is quick and easy to catch.
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Showing the ball lets the fielder at the base track it.
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Without a transfer, the ball is flipped from the glove to save time.
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A good feed lets the man at second catch and throw in one motion.
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If he is moving to the base anyway, stepping on it himself is fastest.
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A poor feed costs the time needed for the throw to first.
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Six to four to three.
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The farther from the base, the harder the feed needs to be.
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Close to the base, an underhand flip is the quickest feed.
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테스트 8Throwing errors and their causes테스트 보기
Rushing a throw that did not need rushing is a classic error.
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Sidespin, often from a low arm angle, makes a throw tail.
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A slick ball slips out of the hand.
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An airmailed throw sails high over the target.
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Aiming at the receiver's chest gives the most room for error.
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Good fielders forget errors quickly and stay ready.
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A late release drives the throw down.
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Throwing off balance across the body is the riskiest throw.
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An overthrow lets the runner take an extra base and is scored an error.
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A throw sailing over the target is airmailed.
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테스트 9Throws for force plays and tags테스트 보기
On a force the fielder just needs to catch it with a foot on the base.
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A low throw on the runner's side lets the fielder tag him quickly.
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The runner slides in from first, so the tag is put down on that side.
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Putting the glove by the base lets the slide come into the tag.
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A one-hop throw arrives low where the tag must go.
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He catches first, then turns to tag the sliding runner.
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A swipe tag sweeps the glove across the runner's path and back.
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A low throw on the right side makes the tag quick.
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Forces need a foot on the base; non-force plays need a tag.
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Glove down at the base for the sliding runner: a tag play.
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테스트 10Catch-play drills테스트 보기
Partners stand close and throw quickly to train the transfer.
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Fielders at each base throw the ball round the diamond.
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Easy throws first loosen the arm.
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Purposeful catch builds accuracy.
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A batter taps soft grounders to a few fielders standing close.
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Coaches hit fly balls and grounders with a long, light fungo bat.
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A small target makes players aim each throw.
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Warm up close, stretch out, then finish with quick throws.
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Catch needs two, pepper a few, four corners a full infield.
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The fungo is long and light, made for hitting practice balls.
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출처
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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