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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

  1. Shuffling the feet gathers momentum towards the target.

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

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  3. Pointing the front shoulder lines up the throw.

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

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

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  6. Throwing against momentum wastes energy and costs accuracy.

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

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

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  9. Longer throws need more steps to build power.

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

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테스트 2Arm angles and quick release테스트 보기

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

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

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

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

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

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

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

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

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

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

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테스트 3Throwing on the run테스트 보기

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

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

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

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

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

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

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

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  8. Charge, scoop, throw in one motion.

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

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  10. 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

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

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

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

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

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

    출처: General baseball reference · 암기

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

    출처: General baseball reference · 암기

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

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

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

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

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테스트 5Picks and scoops at first테스트 보기

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

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

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

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

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

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

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

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  8. Base, read, stretch, scoop.

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

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

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테스트 6The transfer테스트 보기

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

    출처: General baseball reference · 암기

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

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

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

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

    출처: General baseball reference · 암기

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

    출처: General baseball reference · 암기

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

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  8. Catch, meet, grip, throw.

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  9. The double play turn leaves the least time.

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

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테스트 7Flips and feeds테스트 보기

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

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

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

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

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

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

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

    출처: General baseball reference · 암기

  8. Six to four to three.

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

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

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테스트 8Throwing errors and their causes테스트 보기

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

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

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  3. A slick ball slips out of the hand.

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  4. An airmailed throw sails high over the target.

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

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  6. Good fielders forget errors quickly and stay ready.

    출처: General baseball reference · 암기

  7. A late release drives the throw down.

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

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

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  10. A throw sailing over the target is airmailed.

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테스트 9Throws for force plays and tags테스트 보기

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

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

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

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

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

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

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

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

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

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

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테스트 10Catch-play drills테스트 보기

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

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

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  3. Easy throws first loosen the arm.

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  4. Purposeful catch builds accuracy.

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

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

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  7. A small target makes players aim each throw.

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

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

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  10. 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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