Baseball · Pitching · Decision-making

Pitch sequencing and pitching plans

Pitcher and catcher build a plan for each hitter, then throw simulated at-bats where every pitch has a count, a purpose and a location.

plan: FB away, CH down, FB inPCBCO
Start / 6
Time
30 min
Players
3–8
Age
U16+
Area
Bullpen or mound
Equipment
24 baseballs (bucket)1 home plate and mound2 full catcher's gear per catcher2 batting helmets1 whiteboard or plan cards1 pitch-count chart

Setup

  1. Before throwing, pitcher and catcher spend 5 minutes on a plan for three made-up hitters: for example a pull-happy power hitter, a slap-and-run left-hander and a patient leadoff hitter.
  2. For each hitter write: the pitch to start with, the pitch to get ahead, the put-away pitch and where the hitter is most dangerous.
  3. Catcher in full gear (helmet with mask, throat guard, chest protector, shin guards, cup). A stand-in batter in a helmet stands in the box and tracks pitches without swinging.
  4. Set the pitch limit first. The pitches here count towards the day's total and rest days, same as a game (Pitch Smart or your national body's guidelines).
  5. Pitchers are fully warm through their throwing programme before the first at-bat.

How it runs

  1. The coach names the hitter and the situation (for example 'power hitter, runner on second, one out').
  2. The catcher calls each pitch and location with signs; the pitcher may shake once, but must say why after the at-bat.
  3. The coach or catcher calls each result honestly: ball, strike, foul, or 'hit hard' if the pitch missed badly over the middle.
  4. Play the count out to a strikeout, walk or 'ball in play' call, then talk for 30 seconds: did the sequence follow the plan, and what did the hitter see?
  5. Swap the batter to the other side every at-bat. Run 5–7 at-bats or until the pitch limit, whichever comes first.

Coaching points

  • Strike one is the biggest pitch in the at-bat. Start with the pitch you command best, usually a fastball low or to the glove side.
  • Change the hitter's eye level and speed: fastball up after a change-up down, or in after away. Same location twice in a row is fine when the hitter shows they cannot cover it.
  • Ahead in the count (0-2, 1-2): expand. Throw to a spot just off the plate or below the knees, not a pitch in the middle 'to finish it'.
  • Behind in the count (2-0, 3-1): throw the pitch most likely to be a strike, and keep it out of the middle-in power zone.
  • Use the hitter's swing: a late swing means more fastballs; a hitter out in front gets the change-up.
  • Pitcher and catcher own the plan together. The catcher tracks what the hitter has seen; the pitcher commits fully to the pitch once they agree.

Common mistakes

  • Throwing the same pitch to the same spot all at-bat, so the hitter times it.
  • Throwing a 'waste' pitch so far off the plate that no hitter would chase it.
  • Going to the breaking ball every time the count is 0-2, so the hitter can sit on it.
  • Shaking off signs without a reason, slowing the pace.
  • Forgetting the situation: pitching for a strikeout with a runner on third and fewer than two outs when a ground ball to the infield also works.

Say it: “Strike one, change the eye level, expand when ahead.”

Make it harder

  • Live hitters swing (helmets on, catcher in full gear); the pitcher must still stick to the plan.
  • The coach changes the situation mid-at-bat, for example a runner steals second and the base is open.
  • Pitcher calls their own game for one at-bat and explains each pitch afterwards.

Make it easier

  • Use only two pitches: fastball and change-up.
  • Give the sequence in advance for each count, so the pitcher focuses on location.
  • Start every at-bat at 0-0 with no runners.

Pairs well with

Reviewed by the Sportdify coaching team.