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.
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
- 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.
- 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.
- 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.
- 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).
- Pitchers are fully warm through their throwing programme before the first at-bat.
How it runs
- The coach names the hitter and the situation (for example 'power hitter, runner on second, one out').
- The catcher calls each pitch and location with signs; the pitcher may shake once, but must say why after the at-bat.
- The coach or catcher calls each result honestly: ball, strike, foul, or 'hit hard' if the pitch missed badly over the middle.
- 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?
- 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.