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The
Psychology of the Count
By Paul Workman
The
game of fastpitch, like most other sports, is one of athletic ability and
psychological prowess. Although most would agree that the better
physically conditioned players generally have the greater advantage, it's
important not to underestimate the power of the head game.
The following
discussion assumes that the pitcher is a quality pitcher with various
pitches and the ability to place the ball in location, and the batter is a
successful batter. With that in mind, here are common hitting and pitching
scenarios and reactions to each. Remember, the player with the greater
psychological edge has the advantage.
NO COUNT
FROM THE
BATTER'S POINT OF VIEW:
On the first pitch, the pitcher generally wants to throw a strike. To get
ahead of the batter in the count is what every pitcher strives for and
likewise, to get ahead of the pitcher is what you as the batter wants. We
all feel better when the first pitch is a ball; it gives us that sense of
confidence and advantage that we think makes us hit better. However, more
often that not the first pitch will be a strike.
Pitchers do
not want to throw a meatball, but they so want it close enough to make you
swing or have the umpire call a strike. Therefore, expect a strike. Watch
the comers but also watch for the mistaken down-the-middle fat pitch. Be
prepared to swing. Do not take the first pitch just so you can see the
pitcher, especially after your first at bat. Chances are, if you do take
the first pitch you will be behind in the count. Watch the zone carefully,
expect a curve or a drop, but probably not a rise since they have a
tendency to rise out of the strike zone. Do not expect a change-up on the
first pitch.
FROM THE
PITCHER'S POINT OF VIEW:
The first priority is to get ahead in the count. If you are a confident
pitcher try to throw a pitch on a comer either hoping for a good call from
the umpire or the batter swinging and missing. Most of the time the batter
takes the first pitch, so do not waste this pitch-it should be a strike.
Depending on the game situation and the batter, I've been known to even
call a hard straight fast ball right down the middle just to be sure and
it needs to be heat!
BATTER:
You're behind in the count now, but not too far! Do not panic. Do not
expect a strike. The good pitcher will now try to throw a ball that is
clearly not a strike hoping to get you to chase a bad pitch. If you know
the pitcher, expect her best pitch whether it is a curve, drop, rise, or
even a change-up. Watch the zone carefully! But remember: Some pitchers
may come back with the same pitch that got them the first strike,
especially if you took a called first strike. A pitcher with heat may
throw fast balls until someone hits her.
PITCHER:
If the batter took the first strike as a called strike and looks confused,
you may want to come back with another pitch like the first. With a
confident batter I will send a different pitch but it will not be a
strike. You want the batter to chase that bad pitch so you can go up 0-2.
Come with your best pitch on this count.
0-2 count
BATTER:
Even more than before you are behind in the count. You are now in a
serious situation with the pitcher definitely having the advantage. You
must be extremely careful about the next pitch. It probably will not be a
strike unless you have watched two fast balls go by. A pitcher will be
careful not to serve up a fat pitch under these circumstances. A change-up
is possible, maybe even probable especially if the pitcher normally throws
heat. Another possibility is that pitchers will use this count to try out
new pitches. I suggest that you watch only for the straight fast ball down
the middle, but expect every thing else.
PITCHER:
The pitcher is in the best position of all. You have three balls to get
the batter to chase a bad one, so do not throw a strike. The batter will
probably be expecting a change-up, so you may go with a rise or a drop and
it may be significantly out of the zone. If they do get the bat on it, it
should be a pop-up or grounder-probably high and outside.
BATTER:
Even count low-very hard to predict. There is probably a slight advantage
to the pitcher. The pitcher will risk another ball trying to get you to
chase a bad pitch and you should be willing to risk another strike to
avoid going after that bad pitch. Watch the zone carefully but do not
expect a great pitch. I would expect a pitch with some movement with this
count.
PITCHER:
Even count low. This pitch may be any number of pitches depending on your
ability. You should probably try to be close to a strike but on the
comers; try to get the batter to chase it. You do have the advantage
because you have more balls to give up than the batter has strikes. You
can afford to waste a pitch if necessary to keep it out of the strike
zone.
2-1 count
BATTER:
This, by some measure, is also an even count in that both the pitcher and
the batter have one pitch to sacrifice before being in real trouble.
However, the advantage goes to the batter. I don't think the pitcher will
want to go 3-1 so I believe in most cases you will see a strike (or very
close to a strike). Pitchers will throw perhaps their best pitch. Be
prepared to go after that good pitch in your location.
PITCHER:
You are a little behind now and you must get a pitch across that is seen
as a strike to both the batter and the umpire. You may risk going 3-1 but
only if the game situation warrants it. To be safe, you should throw a
strike or a good pitch with movement to get the batter to chase it and go
2-2.
2-2 count
BATTER:
Even count high-hard to predict. I think the pitcher has the advantage in
this situation. The pitcher is willing to accept another ball trying to
get you to swing at a bad pitch. Chances are the pitch will not be a
strike, certainly not a straight fast ball down the middle. The pitcher
will be shooting for the comers. Watch the zone carefully and be prepared
for anything, even a change-up.
PITCHER:
Even count high. The pitcher has the advantage because you have a ball to
give up whereas the batter cannot afford to watch anymore strikes go by.
The pitch should be close to a strike but should probably be outside the
zone. Under some circumstances you may want to throw a change-up here or
perhaps a good rise ball.
1-2 count
BATTER:
The pitcher is in the best position of all. Unlike when the count is 0-2
and the likelihood of a strike is low, with this count the pitcher may
even come with a straight fast ball hoping to catch you off guard. I think
most pitchers want to close the book on this count, so look for a strike
on their best pitch. T"his count is the hardest to predict and
requires the greatest concentration on the zone.
PITCHER:
This is my favorite count for a pitcher. You have the most flexibility and
the batter does not have any idea what's coming. This ball will not be a
strike but should look like it. Rise, drop, or curve is the best pitch
here. Throw a fast ball if the batter watched the first two go by, or even
a change-up if your fast ball is working good.
1-0 count
BATTER:
A good confident pitcher will not panic with this count. Do not,
therefore, necessarily expect a fast pitch. The pitcher may even be
willing to accept another ball in the hopes of getting you to chase a bad
pitch. This would be a good time for a curve drop or straight drop
depending on the pitcher's pitching ability. Concentrate on getting that
mistaken fat pitch. A less confident pitcher may indeed serve that fat
pitch to try to even the count. Know the pitcher!
PITCHER:
Although you are behind in the count, do not give up a fat pitch. Go with
your best pitch here and try to catch the comer. It would be better to be
down 2-0 than to serve the meatball for a homer. Nothing fancy though,
just a good pitch with movement.
2-0 count
BATTER:
This is the batter's best situation. The pitcher does not want to go
3&0 so she is likely to throw a strike, coming with her best pitch.
She will definitely tighten the location close enough to a strike to avoid
uncertainty in the umpire's mind. Expect a pitch that is a strike or very
nearly a strike. Normally, you would not see a change-up or other exotic
pitch in this situation because the pitcher wants to be back in control of
the situation. Look for this to be a good pitch and one that is hittable.
Be aggressive on this count.
PITCHER:
You now must throw a strike. You definitely do not want to go 3-0, so you
must have the batter and the umpire seeing strike. Probably a hard
straight fast ball would be the best pitch to throw, or maybe a slight
rise ball, but only one that is well placed.
3-0 count
BATTER:
The pitcher is in trouble. The next pitch will be to get out of trouble,
and will most likely be a straight fast ball down the middle to obtain
that first strike. The pitcher will be expecting you to take the pitch;
she does not want to chance a bad call from the umpire and walk you,
especially if you are the leadoff batter. Do not necessarily take this
pitch. If she serves up a fat pitch and you like the location, go for it.
Decide ahead of time where you best pitch is and determine that it is the
only location at which you will swing at the ball. Take the rest. Don't
ground out, fly out, or worse, foul out on a strike that is not in your
specific location. This takes discipline and control. Expect this pitch to
be your pitch and be prepared to go after it, but again don't go after it
if it is not in your location. You are better off taking the strike and
hoping for a better pitch on
3- 1 count
PITCHER:
You are in trouble now. Whether the umpire is not calling the comers or
you can't hit the zone doesn't matter. You must now throw a good pitch.
Even though you know the batter is looking for a strike, in most cases
they will take the pitch and give you a free strike. Throw a hard fast
ball down the middle.
3-1 count
BATTER:
A confident pitcher knows she must throw a good enough pitch to make you
go after it but it may not necessarily be a strike, especially if you are
not the lead-off batter, there are no runners on, two outs, and the
pitcher's team is ahead in the game. I would expect a close pitch and I
would look for my location and risk the count going full rather than go
after a ball.
PITCHER:
Still somewhat in trouble, you must continue to throw strikes. Certainly
they need to look like strikes. If one of your pitches is working good and
the game situation warrants it, you may want to throw a pitch with
movement.
3-2 count
BATTER:
This, like the even count high, is hard to predict. However, the batter
has the advantage. Certainly, the pitcher wants you to go after whatever
pitch she throws but does not want to serve up the fat pitch. It will
almost have to be a strike. This again is tempered by the game situation
and your own at-bat situation. For example, if your first two strikes were
on high fast balls, expect that you may see a rise. If you have a tendency
to go after high balls, be especially careful Also, you must avoid
compensation. The pitcher may throw a drop thinking you will over
compensate and go after a low pitch.
PITCHER:
This count is the ultimate test of wills. You must throw what appears to
be a strike and the batter Must swing or risk going down looking. This
must be your best pitch and the placement must be good.
The
psychology of the count is a complex study in people, situations,
strategy, and confidence, both in yourself as the batter, and the pitcher.
Every at-bat is different and the rules above do not apply in all cases.
The important thing is that, as a batter, you study the situation and the
pitcher and make decisions based on that study. Decide before you step
into the box what the pitcher will throw and watch you thim for that
pitch. You must know how good the pitcher is, what her best pitch is, what
the situation is, how the umpire is calling game sit strikes, who is on
base, how many outs there are, and what the score is. Do not step into the
box wondering what the pitcher will pitch! At least understand the
situation and determine to your best ability what to expect.
Notice that
throughout this discussion I have stated that you must watch the zone. The
ability to determine in that split second whether a pitch is in or out of
the zone is very hard to obtain. Do not be discouraged it if takes a while
for you to get it or if you have periods of slump. Even pro baseball
players who practice four to six hours a day and play 160 games a season
still have trouble determining the zone. Sometimes you will be right,
sometimes you will be wrong. The secret is to be right most of the time.
Try this
exercise. While sitting alone, visualize the ball being released by the
pitcher and coming toward you. Visualize balls in the zone as well as
balls outside of the zone. Try to add drops, curves, rises, change-ups,
and fast balls. Focus on release and rotation. Then, when hitting in
practice, try to put the exercise into your mind as you hit.
If you do not
already know what your best pitch location is, determine it! Begin to
discipline yourself to look for that pitch. Make your own notes about
which pitches you get the best hits on, because these are the ones you see
the best. You have very little time to make a hitting decision while in
the box. From the release to the plate is about one half second. You must,
therefore, know ahead of time what pitch you like and have your mind and
body trained to look for that pitch.
Remember, as
pitcher your main goal is to fool the batter to give her nothing decent at
which to swing, all the while getting strikes called. Short of that you
want her to hit pop-ups or grounders. To do this you must be sure that the
batter is off guard as much as possible. Try to get ahead in the count so
that you can keep her guessing about what's coming next.
Study the
opponents between innings. Know and understand who the good hitters are
and throw your pitches accordingly. If you throw a high and inside to
someone and they kill it, then the next time you will want to avoid that
location.
The
head game is the best game fastpitch has to offer. Learn it and have more
fun.
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