Pitch Calling Guide
Complete framework for calling pitches at the 14U level and beyond
Guide Contents
1. Core Philosophy
"The main goal of calling pitches is to put your pitcher in a position of dominance over the hitter." — Cindy Bristow, Coaches Insider
The Three S's of Pitching
College coaches reference three pillars that every pitch is built on:
- Speed — Velocity and the speed difference between pitches
- Spin — Movement on the ball (drop, rise, curve, screw)
- Spot — Location within or around the strike zone
You need all three working together. As a pitch caller, you directly control Spot and strategically deploy how Speed and Spin are used.
The Three Pitch Types in Every At-Bat
Every at-bat involves calling from three categories:
- Opener / Go-To Pitch — The reliable strike thrown with no strikes (0-0, 1-0, 2-0 counts)
- Setup Pitch — A strategic selection designed to create the conditions for the next pitch
- Kill / Strikeout Pitch — The two-strike weapon targeting weak contact or swings-and-misses
2. Reading Batters
What to Observe Before the Pitch
Stance Position
| What You See | What It Might Mean | How to Attack |
|---|---|---|
| Crowding the plate | Comfortable inside OR trying to cover outside | Test inside first. If they handle it, work outside. Don't assume — observe. |
| Standing far from plate | Nervous, trying to extend arms | Attack outside corner. They'll struggle to reach. |
| Open stance | Looking to pull the ball | Vulnerable to outside pitches that they can't pull. |
| Closed stance | Protecting outside, may struggle inside | Test inside pitches to jam them. |
Bat Position and Load
| What You See | Vulnerability |
|---|---|
| High hands | May struggle with low pitches |
| Low hands | May have trouble catching up to high velocity |
| Long swing / big load | Vulnerable to inside pitches and speed changes |
| Short, compact swing | Harder to exploit — focus on location and movement |
Timing Indicators
| What Happens | What It Tells You | What to Do |
|---|---|---|
| Early swing / out front | They're ahead of the pitch | Speed up (fastball inside) OR slow down (changeup) |
| Late swing / behind | The fastball overpowers them | Keep using the fastball — it's working |
| Fouling pitches straight back | They're ON the timing but just missing | CHANGE something — speed, location, or pitch type. Now. |
| Fouling pitches down the line | Slightly early (pull side) or late (opposite field) | Note which side and adjust accordingly |
Position in the Batter's Box
- Up in the box (toward pitcher) — Anticipating breaking pitches. They want to hit curves/drops before they break fully.
- Deep in the box (toward catcher) — Wants more time to read the ball. May struggle with well-located fastballs.
- Moving around between pitches — They're uncomfortable. Whatever you're doing is working — keep doing it.
What to Observe During the At-Bat
| Batter's Reaction | Your Response |
|---|---|
| Swings and misses at low outside pitch | Go there again, or even further off the plate |
| Takes a called strike and looks upset | That location is your sweet spot — use it again |
| Fouls a pitch straight back | They were on it. Change speeds or locations immediately |
| Crushes a foul down the line | They're close to timing it — DON'T throw that pitch/location again |
| Checks swing or looks fooled | The previous setup worked — use that same sequence again |
Scouting Across Multiple At-Bats
Track these through the entire game:
- What pitch did they swing at first pitch?
- What count did they get their hits on?
- Did they swing at pitches out of the zone?
- Are they a first-pitch swinger or do they take?
- Do they adjust after seeing the same pitch twice?
3. Pitch Sequencing Philosophy
Core Sequencing Principles
1. Establish, Then Exploit
Show the batter something, then take it away. If you establish the fastball inside, the outside changeup becomes devastating. If you show them speed up, the changeup destroys.
2. Change at Least One Variable
Between consecutive pitches, change at least one of these three:
- Speed — fast to slow, or slow to fast
- Location — inside to outside, up to down
- Movement — straight to breaking, or vice versa
Changing two or three variables at once makes pitches exponentially harder to hit.
3. Don't Follow Patterns
"If you give the hitters a steady diet of the same pitch, or location, or speed, sooner or later they're going to figure it out and start sitting on it." — Ken Krause
Smart hitters and coaches identify patterns. If you always throw a changeup after two fastballs, they'll sit on it the third time through the order.
4. Repeat What Works (Until It Doesn't)
If a batter can't hit the low outside drop, throw it again. And again. Only change when they prove they've adjusted. This isn't a pattern — it's exploiting a weakness.
5. Walk Up the Ladder
Start pitches low in the zone, then progressively move higher. This "walks the batter's eyes up," making high pitches more effective because they've been tracking low.
6. Work the Diagonal
Start low-and-away, then go high-and-inside (or vice versa). This forces the batter to cover the maximum distance with their bat and eyes between pitches.
First-Pitch Strategy
But "first-pitch strike" doesn't mean "groove one down the middle." Effective first pitches:
- Low and outside fastball — Most hitters don't like this pitch and will take it for a called strike
- First-pitch changeup against aggressive hitters — Disrupts their fastball timing for the entire at-bat
- First-pitch drop ball to the zone — Gets ahead while changing eye level early
4. Count-Based Strategy
Pitcher's Counts (You're Ahead)
| Count | Strategy | Location |
|---|---|---|
| 0-0 | Throw a reliable strike. Get ahead. | In the zone but not center. Low-outside preferred. |
| 0-1 | Setup pitch. Can expand the zone slightly. | Work the opposite side from 0-0. Inside to induce weak foul. |
| 0-2 | DO NOT throw a strike. Make them chase. | 6+ inches off the plate. High, low, or outside. Must look like a strike. |
| 1-2 | Similar to 0-2 but can be slightly closer to zone. | Edges or just off. Changeup in dirt. Rise up. |
Even Counts
| Count | Strategy | Location |
|---|---|---|
| 1-1 | Still can be aggressive. | Quality strike, but avoid center. |
| 2-2 | Pitcher still has advantage. | Edges of zone. Pitcher's best pitch. |
Hitter's Counts (You're Behind)
| Count | Strategy | Location |
|---|---|---|
| 1-0 | Need a strike. Use your best. | In the zone. |
| 2-0 | Must throw a strike. | Fastball for a strike in a good location. |
| 2-1 | Slight hitter advantage. | Quality location, don't nibble. |
| 3-0 | Almost certainly fastball. | Down the middle if you must, outside preferred. |
| 3-1 | Hitter sitting on fastball. | Strike, but consider off-speed if pitcher can command it. |
| 3-2 | Full count. Anything goes. | Pitcher's best pitch for a strike. |
The 0-2 / 1-2 Approach (Critical Knowledge)
Effective 0-2 / 1-2 pitches:
- Changeup in the dirt (looks like a low strike, drops out)
- Fastball up and out of zone (looks hittable, can't reach it)
- Drop ball starting at the knees (breaks below the zone)
- Rise ball at the letters (appears in zone, jumps above bat)
- Curve off the outside corner (starts like a strike, breaks away)
Progressive Zone Expansion
- 0-0 pitch = Zone "2" — In the strike zone, quality location
- 0-1 pitch = Zone "1" — On the edge, nibbling corners
- 0-2 pitch = Zone "0" — Off the plate, make them chase
5. Situational Calling
Runner Situations
| Situation | Priority | Strategy |
|---|---|---|
| No runners | Learn & experiment | Use the full arsenal. Take risks. Pitch backwards. This is where you discover what the batter can't hit. |
| Runner on 1st, <2 outs | Ground balls | Low in the zone. Drop balls and low fastballs. Double play opportunity. Avoid high pitches that produce fly balls. |
| Runner on 2nd | Strikeouts / popups | Runner can see your signs — use multiple signs. Avoid grounders to right side (scores runner). Keep the ball down to prevent XBH. |
| Runner on 3rd, <2 outs | Strikeouts | Avoid wild pitches (no dirt pitches unless elite control). Strikeouts and popups preferred. Avoid pitches that produce grounders. Don't walk anyone. |
| Bases loaded | Throw strikes | Force outs everywhere. Get ahead, then use your best out pitch. Don't nibble — walks score runs. |
Against Slappers (Left-Handed Slappers/Bunters)
- Direct runner (running straight to first): Throw inside to jam them
- Angle runner (running toward first base line): Throw outside to reach
- Changeup is devastating against slappers — neutralizes their speed advantage
- High pitches encourage popups from slappers
- Rise balls up in the zone are highly effective
Lineup Position Strategy
| Spot | Hitter Type | Approach |
|---|---|---|
| #1-2 | Speed, bat-to-ball skills, possible slappers | Be aggressive, don't walk them. They start rallies. |
| #3-4-5 | Power hitters, most dangerous | Keep ball low. Use changeups strategically. Willing to pitch around them with first base open. |
| #6-9 | Weaker hitters | Don't overthink. Fastball strikes. Don't let them extend innings. |
Times Through the Order
| Pass | Approach |
|---|---|
| 1st time through | Establish what works against each batter. Gather information. |
| 2nd time through | Adjust based on what you learned. Change first pitch and patterns. |
| 3rd time through | Most critical. Hitters have seen 6-10 pitches. You MUST change approach. Pitch backwards. Different counts, different paces. |
6. Pitch Tunneling & Eye-Level Manipulation
What is Pitch Tunneling?
Making different pitches appear identical to the batter for as long as possible during their flight, then having them diverge at the last moment. All pitches share the same release point, same initial trajectory, and same arm speed for the first 15-20 feet. Then they break differently.
"The goal of pitch tunneling is to make everything look the same out of hand." — Jason Immekus, Premier Pitching
The batter must make their swing/no-swing decision before the pitches diverge. If all pitches look identical until that decision point, the batter is effectively guessing.
Three Mechanical Keys
- Consistent Release Point — Every pitch must leave the hand from the same point. This is the #1 factor.
- Identical Arm Speed — The arm must move at the same speed for every pitch, especially the changeup. Slowing the arm telegraphs the pitch.
- Same Delivery Mechanics — No "tells." The windup, stride, and body position must look identical for every pitch.
Tunnel Pairings for Pitch Calling
Sequence pitches that look identical at release but end up in different places:
| Setup Pitch | Follow-Up | Why It Works |
|---|---|---|
| High fastball (in zone) | Drop ball (at knees) | Same trajectory at release; one stays up, one falls |
| Inside fastball | Changeup outside | Same arm speed; changeup drifts away and slows |
| Low outside fastball | Curve breaking away | Similar initial path; curve moves further out |
| Rise ball up | Drop ball down | Both look like mid-zone fastball at release |
| Fastball at letters | Change at knees | Same initial look; drastic speed AND location change |
Eye-Level Manipulation
Never let the batter's eyes settle at one level.
- Show pitches down in the zone (drops, low fastballs)
- Their eyes adjust to tracking low
- Then throw up in the zone (rise ball, high fastball)
- The eyes must readjust, creating a delayed reaction
Works in reverse too: establish high, then go low. The key is constant movement of eye level.
7. Speed Differential & Location Strategy
Ideal Speed Differentials
The changeup is the most important speed-change pitch. Aim for 15-20% slower than the fastball:
| Fastball Speed | Ideal Changeup | Differential |
|---|---|---|
| 45 mph | 35-37 mph | 8-10 mph |
| 50 mph | 40-42 mph | 8-10 mph |
| 55 mph | 45-47 mph | 8-10 mph |
| 60 mph | 50-52 mph | 8-10 mph |
| 65 mph | 53-57 mph | 8-12 mph |
Why Speed Changes Work
Hitters calibrate timing to the fastball. When you throw 3 fastballs at 55 mph and then a 45 mph changeup: the batter's internal clock says "swing NOW" but the ball hasn't arrived yet. Result: swing and miss, or weak contact out front.
The Nine-Segment Strike Zone
Think of the zone as a 3×3 grid. This is your targeting system:
Best Locations by Situation
| Situation | Target Zones | Why |
|---|---|---|
| Ahead in count | 1, 3, 7, 9 (corners) or off plate | Make them chase or expand |
| Behind in count | 2, 4, 6, 8 (edges, still strikes) | Need strikes but avoid center |
| Even count | 1, 3, 6 (low corners, mid-out) | Quality locations, competitive pitches |
| First pitch | Zone 3 (low and outside) | Statistically the most effective first pitch |
8. Pitch Combinations That Work
The "Power Sequence" (Fastball-Based)
The "Backwards" Approach
The "Tunnel and Diverge"
The "Freeze" Sequence
The "Chase" Setup
The "Slapper Killer"
Sample At-Bat: vs. a Good Hitter
Dangerous #3 Hitter — Right-Handed, Quick Bat
Weak #8 Hitter — Don't Overthink It
9. Mental Game & Communication
Pitcher-Catcher Relationship
- Know what your pitcher is feeling, not just what she can throw
- If the pitcher shakes off a sign, RESPECT IT — she doesn't feel confident in that pitch right now
- A confident pitcher executing a B-minus pitch is better than an uncertain pitcher throwing an A-plus pitch
- Build trust in practice. The game is too late to establish the relationship.
Between-Innings Communication
- Quick check-in: "How does your drop feel today?"
- Share observations: "She's cheating inside, let's stay away"
- Positive reinforcement: "Your change is nasty today, let's go back to it"
Mound Visits
- Slow the game down when the pitcher is rushing
- Remind her of the plan if she's getting away from it
- NEVER criticize on the mound — problem-solve only
The Catcher's Pre-Pitch Mental Checklist
Run Through This Before Every Single Pitch
Communication with the Defense
- Signal defensive positioning before pitches (wave fielders left/right)
- Call out the number of outs loudly
- Remind corner infielders of bunt defense situations
- Alert the team to the pitch count on the batter
Listen to the Other Dugout
10. Building a Game Plan & Mid-Game Adjustments
Pre-Game: Know Your Pitcher Today
- Which pitches are working in warmups?
- How does she feel physically?
- What's her best pitch today (it may differ from game to game)?
- Rank her pitches: What's #1? What's #2? What's unreliable today?
Pre-Game: Study the Opposing Lineup
- Have you faced them before? What did each hitter do?
- Are there slappers? Where in the lineup?
- Who are their power hitters?
- Do any hitters have obvious holes?
Default Plans by Hitter Type
| Hitter Type | Default Approach |
|---|---|
| Aggressive / Power | Start outside, use changeups, avoid inside mistakes |
| Slapper | Rise balls up, changeups, inside pitches |
| Weak / Unknown | Fastball strikes. Don't walk them. Let your pitcher dominate. |
| Patient / Good Eye | Mix early, don't fall behind, challenge them in the zone |
Mid-Game Adjustment Framework
- Who's dangerous and who's not?
- What pitch gave each batter trouble?
- Did anyone crush something? Don't throw it there again.
- Who looked comfortable? They need a different approach.
- Hitters adjust. They've seen your pitcher's stuff.
- Change the first pitch from what you started with.
- Show them something new — if they haven't seen the rise ball, introduce it.
- The order has seen 6-10 pitches from your pitcher
- You MUST change approach from the first two at-bats
- This is where great pitch calling separates from average
- Pitch backwards, use pitches in unexpected counts, change the pace
In-Game Intelligence
Keep mental notes like:
- "Hitter #3 swung through the changeup both at-bats — keep using it"
- "Hitter #7 adjusted to outside — go inside next time"
- "Their coach is yelling 'lay off the high one' — it WAS working, now they'll take it — use it as a setup instead"
11. Common Mistakes Young Catchers Make
Random Reasoning
"I feel like throwing a curve" is not a reason. Every pitch must have a PURPOSE. "She struggled with the last changeup, so I want to set up another one" IS a reason.
"We Haven't Thrown That in a While"
Calling a pitch just because it hasn't been used recently is the same as random reasoning wearing a strategy costume. That's not a reason to throw it.
Calling Pitches the Pitcher Doesn't Have
If your pitcher's curve isn't working today, stop calling it. It doesn't matter how good the strategy is if the pitch isn't there. Ride what's working.
Calling Pitches to Locations She Can't Hit
Asking for a backdoor curve when your pitcher can't locate that pitch = hit batters or meatballs. Know her location limitations, not just her repertoire.
Throwing Strikes on 0-2
The most common young catcher mistake. With 0-2, the batter should have to chase. Don't groove a pitch going for the "quick kill." The result is often a hit.
Being Predictable
Always starting with the same pitch. Always throwing a changeup after two fastballs. Always going outside with two strikes. Patterns get exploited.
Not Adjusting
Seeing a batter crush the inside fastball and then calling another inside fastball next at-bat. If it didn't work, CHANGE.
Overthinking
Trying to be too clever with weaker hitters. Sometimes the fastball for a strike is the right call. Not every at-bat needs to be a chess match.
Lack of Confidence
Hesitating on signs, looking to the dugout constantly, or changing the call at the last second. This destroys pitcher confidence. Be decisive.
Ignoring the Pitcher's Feel
The pitcher shakes off the sign and you put the same sign down again. Trust your pitcher. She knows what she can execute in that moment.
12. What College Programs Expect
The Data-Driven Approach
Power 5 conference programs use extensive analytics:
- Spray charts — Where each hitter succeeds and struggles
- Zone-segment batting averages — What a hitter does in each of the 9 zones
- Pitch-type performance — How hitters perform against fastballs vs. changeups vs. drops
- Count-specific tendencies — What hitters do on 0-0 vs. 1-1 vs. 0-2
College-Level Calling Hierarchy
- Pitcher's strengths first
- Hitter's weaknesses second
- Game situation third
- Count fourth
- "Feel" / instinct fifth
What College Catchers Are Expected to Do
- Know every hitter's tendencies before the game
- Call 80%+ of pitches independently
- Adjust the game plan in real-time without coach input
- Communicate adjustments to the pitcher between innings
- Track what's working and what isn't throughout the game
13. Your Development Path
- Learn your pitcher's repertoire — what she throws and what she commands
- Master basic signals (1=fastball, 2=drop, 3=rise, 4=curve, fist=change, plus location)
- Understand the count and what it means (ahead, behind, even)
- Start calling simple games: fastball to get ahead, best pitch to get the out
- Learn to read batter reactions after each pitch
- Introduce setup pitches (this pitch exists to make the next one better)
- Practice count-based location (in the zone early, expand later)
- Study opposing hitters during the game — what are they swinging at?
- Develop pre-game plans for different hitter types
- Learn pitch tunneling concepts (pair pitches that look alike)
- Practice changing approach 2nd and 3rd time through the lineup
- Start tracking tendencies mentally across games
- Call games independently with minimal coach input
- Use speed differential strategically (not just "throw a change when ahead")
- Read and react to opposing dugout adjustments
- Build a scouting notebook on regular opponents
- Develop instinct — the "feel" for what's right in a given moment
Practice Activities
- Chart your pitcher — Track which pitches hit their spots in practice
- Call bullpen sessions — Practice sequencing during pitcher warm-ups
- Watch college games — Focus on what the catcher calls and why
- Post-game review — Go through at-bats and discuss what worked/didn't
- Situational scrimmages — Set up game situations and practice calling
- Film study — Watch video of opposing hitters if available
The 10 Rules of Pitch Calling
Built for the catcher who wants to be elite. Sources include coaching insights from Cindy Bristow, Ken Krause, Myndie Berka, Jason Immekus, and the DiscussFastpitch community.