A four-seam fastball, also called a rising fastball, a four-seamer, or a cross-seam fastball, is a pitch in baseball. It is a member of the fastball family of pitches and is usually the hardest (i.e., fastest) ball thrown by a pitcher. It is called what it is because with every rotation of the ball as it is thrown, four seams come into view. [1] A few pitchers at the major league level can sometimes reach a pitch speed of over 100 mph. It is often compared with the two-seam fastball. [2]
The four-seam fastball is designed purely for velocity; it travels to the batter's box with little or no "break" from straight-line flight—the intent being to challenge the batter's reaction time instead of fooling him with a pitch that breaks downward or to one side or the other. The ball is gripped with the index and middle fingers set on or across a line (cross-seam) of the "horseshoe" seam that faces outward, i.e., away from the pitcher's body. The thumb is placed directly underneath the ball; it rests on smooth leather with the base of the thumb overlaying a seam on the underside of the ball. [3]
The four-seam fastball typically is thrown with a straight overhead swing of the throwing arm. The ball leaves the thumb at the top of the throwing motion as the index and middle fingers play their grip on the "top" seam to roll it down the "back" of the ball, which imparts backspin to the ball that lasts the distance of the pitch. The backspin affects the exchange of momentum between ball and surrounding air such that a lifting force called the Magnus effect offsets the downward pull of gravity on the ball; thus a hard-thrown fastball doesn't drop as much as other types of pitches and may even appear to rise as it approaches the plate. Further, backspin combined with the steady rotation of four seams in alignment with the direction of the pitch stabilizes the ball's flight-path.
A successful four-seam fastball overpowers the batter with velocity, normally zipping through the strike zone before the batter can timely commit to swing. The faster a four-seamer pitch is accurately thrown, the more effective it will be. It is very difficult for a batter to get "around on" the pitch—to quickly swing the bat around to meet the ball—because they must swing very early to "catch up" to the speedy pitch. One of the most dramatic and frequent scenes in baseball are tableaux of frustrated batters helplessly swinging "empty" on a fastball that has already passed the hitting zone, and frequently, has already made the catcher's mitt.
Conversely, because the four-seamer doesn't break, it is quite hittable by the quick, "good-eye" batter who can "see" where the pitch will arrive. Moreover, its extreme velocity helps experienced batters to hit it extremely hard; that is, if a batter can "square up" on it, a four-seamer pitch can be readily hit for power. Further, a fastball's effectiveness decreases substantially if it is not accurately thrown, i.e., if the pitch is not under control. Due to its straight and level flight an errant fastball will not fool many batters as to its direction; thus, it elicits fewer swings and produces more walks when thrown outside the strike zone. As a pitcher's fastball loses "heat" (speed), more batters will have sufficient time to read and hit the pitch.
Pitching or throwing a fastball comes naturally to most athletes who throw baseballs. The four-seam and two-seam fastballs are typically the first pitches taught to young pitchers. They requires very little unnatural motion of the arm, elbow or shoulders, and the ball comes off the fingers easily when the pitch is completed as it is intended to be thrown. The fastball is the most common of pitches, as almost all pitchers throw a fastball as part of their standard repertoire.
Scientific studies have shown that the four-seam and two-seam fastballs have essentially the same flight paths and speeds, [4] but, typically, a batter perceives a difference between them. The perceived difference is due to flicker fusion threshold, which is defined as the frequency that a flashing light appears "steady" to the human eye. For example, for a series of flashed still-pictures to appear steady, the frequency of flashing has to be at a rate greater than the flicker fusion threshold, which for humans is about 60 Hz, or 60 cycles per second.
A major league pitcher throws a baseball with a spin of around 20 rotations per second (rps). With each rotation, a four-seam fastball presents four seams crossing the vision of the batter, producing a flicker rate of 80 Hz, which results in the batter not perceiving any features on the ball and having fewer visual cues than with the two-seamer to track it. Thus, the batter often perceives the four-seam fastball as faster and higher than a two-seam fastball. [5]
The velocity of a 4 seam fastball is measured in miles per hours (mph) in Major League Baseball. As of 2018, the average velocity of a Major League Baseball pitcher was 92.8 mph. [6]
The spin rate of a 4 seam fastball is measured in rotations per minute (rpms) in Major League Baseball. [7]
Commonly referred to as “Bauer Units” (slang invented by Driveline Baseball), SPV is defined as Spin Rate per Velocity. This metric allows research to compare the quality of 4 seam fastballs of different pitchers throughout Major League Baseball. [8]
Four-seam fastball is also the most preferred throw for fielding as it is the fastest and has no stray lateral movement in the air, according to Harold Reynolds and Kevin Kiermaier. [9]
A knuckleball or knuckler is a baseball pitch thrown to minimize the spin of the ball in flight, causing an erratic, unpredictable motion. The air flow over a seam of the ball causes the ball to change from laminar to turbulent flow. This change adds a deflecting force to the baseball, making it difficult for batters to hit but also difficult for pitchers to control and catchers to catch; umpires are challenged as well, as the ball's irregular motion through the air makes it harder to call balls and strikes. A pitcher who throws knuckleballs is known as a knuckleballer.
In baseball, the pitcher is the player who throws ("pitches") the baseball from the pitcher's mound toward the catcher to begin each play, with the goal of retiring a batter, who attempts to either make contact with the pitched ball or draw a walk. In the numbering system used to record defensive plays, the pitcher is assigned the number 1. The pitcher is often considered the most important player on the defensive side of the game, and as such is situated at the right end of the defensive spectrum. There are many different types of pitchers, such as the starting pitcher, relief pitcher, middle reliever, lefty specialist, setup man, and the closer.
The fastball is the most common type of pitch thrown by pitchers in baseball and softball. "Power pitchers," such as former American major leaguers Nolan Ryan and Roger Clemens, rely on speed to prevent the ball from being hit and have thrown fastballs at speeds of 95–105 miles per hour (153–169 km/h) (officially) and up to 108.1 miles per hour (174.0 km/h) (unofficially). Pitchers who throw more slowly can put movement on the ball, or throw it on the outside of home plate where batters can't easily reach it.
In baseball, a slider is a breaking ball pitch that tails laterally and down through the batter's hitting zone. It is thrown at a speed that is lower than a fastball, but higher than the pitcher's curveball.
In baseball and softball, the curveball is a type of pitch thrown with a characteristic grip and hand movement that imparts forward spin to the ball, causing it to dive as it approaches the plate. Varieties of curveball include the 12–6 curveball, power curveball, and the knuckle curve. Its close relatives are the slider and the slurve. The "curve" of the ball varies from pitcher to pitcher.
A changeup is a type of pitch in baseball and fastpitch softball.
A split-finger fastball or splitter is an off-speed pitch in baseball that looks to the batter like a fastball until it drops suddenly. Derived from the forkball, it is so named because the pitcher puts the index and middle finger on different sides of the ball.
In baseball, a starting pitcher or starter is the first pitcher in the game for each team. A pitcher is credited with a game started if they throw the first pitch to the opponent's first batter of a game. Starting pitchers are expected to pitch for a significant portion of the game, although their ability to do this depends on many factors, including effectiveness, stamina, health, and strategy.
In baseball, the pitch is the act of throwing the baseball toward home plate to start a play. The term comes from the Knickerbocker Rules. Originally, the ball had to be thrown underhand, much like "pitching in horseshoes". Overhand pitching was not allowed in baseball until 1884.
A two-seam fastball is a pitch in baseball and softball. It is a variant of the straight fastball. The pitch has the speed of a fastball and can also include late-breaking action caused by varying the pressure of the index and middle fingers on the ball.
In baseball, a breaking ball is a pitch that does not travel straight as it approaches the batter; it will have sideways or downward motion on it, sometimes both. A breaking ball is not a specific pitch by that name, but is any pitch that "breaks", such as a curveball, slider, or screwball. A pitcher who primarily uses breaking ball pitches is often referred to as a junkballer.
In baseball, a circle changeup or circle change is a pitch thrown with a grip that includes a circle formation, hence the name circle changeup. The circle is formed by making a circle with the index finger, holding the thumb at the bottom of the ball parallel to the middle finger and holding the ball far out in the hand. The ball is thrown turning the palm out.
In baseball, a cut fastball or cutter is a type of fastball that breaks toward the pitcher's glove-hand side, as it reaches home plate. This pitch is somewhere between a slider and a four-seam fastball, as it is usually thrown faster than a slider but with more movement than a typical fastball. Some pitchers use a cutter to prevent hitters from expecting their regular fastballs. A common technique for throwing a cutter is to use a four-seam fastball grip with the baseball set slightly off center in the hand. A batter hitting a cutter pitch often achieves only soft contact and an easy out due to the pitch's movement keeping the ball away from the bat's sweet spot. The cutter is typically 2–5 mph slower than a pitcher's four-seam fastball. In 2010, the average pitch classified as a cutter by PITCHf/x thrown by a right-handed pitcher was 88.6 mph; the average two-seamer was 90.97 mph.
In baseball, an off-speed pitch is a pitch thrown at a slower speed than a fastball. Breaking balls and changeups are the two most common types of off-speed pitches. Very slow pitches which require the batter to provide most of the power on contact through bat speed are known as "junk" and include the knuckleball and the Eephus pitch, a sort of extreme changeup. The specific goals of off-speed pitches may vary, but in general they are used to disrupt the batter's timing, thereby lessening his chances of hitting the ball solidly or at all. Virtually all professional pitchers have at least one off-speed pitch in their repertoire. Despite the fact that most of these pitches break in some way, batters are sometimes able to anticipate them due to hints that the pitcher gives, such as changes in arm angle, arm speed, or placement of fingers.
A gyroball is a type of baseball pitch used primarily by players in Japan. It is thrown with a spiral-like spin, so that there is no Magnus force on the ball as it arrives at home plate. The gyroball is sometimes confused with the shuuto, another pitch used in Japan.
In baseball, a sinker or sinking fastball is a type of fastball which has significant downward and horizontal movement and is known for inducing ground balls. Pitchers capable of utilizing the sinker are able to throw the pitch almost exclusively, as it forces weak contact and ground balls, allowing them to rely less on secondary pitches in order to change speeds. While coaches agree that this pitch is very similar to the two-seam fastball, a two-seamer tends to have more lateral movement than a sinker. In either case, the pitch is thrown in a two-seam orientation and has a gyro angle far from 0 degrees, leading to Seam-shifted wake effects that cause downward and lateral movement compared to a four-seam fastball.
The shuuto (シュート) or shootball is a baseball pitch. It is commonly thrown by right-handed Japanese pitchers such as Hiroki Kuroda, Noboru Akiyama, Kenjiro Kawasaki, Daisuke Matsuzaka, Yu Darvish and Masumi Kuwata. The most renowned shuuto pitcher in history was Masaji Hiramatsu, whose famous pitch was dubbed the razorshuuto because it seemed to "cut the air" when thrown.
In baseball, sidearm is a motion for throwing a ball along a low, approximately horizontal plane rather than a high, mostly vertical plane (overhand).
This is an alphabetical list of selected unofficial and specialized terms, phrases, and other jargon used in baseball, along with their definitions, including illustrative examples for many entries.
The 12–6 curveball is one of the types of pitches thrown in baseball. It is categorized as a breaking ball because of its downward break. The 12–6 curveball, unlike the normal curveball, breaks in a downward motion in a straight line. This explains the name "12–6", because the break of the pitch refers to the ball breaking from the number 12 to the number 6 on a clock. While the 11–5 and 2–8 variations are very effective pitches, they are less effective than a true 12–6, because the ball will break into the heart of the bat more readily.
{{cite web}}
: CS1 maint: url-status (link){{cite web}}
: CS1 maint: url-status (link){{cite web}}
: CS1 maint: url-status (link)