PLATE MECHANICS SET POSITION

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PLATE MECHANICS SET POSITION The umpire should position in the slot behind the catcher and slightly inside the inside corner of home plate so that the eyes are lined up just inside the corner closest to the batter and at the top of the strike zone. This position allows the catcher free movement up and down without obstructing the umpire's view and enables the umpire to see all of home plate and the batter's strike zone. For a right-handed batter, the plate umpire should line his right eye up with the left-hand edge of the plate. For a left-handed batter, the plate umpire should line his left eye up with the right hand edge of the plate. This position is referred to as working the 'slot'. The umpire's feet should be placed approximately shoulder width apart with the foot closest to the batter slightly forward. It is important that the umpire remain balanced and comfortable. Prior to assuming the set position, the umpire should assume a ready position by properly placing the feet while waiting in a relaxed fully upright stance. The proper time to drop to the 'set' position is immediately after the pitcher has taken the signal and has started the wind-up, but prior to the release of the ball. The umpire should never be moving to the 'set' position while the ball is in flight toward the plate. It is important to recognise that an umpire can 'set' too early, as well as too late. To assume the 'set' position, the knees should be bent while keeping the back as straight as possible. (Bend from the hips and not the waist) Shoulders should be square with the pitch. The eyes should be lined up at the top of the strike zone and it is essential that the plate umpire can see the whole of the strike zone and the entire plate with BOTH eyes. By lining up slightly inside the corner closest to the batter and at the top of the strike zone, the umpire has eliminated two difficult pitches to 'judge'. The umpire should always be able to see the plate and the batter's feet and hands. The umpire must track the flight of the pitch from the point of release, across home plate and into the catcher s glove. The plate umpire must not make a call until the pitch has been caught by the catcher. Even though the decision is made as the ball crosses home plate, the umpire must not make the call until the ball is in the catcher's glove. (Track the ball all the way to the glove!) This point cannot be stressed enough.

2 STRIKE ZONE (The Official Bulletin of the Victorian Umpiring Rules & Systems Sub-committee Issued - 22/03/02) The Strike Zone is the space over home plate, which is below the bottom of the batter's sternum and the top of his knees, when the batter assumes his natural batting stance. The sternum extends from the base of the throat down the middle of the chest and is approximately a hand span long. At the base of the sternum there is a small depression which may be felt by using the thumb or index finger. The full ball must pass below the base of the sternum. Some part of the ball must pass above the top of the batter's knee. The top of the knee may be defined as the highest point of the kneecap when in an upright position. Any part of the ball that goes over Home Plate and passes through the Strike Zone is a strike. This is especially important when calling pitches that curve on either side of the plate. The batter's strike zone is taken from when the batter is opposite HOME PLATE. The position that the batter takes in the batting box DOES NOT affect the strike zone. He may be in the front of the box, at the back of it, or opposite the plate and still the strike zone remains the same. The ball need only pass through the strike zone at some point while over home plate for it to be considered a strike. This is especially important for balls that either drop or rise. This does not include the ball that touches the ground before reaching home plate. Any ball that touches the ground before reaching home plate and bounces up through the strike zone is NOT a strike.

3 PLATE MECHANICS CALLING BALLS & STRIKES Timing Proper timing and rhythm is perhaps the key to being able to consistently call balls and strikes. Everyone appreciates the umpire who has developed proper timing in administering decisions. This development lends more to setting the tempo and controlling the game than any other facet of umpiring. An umpire can't have good judgement without good timing. They go hand-in-hand. Get your timing right and everything else will fall into place. It is not only important to know when to drop to the set position but it is equally important to develop a definite rhythm in making all calls. That rhythm should not vary. Only the 'emphasis' of each call need vary. An umpire who makes calls quickly on every pitch will appear to be guessing. Timing must be slow enough, yet deliberate and consistent. It is very important that plate umpire watches the pitchers warm-up so that he becomes familiar with the pitchers motion and rhythm because an umpire must learn the proper timing and rhythm for each pitcher. In the first inning, it is useful for the plate umpire to go behind the plate to observe each pitchers five warm-up pitches. The umpire must wear his mask. Calling Balls and Strikes A strike has both verbal and signal component. A ball has just a verbal component. The verbal call is for the batter, catcher and immediate infielders. The signal is for everyone else. Both forms of signal have to be made clearly, unambiguously and with conviction. The actual calling of a ball or strike is always made whilst the plate umpire is still in the set position. The physical signal for a strike is made from an upright position. When moving to the upright position to make the strike signal, avoid stepping back or away from the catcher. This makes the strike signal more convincing. However, make adjustments as necessary to avoid interfering with the catcher if a play is being made on a runner. Verbal Call Strike. The verbal call for strike one and strike two is STEERIKE! For the strike three call where the batter is out, simply call OUT! For strike three call where the batter is not out simply call STRIKE THREE! In situations where the batter has made an obvious swing at the ball, there is no need to make a verbal call, just make the signal. Signal Strike. Come to an upright position, bringing your left hand into your body, just above the waist. Raise your right arm high above your head with the hand open. The palm should be facing your right ear. Then drop the arm to the 90 o hammer position and clench the fist. Don t rush the signal make sure everyone has a chance to see what the call is. Verbal Call Ball. For each ball call, simply state Ball. Remember make this call from the set position. If necessary call Ball Four to remind the batter that they have received a walk.

4 Strike Zone Strategies by Bob Fontaine, UIC Every pitch that leaves the pitcher's hand is a strike until it proves to you that it's not. Get into the habit of crisp game flow by calling many strikes during your game. Coaches want consistency more than anything else. A key ingredient to consistency is proper timing. The most common problem with umpires at all levels is calling a pitch too fast. Slow down, relax, see the pitch, hear the pop of the catcher's mitt, then call the pitch. Develop a rhythm that is deliberate, it affords you more time to rerun the pitch several times in your brain. Call balls and strikes, it's hard to develop a rhythm if you just call strikes. Learn how to "bulldog" a pitch. Borderline pitches are strikes - any part of the ball passing through the strike zone is a strike. Your strike zone in the 7th inning must be exactly the same as it was in the 1st inning. Umpires have a tendency to squeeze the zone late in the game because they are tired. Boxers are trained to finish strong, train yourself to finish strong. Your strike zone for strike three must be exactly the same as it was for strikes one and two. Attention to this one aspect of your game will identify you as an umpire who is CONSISTENT and therefore respected. Call strikes as they are defined by the rulebook, not your version of the strike zone. There are many benefits: hitters become aggressive, pitchers develop a rhythm and games move along faster. North, South, East, West - Wherever the Twain Shall Meet. In lopsided scoring games don't you be lopsided. When your strike zone is from dugout to dugout you lose respect from everyone at the game, undermine your own authority while holding yourself up for criticism. There are subtle, effective ways to move the game along without the whole world knowing that it is being done. Box, Slot, Scissors, knee, Rock, Paper. Whatever style you use you have got to be able to clearly and consistently see the catcher catch the pitch on the outside corner. We have a tendency to squeeze the inside pitch even though we are looking right at it in the zone. Pitches at the knees must be called strikes at the levels we umpire at. You cannot waiver on pitches at the top of the strike zone, if it was a strike for the lower half of the line-up, it too must be a strike for the batter in the four hole. If a pitcher is consistent in an area of the strike zone let it work in his favour The Five Attributes of a Great Umpire: A thorough grasp of the rules and their accurate implementation Superior timing and mechanics Finely tuned, keen judgement Masterful game control Crisp appearance

5 PRACTICAL PLATE UMPIRE MECHANICS Fair & Foul Ball Apart from calling balls and strikes, the next most important calls the Plate Umpire has to make are fair and foul balls. You cannot make these calls from behind the catcher, you have to move, and sometimes quickly, to get into a position to make these calls. Fair ball 1. Move out in front of home plate (remove mask) to a position with your head over the foul line. 2. Drop to a position with your hands slightly above your knees and your weight on the balls of your feet. 3. See that the ball is fair. 4. With your eyes watching the ball, come up to a standing position. 5. Extend the arm closest to the pitcher's circle toward the circle. A pumping motion may be used but in any case, the arm should be held out long enough for base umpires and players to see the signal. There is no vocal call. Foul ball 1. Move out in front of home plate (remove mask) to a position with your head over the foul line. 2. Drop to a position with your hands slightly above your knees and your weight on the balls of your feet. 3. See that the ball is foul. 4. Come up immediately from the set position to an upright position with your arms extended high above your head, palms forward, while making a vigorous vocal call of "Foul Ball.' Hold the arms up long enough for the base umpires and players to see the signal. Notes 1. Remove Mask. In both Fair and Foul ball calls, the plate umpire should remove her mask with the left hand while moving away from the home plate. 2. If not Sure Leave it Fair. If, for any reason, you aren t sure if the batted ball is fair or foul, make no call and once the play is completed consult with your base umpires. You can always reverse the call. However, once you have called the ball foul and killed the play, you cannot reverse the decision.

6 DIFFICULT SITUATIONS The following is a list of the most commonly encountered difficult situations that a plate umpire is required to handle: 1. Check swing; 2. Batter hit as a result of pitch, including situations where a pitch is high and close to the batter, where it could hit the batter then the bat or hit the bat and then the batter, or the pitch that hit the batter's hands; 3. A batter hitting a fair batted ball a second time; 4. Batted ball hitting the batter's foot. The rules governing these situations are relatively simple. It's the situations themselves that create the problem. All too often the umpire will add to the confusion by not handling the situation properly. In MOST cases proper mechanics can lead to avoiding further complications more than any other factor. Difficult situations call for DEFINITE ACTION. The best advice would be to stay 'calm', give an emphatic call, arms high in the air, and call 'DEAD BALL'. In most of the above situations, the play results in a dead ball. There is no hurry! Once you make your 'dead ball' call, enforce the penalty. The proper 'DEAD BALL' call serves many purposes. First of all it stops the play to avoid further confusion. Secondly it gives you, the umpire, the opportunity to review the situation and make the proper call. As stated above, there is no real 'RUSH'. Yet, it is imperative to call 'DEAD BALL' and 'kill' the play. At this point a slight hesitation allows the opportunity to think the play through and make the proper call. All too often a well-umpired ball game falls by the wayside because an umpire failed to use proper mechanics in handling difficult situations and simply added to the confusion. It is the handling of these and other difficult situations that separate the excellent umpire from the mediocre umpire. CHECK SWING SITUATION Probably one of the toughest situations for the plate umpire to handle alone is the 'check swing' situation. The reason it is difficult is that the plate umpire has to determine whether the pitch passed through the strike zone and if not, did the batter swing at the pitch? And it has to be done at the same time. Add also the fact that in many cases the catcher is coming up and may block the umpire's vision! Think in terms of priorities, FIRST, was the pitch in the strike zone? If so, it's simply a strike, and/or did the batter swing at the pitch? If so, it's also called a strike. SECOND, it is the plate umpire's call. If in doubt, call it a ball or ask for help from the relevant base umpire. DO NOT call it a strike unless you know it was in the strike zone or the batter swung at it. Once the umpire has called the pitch a strike, he has done so because he knew the pitch was in the strike zone or the batter swung at the pitch. If he had any DOUBT, he calls it a ball. If the umpire calls the pitch a ball, and the catcher requests help, ask for it.

7 Receive help by stepping out from behind the catcher and pointing to your relevant umpire partner. If the batter is right handed, go to first base. If the batter if left handed, go to third base. Avoid requesting help from an umpire positioned in the middle of the playing field. Try always to request help from an umpire on foul ground. If the pitch is a strike, it will remain a strike. Do not allow an appeal. This thinking tends to lead to consistency. It is not a weakness to go for help. If in doubt, go to your relevant partner for help before they ask you. Normally there are three areas, which constitute whether or not the batter has swung at the ball or 'checked the swing': 1. 'Breaking the wrists', 2. Swinging 'through the ball' and bringing or drawing the bat back, unless drawing it back before the pitch gets to the bat, and 3. The bat being out in front of the body. Occasionally, an umpire will want to take himself 'off the hook'. If a batter swings at a 'bad' pitch, definitely out of the strike zone, rather than having the players and fans thinking you called an obvious 'ball' a 'strike', let everyone know that it was a 'STRIKE' because the batter swung at the pitch, 'YES - YOU WENT! point at the batter with your left hand, drop it to your side, give a swing signal, and then give the strike signal. Don't let there be any doubt that he went after the pitch. DEAD BALL SITUATIONS Hit by Pitch. If a batter is hit by a pitched ball, the award is first base, providing an attempt is made to avoid the pitch and provided there was no swing or it was not in the strike zone. THE HANDS ARE NOT PART OF THE BAT! Any time the batter is hit by a pitched ball, the ball is DEAD. Hitting the Ball a Second Time. A batter is OUT if he hits a ball a second time in FAIR territory. You have often heard, 'Never guess a player out'. The same rule applies with when determining if a legally batted ball is fair or foul. IF YOU have any doubt as to whether it was a fair bail when it was hit a second time, it is a FOUL BALL -'Never guess a player out'. On the other hand, if you KNOW it was a fair ball, you have an OUT. Come up with a good dead ball signal and a loud 'DEAD BALL', then point to where the ball hit the bat and call out. The important thing at this point is that you TAKE CHARGE and SELL THE CALL. Batted Ball Hitting the Batter's Foot. If a fair-batted ball hits the batter's foot, the batter is OUT, unless he is in the batter's box. If the ball is in foul territory when it hits the batter's foot, it is simply a FOUL BALL. This play has to be handled immediately and properly. Many times it is difficult for the plate umpire to detect. It is IMPORTANT that the base umpires be alert in this situation and work as a TEAM, take the plate umpire off the hook. There is nothing more embarrassing than to have the batter (whilst in the box) hit a ball that then deflects off the foot, then have the pitcher pick up the slow roller and throw the

8 runner out at first base, only to find that the batter DID NOT even leave the batter's box because everyone knew it was a FOUL BALL except the umpiring crew. The proper call is DEAD BALL, followed by FOUL BALL or BATTER IS OUT. Because it is the plate umpire's responsibility, the base umpire when helping the plate umpire, should declare "dead ball", then should hesitate slightly to allow the plate umpire opportunity to make the call. After the 'hesitation', if the plate umpire has not made the call, the relevant base umpire should respond with the proper call (foul or out) and take the plate umpire 'off the hook'. Remember that this is a tough call for the plate umpire. You have to SELL IT. If you have any doubt, it must have hit the runner while in foul territory. Again, 'Never guess an out'. Slap Hit/Bunt Interpretation A definition of a Slap Hit was introduced to the Rulebook to explain the difference between a Bunt and a Slap Hit. While nothing has changed with regard to a bunt (a batted ball not swung at but intentionally met with the bat and tapped slowly within the infield), there appears to be some confusion with players and umpires in the interpretation of the words of the Slap Hit definition. When reading point (b) of the definition, the words must be read in conjunction with the opening sentence of the definition, i.e. for a slap hit to be ruled, the batter, when taking running steps (within the batter's box) toward the pitcher before making contact with the pitch, must make contact with the ball with a controlled, short chopping motion (or sweeping action). If the batter simply assumes a bunting position, takes running steps toward the pitcher, makes contact with the ball by tapping slowly within the infield, without any swinging, chopping or sweeping motion of the bat, this action should be interpreted as a bunt, and if the ball becomes foul on a third strike, the batter would be out. The action of the batter running through the batter's box toward the pitcher, in itself, does not necessarily constitute a slap hit - there must be some physical movement of the bat!