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"Coach Dunn's Quick Pitches" — By Coach Jack Dunn

Offensive Signals

Offensive signals are usually given with some natural movement of the body, of part of the body, or with the position of the body. Since the score, inning, call on the batter, number of outs, and the strength and weaknesses of both teams are constantly changing, the coach, base coaches, batters, and runners should be in constant communication. This requires continued practice of the signal system until it becomes routine for all squad members.

Dependent on the experience of the offensive team, the following signals may be given at various times:

  1. The Hit signal—which means “Hit the next pitch if it's to your liking.”
  2. The Take signal—which means “Do not offer at the next pitch, even though it's a strike.” (Never used on a two-strike count.)
  3. The Hit and Run signal—which means “Runner on first or (sometimes) on second, or runners on both: Take off with the pitch.” The batter must make every attempt to hit the pitch, preferably on the ground and through an open spot. (A fly ball may result in a double play, since the runners have “gone” with the first move of the pitcher to the plate.) The only pitch the batter doesn't attempt to hit is the one delivered at him or into the ground. Otherwise, he offers at the ball—even if he has to throw his bat at it.
  4. The Sacrifice Bunt signal—which means “Bunt the ball only when it's a strike.”

    When the safety squeeze is played, the Sacrifice Bunt signal can be used. For a straight or suicide squeeze, a separate signal must be given. The batter makes every effort to bunt the next pitch into the ground—the exceptions being a pitch delivered directly at him or into the ground.

  5. The Steal signal—which means “Runner, if you get a jump, attempt to steal on the next pitch.” An exception exists with runners on first and third. When the defense has a poor-throwing catcher, or the runner on first has good speed, he should go, on the next pitch, regardless. If the runner on third is slow, he shouldn't attempt to score, unless conditions are such that he has a good chance to do so.

Various methods are used to give the signals:

  1. The coach gives them all from the bench.
  2. The coach gives them to the base coaches, who in turn relay them to the batter. (Right-handed batters take the signal from the first-base coach, and left-handed batters, from the third-base coach.)
  3. A combination of the above. If the offensive team's bench is on the first-base side, the coach gives all signals to a right-handed batter, while the third-base coach relays them to a left-handed batter. When the team occupies the third-base bench, then a right-handed batter takes the signal from the first-base coach—and left-handed batters from the bench.
  4. When a head coach is permitted to be on the coaching lines, he can give all signals from his position.

As a batter steps into the box, he glances at the coach and the signal is flashed. After the initial pitch, the batter can take his signal as the catcher returns the ball to the pitcher, or as the pitcher takes his signal from the catcher.

Anytime the batter steps out of the box, he's informing the coach that he wants the signal again. It's repeated as he steps in.

If a base runner is in doubt, he steps on his base, calls time, then adjusts some part of his uniform, asks the call, number of outs, score, etc. The signal is then re-flashed as he stands on the base.

Signals given from a dugout below the level of the ground should be given above the waist; otherwise, they may be given either below or above the waist.

Here are a few examples that are easily flashed:

Cap-Signal Series

The hit is always on, unless

  1. another signal in the series is given.
  2. the right hand touches the side of the cap—which means Take.
  3. the right hand touches the bill of the cap—which means Sacrifice Bunt.
  4. the left hand touches the side of the cap—which means Hit and Run.
  5. the left hand touches the bill of the cap—which means Steal.
  6. both hands touch the cap anywhere—which means Squeeze.

Arm-Signal Series

The hit is always on, except

  1. when the left hand rubs down on the right arm—which means Take.
  2. when the left hand rubs up on the right arm—which means Hit and Run.
  3. when the right hand rubs up on the left arm—which means Sacrifice Bunt.
  4. when the right hand rub down on the left arm—which means Steal.
  5. when, first, one arm and, then, the other is rubbed downward—which means Squeeze.

Skin-to-Skin-Signal Series

The hit will again be on, unless

  1. the left hand touches the face—which means Take.
  2. the right hand touches the face—which means Hits and Run.
  3. the left hand touches cloth above the waist—which means Sacrifice.
  4. the right hand touches cloth above the waist—which means Steal.
  5. both hands are clapped or rubbed together—which means Squeeze.

Knee-Signal Series

When the bench is on ground level, simple knee signals can be used.

The hit is always on, unless

  1. the left hand is on the left knee—which means Take.
  2. a closed left hand is on the left knee—which means Hit and Run.
  3. an open right hand is on the right knee—which means Sacrifice Bunt.
  4. a closed right hand is on the right knee—which means Steal.
  5. both hands are open on both knees—which means Squeeze.

Leg-Signal Series

The hit is always on, unless

  1. the right foot crosses the left foot, with legs extended—which means Bunt.
  2. the left foot crosses the right foot, and legs are extended—which means Hit and Run.
  3. the left leg is over the right knee—which means Steal.
  4. the right leg is over the left knee—which means Squeeze.
  5. both legs are stretched out—which means Take.

If the base-line coach is relaying for this series, the hit is on unless

  1. he places his right foot forward—which means Bunt.
  2. he places his left foot forward—which means Hit and Run.
  3. he faces the batter and backs away from him—which means Steal.
  4. he walks toward the batter—which means Squeeze.
  5. he stands with feet astraddle—which means Take.

It should be understood that dummy movements should be made after, before or at the same time the signal is flashed. For example, using the first leg signal above, as the right foot crosses the left; the left hand may be touched to the cap. Thus, the opposition won't know which series of signals is being used.



For more from Coach Dunn click on Coaches Corner on the JUGS® website.

 
 

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