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Baseball Glossary
Learn the language of Baseball — answer-first definitions with real examples, beginner to pro.
273 terms
- Command vs. ControlIntermediateControl means throwing enough strikes to avoid walks; command means locating a pitch to a precise spot within the zone. A pitcher can have one without the other.
- Common Hitting InjuriesIntermediateCommon hitting injuries include oblique (side) strains, hook of the hamate fractures in the hand, low back trouble and sore wrists. They often follow sudden jumps in swing volume, poor warm-ups or a body area that lacks strength or mobility. Stop swinging if something hurts, and see a qualified medical professional for pain that persists.
- Composite vs. Alloy BatsBeginnerComposite and alloy (aluminum) bats with the same USA Baseball or BBCOR stamp are tested to the same wood-like performance limit. As a result, neither material lets you hit the ball farther by rule. The real differences are feel, sound and care. Composites damp vibration more, so mis-hits often sting less. Many of them also perform a bit better after a break-in period. Hybrids join a composite handle to a metal barrel.
- Confidence at the PlateBeginnerConfidence at the plate comes from preparation and things you control, not from your last few hits. If you have lost confidence, use a short routine before each pitch and set goals you control, like swinging at strikes. After a strikeout, take a breath, name one thing to adjust and let the rest go.
- Contact Point (Batting)IntermediateContact point is where the bat meets the ball, relative to the body and plate. It shifts with pitch location, and a fixed one is a common cause of weak contact.
- Crow Hop (Throwing)BeginnerA crow hop is a small skip-step a fielder uses after fielding a ball to gather momentum and line up the body. It comes before a long or off-balance throw.
- CurveballIntermediateThe curveball is an off-speed breaking pitch with topspin that makes it arc downward, often sharply, as it crosses the plate.
- Cut FastballAdvancedThe cutter is a fastball with late glove-side movement — harder than a slider, smaller break than a slider — that jams or cuts away from hitters.
- Cutoff ManBeginnerThe cutoff man is the infielder who sets up in a direct line between an outfielder and the base under threat, ready to intercept the ball and redirect it if the original target is no longer the best play.
- Defensive RangeIntermediateDefensive range is how much ground a fielder can cover and convert into outs. It combines first step, speed, reads, and athleticism.
- Designated Hitter (DH)IntermediateIn high school baseball, NFHS Rule 3-1-4 allows a designated hitter in two ways. The DH can be a tenth starter who bats for one of the nine fielders. Or one of the nine starting fielders can also be the DH, playing defense and batting. In MLB, the DH bats only for the pitcher.
- Diving Catch TechniqueAdvancedDiving catch technique is how a fielder extends fully, glove-first and parallel to the ground. It is a last resort for a ball just out of running range.
- Double Play PivotIntermediateThe double play pivot is a middle infielder's footwork at second base to catch a throw and fire it to first. It must be quick and avoid the sliding runner.
- Down-and-In Swing PathIntermediateA down-and-in swing path has the barrel dropping and cutting toward the body instead of staying on the pitch's plane. It yields weak pull-side grounders.
- Drag BuntAdvancedA drag bunt is a bunt started while already moving toward first base, usually by a lefty. It aims to beat out a hit, not sacrifice an out.
- Drifting and Swaying (Hitting)IntermediateDrifting is when the head and hips keep sliding toward the pitcher before the swing turns. Swaying is when the hips slide back past the back foot during the load. Both move the eyes and steal rotation. Many coaches fix them by loading into the inside of the back leg and keeping the head centered until the front foot lands.
- Drop Step (Outfield)IntermediateA drop step is an outfielder's first move on a ball hit over their head or into a gap. The back foot pivots, opening the hips on the most direct running angle.
- Dropped Third StrikeBeginnerOn a dropped third strike, the batter may run to first if the catcher does not catch strike three before it touches the ground. It applies only when first base is empty or there are two outs. To get the out, the catcher usually tags the batter or throws to first.
- Dropping the Back ShoulderIntermediateDropping the back shoulder is a fault where the rear shoulder tilts down during the swing. It steepens the bat path and often causes an uppercut and pop-ups.
- Early Connection and Connection at ImpactAdvancedEarly connection is a swing-sensor metric for the angle between the hitter's body tilt and the bat's vertical angle as the downswing starts. One sensor maker targets about 90 degrees, within roughly 80 to 105. Connection at impact is the same relationship at contact. Together they show whether the barrel starts and stays in a strong position.
- Eephus PitchAdvancedThe eephus is a very slow, high-arcing pitch thrown with little arm speed, often 30-40 mph slower than a fastball. It is built to disrupt a hitter's timing.
- Effective VelocityAdvancedEffective velocity is the idea that how fast a pitch feels depends on location, not just the radar gun. Inside pitches feel faster, outside and low ones slower.
- Exit Velocity (EV)IntermediateExit velocity is how fast the ball comes off the bat, in mph. It is a ceiling metric — the harder you hit it, the farther it can go.
- Exit Velocity by AgeIntermediateThere is no official exit-velocity standard by age, and charts online disagree widely for any given age. Compare a reading only with ones taken under matching conditions: drill, device and bat type. As a top-level reference, MLB's Statcast counts a ball hit 95 mph or harder as hard-hit.
- Expected Stats (xBA, xSLG, xwOBA)AdvancedXBA, xSLG and xwOBA are Statcast's expected stats. They estimate what a hitter's batting average, slugging and wOBA should be, based on how hard and at what angle each ball was hit. On some weakly hit balls, sprint speed is added. Because they remove the defense, they show contact quality better than the real results.
- Extension at ContactIntermediateExtension is the arms straightening through and just past contact, not folding in. At impact the rear arm usually keeps some bend, especially on inside pitches.
- Falling Off After the SwingBeginnerFalling off to the side after you swing usually means your body is spinning away from the ball instead of turning against a firm front side. Common causes are pulling your head out, opening the front shoulder early or letting the back foot spin out. Aim to finish balanced, able to hold your finish for a moment.
- Fast-Swing RateAdvancedFast-swing rate is the share of a hitter's swings with a bat speed of 75 mph or more. Statcast picked 75 mph because that is about where production per swing reaches league average. It shows how often a hitter swings hard, not just how hard their fastest swing is.
- Fear of the Ball (Hitting)BeginnerFear of the ball is normal, especially after a hitter has been hit by a pitch. Rebuild trust in steps with softer balls and slower speeds. Teach the hitter to turn away from an inside pitch by tucking the chin and turning the front shoulder in toward the catcher. Add speed only as the hitter stays in comfortably.
- Fielding FootworkBeginnerFielding footwork is how a player positions and moves their feet to field a ball cleanly. Good footwork also sets up a strong, accurate throw right away.
- Fielding Position (Ready Stance)BeginnerThe fielding position is a pre-pitch stance for moving quickly in any direction. Knees are bent, feet shoulder-width, and weight on the balls of the feet.
- First StepIntermediateFirst step is how quickly a fielder starts movement toward a batted ball — often the largest separator between good and great defenders.
- First-Pitch Swing RateIntermediateFirst-pitch swing rate is how often a hitter swings at the first pitch (0-0) of a plate appearance. It is a simple measure of early-count aggressiveness.
- First-Step QuicknessIntermediateFirst-step quickness is how fast a fielder's first move reacts off the bat. It is widely seen as the biggest factor in range, more than sprint speed.
- Five-Tool PlayerIntermediateA five-tool player is a position player rated above average in all five scouting tools. The tools are hitting for average, power, speed, arm, and fielding.
- Foul Bunt With Two StrikesBeginnerWith two strikes, a bunt attempt that goes foul counts as the third strike, and the batter is out. MLB Rule 5.09(a)(4) and NFHS Rule 7-4-1e both say so. A full swing fouled off in that count does not end the at-bat. Only the attempt to tap the ball carries this penalty.
- Foul TipBeginnerA foul tip is a batted ball that goes sharp and direct from the bat to the catcher and is legally caught. It counts as a strike, and the ball stays live. With two strikes, it is strike three and the batter is out. If the catcher does not hold on, it is an ordinary foul ball.
- Fouling It Straight BackBeginnerFouling a pitch straight back means your timing was close but your bat was just under or over the ball. The ball flies back toward the backstop because the swing met it nearly on time. Coaches often call it "just missed it." If it keeps happening, check whether your bat path matches the height of the pitch.
- Four-Seam FastballBeginnerThe four-seam fastball is the most common pitch in baseball — gripped across all four seams — and is usually the hardest, straightest pitch a pitcher throws.
- Four-Seam Grip (Throwing)BeginnerA four-seam grip means holding the ball across four seams before a throw, not however it lies in the glove. It gives a straight, true throw with maximum carry.
- Framing a PitchAdvancedFraming is how a catcher receives a borderline pitch so it looks like a strike. The catcher uses soft hands and sticks the pitch where it arrives.
- Front Door Breaking BallAdvancedA front door breaking ball starts at a same-handed batter as if it might hit them. Then it breaks back over the inside corner for a strike.
- Front Foot LandingBeginnerFront foot landing is when the stride foot plants to anchor hip rotation. Its timing to pitch release is the biggest factor in being on time, late, or rushed.
- Front Shoulder Flying OpenIntermediateThe front shoulder flies open when it turns toward the pitcher too early. That pulls the eyes and barrel off the ball, causing weak, pulled contact or a miss.
- Front TossBeginnerFront toss is a hitting drill where a coach sits or kneels behind a protective L-screen in front of the hitter and feeds the ball underhand toward the plate. The ball comes from the pitcher's direction. That makes it better than side flips for training timing. The feeder must stay behind the net.
- Front-Leg Brace (Firm Front Side)IntermediateA front-leg brace is the lead leg firming up, often close to straight, as the swing turns. It stops the body's forward move and turns it into rotation. Many hitters land with a slightly bent knee and then push into the ground so the leg is firm by contact. It should not be locked stiff the moment the foot lands.
- Glove PresentationIntermediateGlove presentation (for catchers) is how the catcher holds and moves the mitt to receive the pitch cleanly and, in competitive baseball, to subtly show the umpire the ball in the strike zone.
- Grip and Core Strength for HittersIntermediateGrip strength is useful for hitting, but it is not the main source of bat speed. Most swing power starts in the legs, hips and trunk. A strong grip and forearms help you control the bat and hold the barrel steady at contact. Core and anti-rotation work helps you turn hard and stay balanced.
- Ground Ball RateIntermediateGround ball rate (GB%) is the percentage of batted balls that are grounders — usually a negative indicator for power hitters, though contact hitters may use it strategically.
- Ground Ball vs Fly Ball TendencyAdvancedGround ball versus fly ball tendency is the overall shape of a hitter's batted balls. It shows whether their attack angle produces grounders, fly balls, or a mix.
- Hand Cast Distance (Bat Sensor Metric)AdvancedHand cast distance is a bat-sensor metric for how far your hands drift away from your body during the swing. Diamond Kinetics measures how far the hands move sideways from their load position at the start of the swing to where they are at impact. A large number can be a sign of casting.
- Hand PathIntermediateHand path is the route the hands travel from launch position to contact. A direct, efficient path keeps the barrel in the zone longer and prevents casting.
- Hard-Hit RateAdvancedHard-hit rate is the percentage of batted balls struck above a set exit-velocity threshold — usually 95 mph in MLB, scaled lower for amateur levels. It measures contact quality independent of luck.
- Head Movement (Batting)IntermediateHead movement is excess drift, bob, or tilt of the head during the swing. A moving head makes it harder to track the ball and find the barrel reliably.
- High-Hands SetupBeginnerHigh hands in the stance or load position means the hands are set above the back shoulder. A launch position that gives the barrel a longer, downward-into-the-zone path to the ball.
- Hip and Thoracic Mobility for HittersIntermediateHip and upper-back (thoracic) mobility let a hitter turn the pelvis and shoulders separately and hold posture through the swing. Tight hips can limit how far the pelvis turns at landing. A stiff upper back can limit shoulder turn during the load. Short, regular work such as 90/90 switches and open-book rotations helps many hitters.
- Hip Rotation (Batting)IntermediateHip rotation is the hips turning hard toward the pitcher to start the swing. It is the engine of rotational power, firing before the hands or barrel move.
- Hip-Shoulder SeparationProHip-shoulder separation is the difference in rotation between the hips and the shoulders during the swing. The hips fire first while the shoulders stay back, creating stored torque that whips the bat through.
- Hit by Pitch RuleBeginnerA batter touched by a pitch he is not swinging at gets first base, with exceptions. Under MLB Rule 5.05(b)(2), there is no base award if the ball was in the strike zone or the batter made no attempt to avoid it. NFHS high school rules award the base unless the batter lets the ball hit him. If the batter swings, it is a strike.
- Hit-and-RunIntermediateA hit-and-run is a called play where the runner breaks with the pitch and the hitter must swing and make contact. Ideally a ground ball protects the runner.
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