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Fast-Pitch Softball Glossary
Learn the language of Fast-Pitch Softball — answer-first definitions with real examples, beginner to pro.
178 terms
- FramingAdvancedFraming is a catcher's subtle way of receiving borderline pitches to influence the umpire's strike call. It uses glove angle, body stillness, and soft hands.
- Front Foot Timing StepBeginnerThe front foot timing step is a small stride or weight shift with the lead foot. It syncs the swing to the pitcher's delivery, separate from the swing itself.
- Front-Leg Brace (Fast-Pitch)IntermediateYes, your front leg usually firms up and gets close to straight as you turn, but not the instant your foot lands. Land with a slightly bent knee. Then push into the ground so the knee extends by contact. That brace stops your forward drift and turns it into rotation.
- Hand Drop (Hitting)IntermediateA hand drop is when a hitter's hands sink below where they started before the swing begins. The barrel then has to travel back up, which makes the swing longer and leaves it under high pitches like the rise ball. The usual fix is to load the hands back toward the catcher, not down. As a result, they start the swing near the top of the strike zone.
- Hand-Eye Timing DrillsBeginnerHand-eye timing drills train a hitter to read release and adjust swing timing. Reaction balls and varied-speed machine reps are common examples.
- High Pitch HandlingIntermediateHigh pitch handling means laying off rise balls above the zone. On a swing, a flat-to-slightly-upward bat path makes solid contact instead of going under.
- Hip Rotation – BattingIntermediateHip rotation in batting is the explosive turn of the hips toward the pitcher that starts the kinetic chain from lower body to bat, generating power and bat speed at contact.
- Hip Snap – PitchingIntermediateHip snap is the rapid rotation of the pitcher's hips from the open, sideways stride position back to square with the plate — closing the hips — transferring lower-body momentum into the torso and arm just before release.
- Hit and RunIntermediateIn a hit and run, the baserunner breaks for the next base on the pitch. The hitter makes contact to put the ball in play and protect the runner.
- Hit by Pitch (Fast-Pitch)BeginnerIn fast-pitch, a batter hit by a pitch she did not swing at is usually awarded first base. She has to try to avoid the ball, and her hands count as part of her body, not the bat. If she is struck while the ball is in the strike zone, or she swings and it hits her, the umpire calls a strike instead.
- Hitting Against a Left-Handed Pitcher (Fast-Pitch)IntermediateA left-handed pitcher feels harder to hit mainly because hitters see fewer of them. Her release comes from the other side, so the ball crosses the plate at an unfamiliar angle and her breaking pitches move the opposite way. Find her release point early, learn which way her pitches move and practice against left-handed pitching before games.
- Hitting for Power (Fast-Pitch)IntermediateFast-pitch power comes from three things working together: bat speed, square contact on the barrel and a launch angle that gets the ball in the air. Build bat speed through rotation and strength, square the ball up more often and look for pitches you can drive early in the count.
- Hitting Injuries in Fast-Pitch (Back, Side and Wrist Pain)BeginnerHitters sometimes feel pain in the lower back, the side of the trunk or the wrists and hands. Common factors include sudden jumps in swing volume, poor warm-ups and tight hips or upper back. Fatigue and a bat that is too heavy also play a part. Stop swinging if something hurts, and see a qualified medical professional for pain that lasts.
- Hitting Line Drives (Fast-Pitch)IntermediateTo hit more line drives in fast pitch, meet the ball through its middle with a bat path that matches the pitch. Start on time, keep your head quiet and aim up the middle. Rise balls and drops travel on different paths, so adjust to each one instead of using one fixed swing.
- Hitting Low Pitches (Fast-Pitch)IntermediateTo stay in your legs on a low pitch, bend more at the hips and knees and tilt your shoulders toward the plate. Keep that bend while you turn. Do not drop your hands or reach down with your arms. Standing up during the swing lifts the barrel over the ball and causes topped grounders.
- Hitting the Curveball (Fast-Pitch)IntermediateTo hit a fast-pitch curveball, read the sideways spin early and let the ball travel a little deeper. When it breaks away, keep your front shoulder closed and drive it up the middle or the other way. When it breaks in toward you, keep your hands inside the ball and turn on it.
- Hitting the DropAdvancedHitting the drop means angling the bat path down through the zone to match a drop ball's late break. It avoids a flat swing that rolls over the top.
- Hitting the RiseAdvancedHitting the rise means squaring up a well-located rise ball instead of swinging under it. The hitter stays tall and tracks the ball up through the zone.
- Hitting the ScrewballAdvancedA screwball breaks the opposite way to a curve. From a right-handed pitcher it runs in on a right-handed hitter and away from a left-handed one. When it breaks in, keep your hands inside the ball and turn on it early. When it breaks away, stay closed and drive it the other way.
- Home Hitting Setup and Routine (Fast-Pitch)BeginnerA tee, a hitting net and a bucket of balls cover most home hitting practice. Add front toss with foam or plastic balls, dry swings in front of a mirror and phone video. Keep sessions short and focused on one goal. Make sure you have room to swing safely.
- Home-to-First TimeIntermediateHome-to-first time is the stopwatch time from contact at home plate to the batter touching first base. It is a standard speed benchmark in scouting and recruiting.
- Hunting a Pitch (Fast-Pitch)IntermediateYes, early in the count many fast-pitch hitters look for one pitch type or one zone and swing hard only if they get it. Against a drop-ball pitcher, hunt the ones that start belt-high. Against a rise-ball pitcher, hunt below your hands and take anything above them. With two strikes, widen your zone and protect the plate.
- Illegal Pitch (Fast-Pitch)IntermediateAn illegal pitch is a delivery that breaks the pitching rules, such as replanting the pivot foot (a crow hop), landing the stride outside the 24-inch length of the pitcher's plate, or making two arm circles. In USA Softball youth (Junior Olympic) play, the penalty is a ball on the batter. The batter may still swing: if she reaches first and every runner moves up at least one base, the play stands. If not, the offensive coach chooses the result of the play or the ball.
- Illegally Batted BallIntermediateAn illegally batted ball is a hit made while a foot is on the ground completely outside the batter's box, or touching home plate. It counts whether the ball goes fair or foul. The ball is dead and the batter is out. For slappers, a foot touching the box line or still in the air is legal.
- Increasing Pitching Speed (Fast-Pitch)IntermediatePitching speed in fast-pitch comes from the whole body working in order, starting with the legs, not from the arm alone. Pitchers gain speed by driving hard off the pitcher's plate. This keeps a loose, fast arm circle, and letting the hips, arm and wrist snap arrive in sequence at release. Build speed gradually and keep accuracy, because a faster pitch that misses the zone does not help.
- Inside Pitch ApproachIntermediateThe inside pitch approach is the technique for hitting a ball on the inner third of the plate — pulling the hands in, getting the barrel through early, and driving the ball to the pull side.
- International Tiebreaker (Fast-Pitch)BeginnerThe international tiebreaker is the extra-inning rule in USA Softball fast pitch. If the game is tied after seven innings, or when a youth game's time limit runs out. Each half inning starts with a runner on second base. That runner is the player due to bat last in the inning, the hitter just before the leadoff batter. Teams keep playing full innings until one wins.
- Knuckleball – Fast-PitchAdvancedA fast-pitch knuckleball is thrown with minimal spin so air turbulence causes the ball to flutter erratically. This makes it nearly impossible to predict — for the hitter or the catcher.
- Late Swing TriggerBeginnerA late swing trigger means starting the swing too long after release. It usually produces weak opposite-field contact or a miss on unexpected velocity.
- Launch Angle for Fast-Pitch HittersIntermediateLaunch angle is the vertical angle of the ball off the bat. There is no single best angle for every fast-pitch hitter. As a guide, MLB's Statcast calls a ball under 10 degrees a ground ball and 10 to 25 degrees a line drive. Fly balls run 25 to 50 degrees. Most hitters aim for hard line drives, and power hitters push toward the low end of fly balls.
- Lead TimingIntermediateLead timing is when and how far a baserunner leaves the base in anticipation of a pitch being put in play or a steal attempt. This requires coordination with the pitcher's release point.
- Learning to Slap Left-Handed (Right-Handed Hitters)IntermediateThere is no set timeline for a right-handed hitter learning to slap lefty. It depends on how often she practices and the coaching she gets. Many start in the offseason and expect a hard first season. Notre Dame's Jenna Simon switched over one winter at age 11 and called her first season very difficult.
- Left-Side Defense vs SlappersAdvancedLeft-side defense against slappers adjusts the shortstop's and third baseman's positioning and first-step reads. It covers both a slapped grounder and a bunt.
- Leg Drive – PitchingIntermediateLeg drive is the pivot leg's forward force against the rubber, launching the pitcher toward home plate. It is the base the windmill arm circle rides on.
- Legal Fast-Pitch Bats (High School and Travel)BeginnerA fast-pitch bat is legal only if it carries the certification stamp your event requires and is not on that group's banned list. High school (NFHS) softball requires the ASA 2000 or 2004 mark or the USA Softball All Games mark. Travel tournaments follow whichever association sanctions them, such as USA Softball or USSSA.
- Load Timing (Hitting)IntermediateLoad timing is when and how a hitter shifts weight back and coils the upper body. It syncs to the pitcher's delivery, not a fixed internal clock.
- Look-Back RuleIntermediateThe look-back rule is a fast-pitch baserunning rule. Once the batter-runner reaches first base (or is put out) and the pitcher holds the ball inside the pitching circle. A runner who is off her base may stop once, then must go straight back to her base or straight on to the next one. A runner who stops and then hesitates, or who steps off a base after stopping on it, is out. The pitcher does not have to look at the runner; the duty is on the runner.
- Manufacturing RunsIntermediateManufacturing runs is the execution of a sequence of small offensive actions — walks, bunts, steals, contact hits, and productive outs — that collectively score a run without requiring extra-base power.
- Mercy Rule (Fast-Pitch)BeginnerThe mercy rule ends a game early when one team is far ahead; USA Softball calls it the run-ahead rule. In women's and Junior Olympic fast pitch, the game ends when a team leads by 15 runs after three innings, 12 after four, or 8 after five. If the visiting team reaches the margin in the top half, the home team still bats in the bottom half.
- Middle Infield Bunt CoverageIntermediateMiddle infield bunt coverage is the shortstop and second baseman's job on a bunt. They cover second and third base and back up throws as others field it.
- Moving From Machine Pitch to Kid PitchBeginnerKid pitch is harder at first because pitches change speed and location and some are wild. There is also an arm motion to time instead of a steady machine. Help young hitters by practicing against live arms, teaching them to take balls and to turn away safely from inside pitches. Expect lots of walks and strikeouts early. Celebrate good swings at strikes.
- Nerves at the Plate (Fast-Pitch)BeginnerNerves at the plate are normal, even for experienced hitters. Slow breathing, a short routine and one simple goal for the at-bat help most hitters settle. Focus on what you control, such as a good swing at a strike, not the result. If worry starts to take the fun out of the game, talk with a coach, a parent or a sports psychologist.
- Offseason Hitting Plan (Fast-Pitch)IntermediateA good fast-pitch offseason hitting plan starts with a short rest, then builds in phases. Make swing changes and build strength first. Next, groove them with tee and front-toss work. Finish with machine work and live arms that show real speed and movement before games begin.
- Outside Pitch ApproachIntermediateThe outside pitch approach is the technique for driving an outer-third pitch — staying back, extending through the ball deeper in the zone, and using the whole field rather than trying to pull it.
- Over-Striding and Under-Striding (Fast-Pitch)IntermediateOver-striding, or overstriding, means the front foot reaches too far. The head drops, the eyes jump and the hitter lunges, especially at changeups. Under-striding means barely moving at all, often leaving the hitter flat-footed and without power. In fast pitch, many hitters do best with a short, controlled stride that lands on time.
- Overload and Underload Bat TrainingIntermediateOverload and underload training means swinging bats a little heavier and a little lighter than your game bat, plus the game bat itself. The aim is more bat speed. Studies, mostly of high school and college players, report gains from such programs, but results vary. Warming up with a heavy bat or donut right before hitting has not been shown to make the game bat faster.
- Overswinging (Fast-Pitch)IntermediateYou miss when you swing hard because extra effort breaks your body control. Your head pulls off the ball, your front shoulder flies open and the swing gets long. Against fast-pitch speed and movement, that costs you the barrel. Swing hard but under control, at a speed you can repeat while staying balanced.
- Peel DropAdvancedA peel drop is the standard fastball-like drop ball. It peels off the fingertips with 12-to-6 topspin and breaks late, sharply and almost straight down.
- Pick Play (Pitcher Pickoff)AdvancedA pick play is a quick throw by the pitcher to catch an aggressive runner too far off base. A shortstop or second baseman often sneaks in behind her.
- Pitch CommandIntermediatePitch command is the ability to reliably place every pitch type in a precise, intended spot. It means more than landing it anywhere in the strike zone.
- Pitch Grip VariationsIntermediatePitch grip variations are the finger and seam placements that help create each pitch's spin. They run from the four-seam fastball grip to off-center grips.
- Pitch LocationBeginnerPitch location is where in (or out of) the strike zone the pitcher places the ball. The combination of horizontal quadrant and vertical height that makes a pitch effective or hittable.
- Pitch Recognition (Fast-Pitch)IntermediatePitch recognition is reading pitch type, spin, and speed early enough to make a good swing decision. It combines several narrower reads into one skill.
- Pitch SequencingAdvancedPitch sequencing is the deliberate ordering of pitches across an at-bat — using pitch type, speed, location, and movement to set up and exploit a hitter's reactions.
- Pitch TunnelingAdvancedPitch tunneling is the principle of releasing multiple pitch types through the same visual "tunnel" early in flight so they look identical until they diverge near the plate, too late for the hitter to adjust.
- Pitcher's Fielding PracticeIntermediatePitcher's fielding practice (PFP) drills a pitcher's defensive plays: covering first base, fielding bunts and comebacker grounders, and backing up bases.
- Pitcher's Workload ManagementAdvancedA pitcher's workload management tracks and limits pitch counts and innings and protects rest between outings. It aims to reduce overuse injury risk all season.
- Pitching CircleBeginnerThe pitching circle is the eight-foot-radius ring marked around the pitcher's plate. Its main rulebook role is the look-back rule for runners off base.
- Pitching DeceptionIntermediatePitching deception is the set of techniques a pitcher uses to disguise pitch type and location — including consistent arm speed, same release point, and minimizing tell-tale grips — to delay or confuse the hitter's read.
- Pitching Distance (Fast-Pitch)BeginnerIn USA Softball girls' fast pitch, the pitcher throws from 35 feet in 10U, 40 feet in 12U, and 43 feet from 14U through 18U, the same as adult women. Bases are 60 feet apart in every fast-pitch division. The distance is measured from the front of the pitcher's plate to the back point of home plate.
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