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Fast-Pitch Softball Glossary
Learn the language of Fast-Pitch Softball — answer-first definitions with real examples, beginner to pro.
100 terms
- Adjusting to Speed ChangesIntermediateAdjusting to speed changes means retiming your load and swing when a slower pitch follows fast ones. It avoids being "way out in front" of a changeup.
- Ball BlockingIntermediateBall blocking means dropping to the knees to smother a pitch in the dirt. It prevents wild pitches and passed balls that would let baserunners advance.
- Bat PathIntermediateBat path is the trajectory the barrel travels through the hitting zone — ideally a slightly upward, direct line that maximizes the time the barrel stays in the plane of the pitch.
- Bullpen Routine (Fast-Pitch)IntermediateA bullpen routine is a pitcher's structured warm-up and between-outing throwing plan. It builds from short arm circles to full-distance pitches of every type.
- Bunt and RunIntermediateA bunt and run sends the runner on the pitch while the batter is already committed. The defense must choose between fielding the ball and covering the steal.
- Bunt for a HitIntermediateA bunt for a hit is an offensive attempt to reach base rather than advance a runner, relying on placement and speed instead of trading an out for a base.
- Catcher Throwing MechanicsIntermediateCatcher throwing mechanics are the footwork, transfer, and arm action behind fast, accurate throws. They throw out base stealers and catch runners off base.
- Catcher-Pitcher CommunicationIntermediateCatcher-pitcher communication is the ongoing exchange of signals, circle visits, and hitter reads. It lets the pair agree on each pitch and its location.
- Change of SpeedsIntermediateChange of speeds means deliberately varying velocity, not just pitch type, to disrupt a hitter's timing. Usually a changeup is mixed with full-speed pitches.
- ChangeupIntermediateA changeup is an off-speed pitch thrown with the fastball's windmill motion but 10-20 mph slower. It disrupts timing, so hitters swing ahead of the ball.
- Chip SlapIntermediateA chip slap uses a short, quick adjustment step instead of a full crossover. The slapper stays compact and can react late to fast or off-speed pitching.
- Circle Change RecognitionIntermediateCircle change recognition is spotting a circle changeup out of the hand or early in flight. The hitter can then wait on the slower pitch instead of lunging.
- Compact Swing TimingIntermediateCompact swing timing uses a short, direct path from load to contact. It cuts trigger-to-contact time, adding margin for error in a short reaction window.
- Connection (Staying Connected in the Swing)IntermediateStaying connected means the arms and bat move with the turn of the body instead of swinging on their own. A connected hitter starts the barrel with her hips and torso, keeping the bat close to her body before it releases into contact. A disconnected swing casts out early or lets the arms race ahead of the body.
- Contact PointIntermediateThe contact point is the specific location in front of (or at) the plate where the bat meets the ball — which varies by pitch location, pitch type, and desired ball-flight direction.
- Corner Infield PlaysIntermediateCorner infield plays are how the first and third basemen defend the short game of bunts and slaps. They charge, read the hitter, and make the right throw.
- Count AdvantageIntermediateCount advantage describes which side the current ball-strike tally favours, and how each should adjust because of it.
- Crossover Slap StepIntermediateIn a crossover slap step, the back foot crosses in front of the front foot. It starts the slapper moving toward the pitcher, building momentum into contact.
- Crow HopIntermediateA crow hop is an illegal pitching motion in which the pitcher replants the pivot foot after the initial push-off. The pitcher is effectively relaunching, gaining an unfair advantage in distance or momentum.
- Curveball – Fast-PitchIntermediateA curveball is a fast-pitch pitch thrown with lateral spin that causes the ball to break sharply to one side as it reaches the plate, disrupting a hitter's timing and eye-line.
- DP/FLEX RuleIntermediateThe DP/FLEX rule lets a fast-pitch team bat a designated player (DP) who does not field. The DP bats for the FLEX, who fields but does not bat. The FLEX is listed 10th on the lineup card. The two can trade roles under set limits, and each can re-enter once.
- Drag BuntIntermediateA drag bunt is a bunt for a base hit. A fast runner, usually a left-handed slapper, starts running toward first before contact to beat the throw.
- Drop BallIntermediateIn fast-pitch, a drop ball is a pitch thrown with topspin that makes it dive sharply near the plate. It induces grounders and swings over the top of the ball.
- Drop Curve (Fast-Pitch)IntermediateA drop curve is a fast-pitch breaking ball that dives down and slides sideways at the same time. It blends a drop ball with a curve. To hit it, track it deep, keep your back shoulder from dipping and match its downward path. Lay off the ones that start at your knees, because they finish below the zone.
- Drop Step (Pitching Wind-Up)IntermediateIn the drop-step wind-up, the pitcher steps back and slightly sideways with the non-pivot foot. That extra motion builds momentum toward the plate.
- End-Loaded vs Balanced Fast-Pitch BatsIntermediateA balanced fast-pitch bat carries more of its weight toward the handle. An end-loaded one shifts extra weight toward the barrel tip. Two bats with the same listed weight can feel very different to swing. Most young hitters, contact hitters and slappers do better with balanced models. Strong hitters who stay on time may gain power from a little extra barrel weight.
- Exercises for Fast-Pitch Bat SpeedIntermediateBat speed comes from the legs, hips and torso, so the best exercises build lower-body strength and rotational power. Squats, lunges and hinges build strength. Med-ball scoop and shot-put throws train fast rotation. Hip and upper-back mobility work keeps the turn free. Add swing-speed work with real bats, and progress slowly with good form.
- Exit Velocity by Age (Fast-Pitch)IntermediateThere is no trustworthy official chart of fast-pitch exit velocity by age. One major swing-sensor maker says it has not published age-based softball benchmarks. Readings change with the bat, the device and tee versus live pitching. The useful comparison is your own average over time, measured the same way.
- Extension at ContactIntermediateExtension at contact is the point in the swing where the arms reach near-full length through the contact zone, transferring maximum energy from the kinetic chain into the ball.
- Fast-Pitch Bat Speed and Swing-Sensor BenchmarksIntermediateOne major swing-sensor maker publishes fast-pitch bat speed ranges by level: 38 to 52 mph for 12U to 14U travel ball, 49 to 63 mph for high school varsity and 58 to 70 mph in college. It also suggests on-plane efficiency of 70 percent or more and early connection near 90 degrees. It has not published softball exit velocity by age.
- Figure-8 Wind-UpIntermediateThe figure-8 wind-up is a distinct legal fast-pitch delivery. The ball goes down past the hip, behind the body, and forward to release, never overhead.
- First Baseman Bunt CoverageIntermediateFirst baseman bunt coverage is the job of charging bunts toward the first-base line. The second baseman covers first base in her place.
- First-Pitch Strike RateIntermediateFirst-pitch strike rate is the percentage of at-bats that start with a strike. It is among the strongest signs of pitching effectiveness and count control.
- 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.
- 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.
- 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 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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