HITTING PROGRESSION & OFFENSIVE APPROACH

OFFENSIVE GOALS

TEAM OFFENSIVE GOALS
  • 7+ runs per game
  • 50% quality at bats
  • Big Inning (3 or more runs)
  • Nine Freebies (BB, HBP, SB, Error, BID Read)
SECONDARY GOALS
  • Lead off man on, 6 out of 9 innings
  • 20 pitches per inning
  • BB/HBP > K
  • 5 QABS in an inning (String)
  • QABS – 0/1 K 63%, 2 K 37%
  • 80% swing decisions
  • 70% Runner at 3rd less than 2 outs
QUALITY AT BATS
  • Base hits
  • Hard Contact
  • Walk
  • HBP
  • Team At-Bat (H&R, ADV, RBI, Bunt)
  • 8 Pitch At-Bat
  • 4+ pitches after 0-2

OFFENSIVE PHILOSOPHY

0 STRIKE COUNT
We are fastball hitters. Everything works off of the fastball. It is critical that we commit to being “on-time” to the pitcher’s best fastball, and look for it in a zone(4 balls) where we can do damage. If we could ask the pitcher to “put it on a tee”, this is our no-strike approach. Our field of play with no strikes should be from the oppo gap to the pull side foul line. Every ball we hit with no strikes should have enough pace to get to the wall. We are NEVER LATE with no strikes, we take our best swing on our best pitch.
1 STRIKE COUNT
Focus and timing with 1 strike is no different than our Damage Approach. The only thing that changes is our field of play. We will commit to hitting the ball hard, and in the middle of the field. A perfect 1 strike approach will result in extra base hits from gap to gap, or a line drive that knocks the pitcher off the mound. We are covering 4 baseballs and giving the pitcher the inside and outside corner. Some hitters will use the 1 strike or Gap to Gap approach with no strikes as well. It is also advantageous to use this approach with RISP.
2 STRIKE COUNT
50% of our at-bats will reach 2 strike counts. We will use a no stride approach in these at-bats. This is where competitors separate themselves. We will have no fear of hitting with 2 strikes. Confident 2 strike hitting will be a byproduct of plate discipline and toughness. Our field of play with 2 strikes is middle to opposite field. We will cover 1 ball off of the plate, back to the middle of the plate. A pitcher will never beat us away in 2 strike counts. We will react to pitches inside, and spoil all pitches near the strike zone. Our goal is to spoil pitches in our B-Hack Approach until we get a good pitch to hit, and drive the pitch count up. In 2 strike approach we are NEVER early 3-2 Counts are historically high chase counts for hitters. Therefore, in 3-2 counts, we will use our gap to gap approach (1 strike). We will treat 3-2 like its 3-1.

DYNAMIC PRACTICE DESIGN

JUNGLE vs. ZOO TIGER

ZOO TIGER'S LIFE
  • Same environment every day.
  • Planned out schedule.
  • No surprises.
  • No struggle/challenge/growth/fight.
JUNGLE TIGER"S LIFE
  • Environment changes daily dependent upon food and competition.
  • No kill no food, survival of the fittest.
  • Constant struggle and stress.
  • Only way to win is to FIGHT.
ACQUISITION TO CHALLENGE
  • Must train at game speed, in game environment.
  • External over Internal Cues.
  • Speed them up to slow them down.
  • Challenge player through competition once skill is acquired.
  • Create drills that force player to move his body the most efficient way.
  • Outcomes should mirror game like results.

INFIELD THROWING PROGRAM (ROTATION #1)

SET 1
10, 8, 6 or 4 Throws
1. 3B-Throw to Plate
2. SS-Throw to 1st
3. 2B-Throw to Plate
4. 1B-Receive throw from SS to 2nd
SET 2
10, 8, 6 or 4 Throws
1. 3B Throw to 2nd - Starting DP
2. SS Throw to 1B
3. 2B Throw to 1B from 4 position on RHH
4. 1B Throw to 2B - Deep starting DP
SET 3
10, 8, 6 or 4 Throws
1. 3B Throw to 1B
2. SS Throw to Plate LC Gap
3. 2B Throw to 3B - RC Gap
4. 1B Throw to Plate - RF Line

INFIELD THROWING PROGRAM (ROTATION #2)

SET 1
10, 8, 6 or 4 Throws
1. 3B Throw to Plate
2. SS Finish DP w/ throw coming from 1B
3. 2B Throw to 1B Extra bag behind
4. 1B Throw to 2B - LHP to 1st movement pick
SET 2
10, 8, 6 or 4 Throws
1. 3B Throw to 2B Starting DP
2. SS Throw to 1B
3. 2B Finish DP - off ball from 3rd base
4. 1B Throw to plate - medium depth
SET 3
10, 8, 6 or 4 Throws
1. 3B Throw to 1B
2. SS Throw to 3B - RC Gap
3. 2B Throw to Plate - LC Gap
4. 1B Throw to Plate - RF Line

OUTFIELD THROWING PROGRAM

SET 1
5, 4 or 3 Throws
1. RF Throw to Plate
2. CF Throw to third
3. LF Throw to 2B – Ball down the LF line
SET 2
5, 4 or 3 Throws
1. RF Throw to 2B Ball down RF Line
2. CF Throw to Plate
3. LF Throw to 3B – Ball in LC
SET 3
5, 4 or 3 Throws
1. RF Throw to 3B
2. CF Throw to 2B
3. LF Throw to Plate

MORE DEFENSE

CATHCER'S THROWING PROGRAM
  • Roll Bunts – 1B, 2B, 3B
  • Off machine
  • Back pick / throws to 2nd/3rd steal breaks
  • Block and Recover – Throws to 1st/2nd
  • Throws
INFIELD DEFENSE
  • Kickbacks
  • Sidetoss
  • Atec M2 groundball machine (Casey Pro)
  • Fungo Angles (play the X)
CATCHING DRILLS

CATCHING DRILLS

CATHCER'S PLATFORM
  • We use the hack attack and catching platform daily
  • Receiving: glove side/throwing side, use platform increase Velo, RH & LH breaking balls have player stand in both sides of plate
  • Glove Down Drill/Catch the ball flat/Show the pitcher the ball
  • Blocking : rubber balls, over plate, off plate LH & RH breaking balls, block & recover
  • Popups
  • Randomized receiving/blocking with regular/incredi-ball – FB/CB
  • CB receive/incredi-ball block
  • CB receive with steal break
LIVE DEFENSE DRILL (100 PLAYS)
*90/100 plays made is good
  • Throw BP to Catchers/Outfielders/Pitchers hit hard ground balls around infield
  • 50 plays to 1B
  • 50 double plays
OUTFIELD DRILLS
  • Angle Drills: drop step glove side/throwing side
  • Redirection Drill: glove side/throwing side
  • Athletics
  • Fungo: ground balls/fly balls with crow hop, balls over head
  • Outfield pepper: soft toss to hitter on foul line, hit low line drives to outfielders
  • Hack Attack fly balls from plate
  • Glove side running mechanics
  • 50 double plays
BASE RUNNING
  • Turn drill
  • BID/Steal Breaks
  • Random machine drill (Atec M2/Casey Pro)
  • TIGER BP

TYING IT ALL TOGETHER

Practice Format: Throwing program and/or Baserunning, Defense, Offense and Game/Competition. Team Concepts: Random Baserunning drill, TURBO PFP, TIGER BP and Double Hack Sim Game. Note to put together a Player Development Book.

TURBO PFP

PFP Concentration (3 pitchers per group on mound at same time)

1st Rotation
1. P (3-1)
2. P (1-6-3)
3. P (1-2) SQ-Tag
4. 5-4-3
2nd Rotation
1. P (4-1)
2. P (1-5 Bunt 3B Side)
3. P (1-2-3)
4. P (6-4-3)
3rd Rotation
1. P (6-3-1)
2. P (1-3 Bunt 1B Side)
3. P (3-1-2)
4. P (4-6-3)