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 Post subject: Ground Out
PostPosted: Fri Jul 02, 2010 5:58 am 
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I've been wondering, what is the best pitch to get a ground out?


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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 7:59 am 
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sinker, or 2-seamer

changeups can work too. Anything that ends up lower than the batter anticipated.

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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 10:30 am 
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Curves are terrible. Fastballs are pretty bad. I like changeups, they work well.

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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 12:46 pm 
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Changeups usually work the best for me.

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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 5:12 pm 
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2-seamer, Splitter, and Knuckleball work the best for me. Anything in the "Down" category will be fine. Also, jamming the hitter by throwing a cutter or shuuto/sinking fastball inside against an opposite-handed batter (i.e. Righty throwing to Lefty or vice versa) tends to work well. I use this all the time.

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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 5:34 pm 
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Ok thanks guys!

Just another question, What is the difference between and Sinker and a H-Sinker?
Does the H-Sinker just break more?


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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 5:36 pm 
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radclayson wrote:
Ok thanks guys!

Just another question, What is the difference between and Sinker and a H-Sinker?
Does the H-Sinker just break more?


H-Sinker is faster, but breaks less. That's on the MLBPP Wiki. H-Sinker also has a sharper break.

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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 5:38 pm 
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An extra 4 mph and sharper break separates the H-SNK from the SNK. The H-SNK, when thrown on the inside edge to a same-handed batter, is great if you like shattering bats and watching hitters hop around after fouling one off the ankle bone. Here is a complete list of pitches and the mph-separation from the 4SFB:


↑ 4SFB Max
↑ 2SFB -3
→ CUT -6
→ H-SLD -6
→ SLD -10
↘ KNCB -12
↘ SLV -14
↘ CB -16
↘ DCB -19
↘ SCB -26
↓ SPLT -9
↓ V-SLD -12
↓ FOSH -13
↓ FORK -14
↓ CCHG -17
↓ CHG -18
↓ PALM -23
↓ KN -24
↙ H-SNK -12
↙ SNK -16
↙ SC -16
← SIFB -6
← H-SHU -6
← SHU -8

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 Post subject: Re: Ground Out
PostPosted: Fri Jul 02, 2010 5:40 pm 
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Eric Davis 44 wrote:
An extra 4 mph and sharper break separates the H-SNK from the SNK. The H-SNK, when thrown on the inside edge to a same-handed batter, is great if you like shattering bats and watching hitters hop around after fouling one off the ankle bone.


:lololol:

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