Presentation on theme: "WELCOME TO ASA GENERAL UMPIRE TRAINING Hat Shirt Belt Pants Shoes Socks Jacket Ballbag Brush Indicator Appearance & Uniform."— Presentation transcript:
WELCOME TO ASA GENERAL UMPIRE TRAINING
Hat Shirt Belt Pants Shoes Socks Jacket Ballbag Brush Indicator Appearance & Uniform
BLUE! "Hey Blue! That plate has corners ya' know!" "She was out BY A MILE!" "That pitch was a strike for the other team!" "Want to borrow my glasses?" "This is the worst umpiring I've ever seen." "Hey Blue, You're missing a great game here!" "Ya' leave your seeing-eye dog at home?" "She was safe BY A MILE!" "You're KILLING US!" "Ask someone for help!" WHATS THE CALL,
The Pre-Game FIRST IMPRESSIONS ARE ONLY MADE ONE TIME
POSITIONING MANAGERS MEETING COACHES PLATE UMPIRE BASE UMPIRES 1B 3B P P BETWEEN INNINGS Alternate
UMPIRE SIGNAL CHART (1) DOUBLE Raise right arm showing two fingers. Verbally call, "Two Bases." TRAPPED BALL Extend arms straight out with palms down. Verbally call, "Safe." DELAYED DEAD BALL Extend left arm straight out with fist closed. INFIELD FLY Raise right arm with fist close. Verbally call, "Infield Fly." FAIR BALL Point towards fair ground with hand closest to infield. No verbal call. SAFE Extend arms straight out with palms down. Verbally call, "Safe."
UMPIRE SIGNAL CHART (2) HOLD UP PLAY With palm up, raise hand farthest away from pitcher towards batter. FOUL TIP Fingers from both hands are touched together chest high in front of body and then a strike signal with no verbal call. FOUR-BASE AWARD (SP) On any fair touched ball going over the fence, raise right hand showing four fingers. Verbally call, "Four Bases." PLAY BALL Motion with either hand to the pitcher. Verbally call, "Play Ball." TIME/DEAD BAL Raise both hands with open palms away from the body. Verbally call, "Time" or "Dead Ball." COUNT Raise both arms up, indicate strikes with fingers on right hand and balls with fingers on left hand. Verbally give count.
UMPIRE SIGNAL CHART (3) FOUL BALL Give DEAD BALL signal then verbally call, "Foul Ball" HOME RUN Raise right arm. With fist closed move it in a counter-clockwise twirling motion. Verbally call, "Four Bases." STRIKE Bring left arm with hand closed to midsection as right arm is extended straight up with hand facing ear. Then pull down at elbow while closing fist. Verbally call, "Strike." OUT With hand closed, bring left arm to midsection as right arm is extended straight up with hand facing ear. Then pull down at elbow while closing fist. Verbally call, "Out."
SELLING THE SAFE CALL
FAST PITCH PLATE SET POSITION Do not set up within the perimeter of the strike zone
SET POSTION - SLOW PITCH PLATE Hold up pitch until all players are ready. Stay in upright position until height of pitch (6-12 feet) is determined Do not place hands on knees as this locks you at the same height for every batter. Drop to a level equal to the top of the front shoulder. Be in the set position when the ball crosses the strike zone.
FAST PITCH PLATE MECHANICS 1. Fast pitch and Slow pitch are alike in many ways. This allows umpires an easy transition from one game to the other. Common areas of mechanics are: a) Stance b) Slot c) Tracking d) Timing Difference: a) Set position Fast Pitch Slow Pitch
STANCE a) Feet: 1. Shoulder width or slightly further apart. 2. Weight distributed on balls of feet 3. Toe to Heel only. 4. Scissors, Peaker's and Hooking stances. In all cases be COMFORTABLE b) Slot: 1. "Space between the catcher and batter in which your inside ear is on the black portion of the inside part of the plate. This space will never allow the catcher to block you out. 2. NEVER set up in the perimeter of the strike zone. You will only lose the pitch and guess all day. This is referred to as being "blocked" out. 3. You must have a clear, unobstructed view of the plate.
STANCE (Continued) c) Knees: 1. Bend the knees not at the waist. 2. Drop 3-5 inches into strike zone 3. Try to keep back, head and neck as straight as possible. d) Shoulders: 1. Keep shoulders as square to the pitcher as possible. 2. NEVER have shoulders square down base paths.
STANCE (Continued) e) Set Position: 1. Eyes at TOP of strike zone. 2. Keep hands inside legs. 3. Once you get set NEVER move. 4. Go to "set" position when pitch STARTS. 5. Set too early- tired body and movement in late innings. 6. Set too late- never see pitch as pitch will "explode" when you finally get set. Movement causes you to lose perspective of strike zone and of home plate. 7. "Head Height" is very important for consistency. Low head height loses outside and low pitch. High head height loses low pitch on knees. f) Tracking: 1. Track only with eyes, nose and SLIGHT head movement. 2. Moving body only distorts view of pitch and often moves you over the catcher. 3. See the ball from the time it leaves the pitcher's hand until the ball reaches the catcher's glove.
Difficult Situations a) Blinking with pitch. b) High drop c) Catcher taking inside corner. d) Batter crowding plate. e) Check swings. If you react to catcher, you will miss swing! 1. Know mechanics of hitting. a. Did batter break wrist? b. Did bat come in front of body? c. Did bat come through plate area? d. Rolling of wrist - not breaking of wrist. 2. Know batting mechanics. a. Batter gets ready. b. Stride - coil - weight on front foot. c. Hips turn as batter turns. d. Snap wrist as he rolls wrist.
Difficult Situations (Continued) 3. Very hard to stop bat once you get it out in front. You may be able to slow bat down. Coaches now teaching to turn body into pitch. 4. Umpire needs to concentrate on ball. a. Was pitch a strike? If yes who cares what batter did. 5. Sell call! a. Use proper signal. 6. Working slot allows you to see check swings clearly. Tough pitch is the rise ball. 7. If you need help, GET THE CALL CORRECT!
Plate Mechanics 1) Stance a. Feet - Knees - Back - Shoulders 2) Working the Slot a. Toe/heel - Scissors - Hooker 3) Set Position a. Timing - Set outside the perimeter - Head height b. Too close/far - Too wide/deep - Moving on pitch 4) Tracking the Ball a. Moving head/eyes - moving body on pitch 5) Strike Calls a. Vocal - Timing - Mechanics
6) Ball Calls a. Call while down - Location 7) Count a. Height - Rotation - How often 8) Passed balls/pop flys 9) Difficult Situations a. Hit batter b. Double hit c. Check swing 10) Ball Rotation Plate Mechanics (Continued)
a) Height: 1) Eye level or slightly higher. 2) Slow down when giving count. 3) Rotation of hands. 4) How often: a. When requested. b. After a delay in game. c. Whenever next pitch creates a change. Recognize the caliber of ball you are umpiring. COUNT
a) Definition: 1) Arm pits and top of knees. 2) Discuss corners of plate 3) Dimensions 17 x 8 ½ x 12 = 27" a. Plate 17" b. Ball 4" c. Black 1" STRIKE ZONE
TIMING & RHYTHM a) Calling pitches: 1) Voice. a. "Ball" call - On a pitch that is a ball, stay in your stance and verbalize, "Ball". There is no signal for a pitch that is a ball. Verbalize a ball so that your voice can be heard in both dugouts. You can sell a ball call with a slight head movement AFTER you call the pitch. b. "Strike" call - There are two theories. 1. You can make the call in the down position or 2. Make the call in the upright position. Whichever you use, declare loudly "Strike!" so that your voice can be heard in the outfield. c. Always call the pitch after the catcher catches the pitch and a "slight" hesitation is used. d. Difference in voice and timing only creates doubt.
THE STRIKE CALL SET Slow pitch (top) and Fast Pitch (bottom) are identical in the mechanics.
MOVEMENT FROM THE PLATE 1) Exiting a. Left of catcher 2) Trailing the runner a. Unless the ball takes you elsewhere b. Interference, obstruction, swipe tag, pulled foot, overthrows - blocked ball 3) Fair/Foul/Out a. Priorities 4) Third base calls a. Two umpire system, runner on 1B only. b. Three umpire system - four umpire system
MOVEMENT FROM THE PLATE (Continued) 5) Third base calls a. Coming from home plate 6) Call at home plate a. Returning from third base b. Ball coming from fair territory c. Passed ball situations 7) "Show me the ball!"
BASE MECHANICS POSITIONING -Two Umpire System No Runners on Base Runners on Base (Slow/Fast Pitch) SIGNALS Out - Safe - Selling the Call THE FORCE OUT Four Basic Elements Two Theories Double Play TAG PLAYS Pulled Foot Swipe Tag Find Ball - Show Me
BASE MECHANICS (Continued) INSIDE-OUTSIDE THEORY BUTTON HOOK THREE-FOOT LINE INTERFERENCE OBSTRUCTION FAKE TAG COLLISION ILLEGAL PITCHES PARTNER ASSISTANCE TAG COVERAGE POSITIONING - Three-Umpire System TAG COVERAGE ASSIST POSITIONING
BASIC POSITIONS Step with the pitch so you ready to move if the ball is hit! NO RUNNERS ON BASE WITH RUNNERS ON BASE Drop to SET position when the pitchers brings the hands together. Do not lock hands on the knees as shown here.
THE FORCE OUT FOUR BASIC ELEMENTS: 1) Ball 2) Defensive Players Making Play 3) Batter-runner 4) The Base PROCEDURE: 1. Stop Approximately 18 Ft From Base-go to Set Position. 2. Let the Throw Turn You Into the Base 3. Things to Think About: A) Did Runner Touch the Base? B) Did 1st Baseman Have a Foot on When the Ball Was Caught? C) Was the Ball Juggled? 4. Too Close Restricts the Angle, Close the Range of Vision, and May Cause You to Get Caught in the Action. 5. Slight Hesitation- Let a Clear and Mental Pitcher to Develop. 6. Hesitate Not -a Delay, Means You Are in Control of Yourself- Which Is Convincing.
THE FORCE OUT (Continued) 7) Once Observed A. Make Hesitation B. Know The Outcome C. Render The Out Or Safe Signal Button Hook Movement 1) Concentrate On Runner (S) 2) You Are Not Interfering With Anyone 3) Checking For Tag Of The Base Or Player 4) Watching For Obstruction/interference 5) Glancing To Pick Up The Ball In The Outfield. Rule Of Thumb- Watching The Runner- Glancing To Pick Up The Ball
FAIR GROUND THEORY Move inside the diamond, observing the defensive player fielding the ground ball, to a position which is a few steps, (approximately six (6) feet) inside the foul line. Stop as the player fields the ball and let the throw turn you into the play at first base
FAIR GROUND THEORY - SWIPE TAG If the the throw to first takes the first baseman off the base, move directly toward the foul line, maintaining the foot distance from first. Point to the swipe tag and make a verbal indicating whether the tag was made or missed, hesitate slightly to make sure the ball is not dropped then sell the appropriate call FB
FOUL GROUND THEORY Stay outside the diamond in foul territory and move 'up' the line to make the call to a position which would be a few steps, (approximately six (6) feet) outside the foul line. Outside position should be used only on balls hit to the first baseman, the second baseman's extreme left or to short right field where the throw is coming to the first baseman from near the foul line. This outside position should be used only when 'absolutely necessary'. 1 2 FB RF
UMPIRING -- INSIDE OUT U UU U The four basic field positions for base umpires covering both the two and three umpire systems and the six possible button-hook movements.
ANGLES & HOLDING ZONES HOLDING ZONE
High attrition rate in umpiring each year. No set way to handle all players/coaches 1) Each handled differently 2) What works for me - may not work for you 3) Learn to respond - not react Do what you're there for! How is your attitude? Easy to relate to players... But how do you relate as an umpire.. Dedicated umpires learn from mistakes. You Can't Change the World Overnight
Set the tone Study Ball Players Develop a Feel for the Game Preventive Umpiring UMPIRE TIPS
1) You Are a Team! 2) Understand the Basics of Catching 3) Catchers Need to Know What They Can & Cannot Do - Target of Catcher Will Help in FP 4) Set Position of Umpire 5) Don't Signal Location of Pitch-talk to Catcher 6) Wiping Plate 7) Umpires Can't Redeem Themselves - Catchers Can 8) Strike Zone - Establish Early 9) Plate Umpire Sets Tempo of Game WORKING WITH CATCHERS
10) CATCHER WHO WORKS WITH UMPIRE CREATES RESPECT. a) Set Positions b) Glove Movement c) Dialogue d) Control of pitchers/teammates/ managers WORKING WITH CATCHERS (Continued)
1) TWO THINGS PITCHER WANTS FROM UMPIRE a) Control of game b) Consistency in strike zone. Strike zone is a strike zone is a strike zone. 2) DON'T CHALLENGE OR CONFRONT PITCHER DIRECTLY 3) MAKE IT ENJOYABLE WORKING WITH PITCHERS
Coach Argues for Three Reasons: 1) He thinks you might have made a mistake. 2) To keep his players in the game. 3) Because of temporary insanity. For a coach to request an interpretation of the rules should be expected. THE UMPIRE SHOULD HAVE THE ANSWER. Remember: Umpires are tested by coaches. Particularly the newer officials. Veterans have either gained respect OR "DUG THEIR OWN GRAVE". Respect comes from: 1) Sound judgment 2) Common sense 3) Proper attitude 4) Disposition, and 5) Self control When you take charge - they notice. WORKING WITH COACHES
But it is sometimes necessary A) Some umpires look for ways to eject. B) Some umpires use ejection as a means of game control. C) Some umpires never eject- they are afraid to lose a friend. EJECTION: 1) If handled at the right time - game control and good. 2) If too quick- chip on shoulder. 3) If too late- You are an umpire that can be pushed around. IF YOU EJECT A COACH OR PLAYER- ASK YOURSELF: 1) Did I do anything to lead to the ejection? 2) Did I challenge the player or coach? 3) Did I lose control of myself? 4) Did I offer opportunity to the player or coach to keep from his losing control? EJECTION-THE LAST RESORT
Hear Only What Should be Heard 1) Every crowd will include a heckler 2) Many believe it is part of the game If Umpire Reacts: 1) Crowd will sense evidence of umpire being conscious and will increase jibes and heckling 2) Soon crowds and players lose respect of umpire Umpire Should Be: 1) DEAF, 2) Ignore any and all spectator comments Fans Have Three Characteristics: 1) They are ignorant of the rules 2) They are highly emotional - highly partisan 3) They delight in antagonizing officials Remember: They are not against you... They are against the blue shirt. FANS
Four weapons in the battle to communicate. MIND - FACE - BODY - VOICE Your purpose in game situations is to persuade people. a. Fans, coaches and players don't attack you personally. b. They are upset with what you represent - the blue. CONFRONTATION
Eight concepts to use with the four weapons 1. ENLIGHTEN - Don't Debate 2. EXPLAIN - Don't Argue 3. CONVERSE - Don't Make A Speech 4. TALK - Don't React Critically 5. SPEAK CALMLY - Don't Shout Back 6. BE POSITIVE - Don't Be Negative 7. BE FRIENDLY - Don't Be Arrogant 8. BE CONFIDENT - Don't be meek When dealing with people - look them in the eye. Nothing gets across if you're looking at your shoe tips. FROM: "Winning At Confrontation" by Arch Lustberg CONFRONTATION
1. Consistency 2. Character 3. Courage 4. Coverage 5. Communication 6. Control Bear down at all times... The only umpire who can take it easy during a game, is one who buys a ticket and sits in the stands. SIX C's
1) Did I arrive in time to prepare for the assignment? 2) Did I hold a pre-game conference with my partner(s)? 3) Was my uniform clean and shoes polished? 4) If the chief umpire, did my pre-game conference with the managers cover all it should? 5) Was I in position to call each play I was responsible for? 6) Was I prepared in advance for each play or situation? 7) If on the plate, was my strike zone consistent? 8) Did I give proper timing to my mechanics? 9) Were my mechanics clear and sharp for the player, spectators and my partner(s)? 10) Did I go out on appropriate fly ball coverage? EVALUATING YOUR GAME
11) Did anything unusual occur and did I recognize the violation, calling at once and correctly? 12) Was there any occasion during the game where I was fortunate in not having to make a call? 13) Did I assist my partner and communicate when they needed it, or when it was required? 14) Did I keep my cool and handle all discussions with coaches and/or players when they arose and in a manner I can be proud of? 15) Did I uphold, defend or rationalize my improper ruling? 16) Was there any particular part of the game I could work on which has not already been mentioned? An umpire should work under the assumption that he is only as good as his next call, and should attempt to make certain that it is a good one! BE THE BEST UMPIRE YOU CAN BE! EVALUATING YOUR GAME (Continued)
YOU AS AN UMPIRE
1. Be competitive 2. Have your head on straight 3. Don't be a tough guy 4. Get into the flow of the game 5. Don't bark 6. Show confidence 7. Forget the fans 8. Answer reasonable questions 9. Choose your words wisely 10. Stay cool 11. Be professional 12. Bear down at all times 13. Be the best you can be UMPIRE CHECK LIST