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Signs


Question
I'm looking for a system of delivering signs to my hitters, runners, defense, pitchers, catchers, etc...Can you help me come up with a set of signs that are easy to understand but deceptive of enough to fool the other team.  Thank you for your help.

Answer
Below is an article by Cindy Bristow that covers in detail giving hitting signals.

By Cindy Bristow
Director of Development ?International Softball Federation

Giving signals to our batters should be a very simple thing ?both for us and for our players. Unfortunately, too many of us make our signals so complicated, in an effort to hide them from the other team, that we end up confusing our own players. Ballplayers that are confused and unsure are not very effective or very successful. Instead of being so worried about our opponents picking up our signals, we should all be more concerned with keeping our signals simple so that our own players understand, and execute them!

The #1 objective of your signals should be to give your players information ?and NOT to conceal it from your opponents!


1. DIFFERENT TYPES OF SIGNALS
As with every other skill in softball, there are many different methods for giving signals. I've collected a bunch of different systems (another term for ways or methods for giving signals) and am listing them below. Please keep in mind that some of these systems might sound great, but if they are too complicated for you to remember, or for your players to understand, than they will not work. (They are not listed in any particular order):

CLAP SYSTEM:
This system revolves around any type of hand motion to appear to be 搒ignals? and then ending your signals with a clap. The number of claps indicates the particular signal. For instance: 1 clap ?might equal a bunt, 2 claps ?might equal hit & run, 3 claps ?might equal a steal. Keys to keep in mind with this system are to keep talking to your hitter while clapping, and not make your clapping too obvious. This works best if you tend to clap anyway. The one drawback of this system is that it doesn't allow you to have more than about 4 different signals or the number of claps becomes too much for the hitter and too obvious for your opponents.



INDICATOR OR KEY:
This is the most common system, and involves having a particular movement (like touching the chin, or bill of your hat) that puts ON the signal, or to make it 揳live? This becomes the 搆ey? The key can make it easier for players since they then have one particular signal to look for before any 搇ive?signal can be given. It also enables the coach to give fake signals by not using the key to activate the real signals. The key can also be change without changing your other signals. The 搊ther攕ignals I'm referring to would involve certain body parts, or touch combinations that signify certain acti ons. For instance, the 搆ey?might be touching the chest. The Bunt is the right arm, the Hit and Run is the waist, the Steal is either leg, the Bunt and Run is either ear, and the Take is both hands to the face. Than any of these signals (or body parts) giving without first touching the chest for the key, would mean that nothing was on. Now, if you gave a bunch of motions and then touched your chest, any of the above mentioned body parts would then indicate that particular signal was 搊n? That's why this system is called 搃ndicator?or 搆ey?


ROVING KEY:

The first body part you touch becomes the 搆ey, or indicator? Nothing you touch after that means anything until you retouch the original body part ?which then serves as the 搆ey? Your signal follows using whatever type of system you prefer ?clap, body part, touch, whatever. The good thing about this system is that it's extremely difficult for your opponents to pick up because you can constantly change your key. But, that can also serve as its weakness because it can be a confusing system to beginning or inexperienced players.

TOUCH SYSTEM:
This system is used with a key or indicator and is based upon a certain number of touches. For example: Following the key, 1 touch might = bunt, 2 touches = steal, 3 touches = hit & run, 4 touches = bunt & run, 5 touches = take. The 搕ouch?count starts immediately after giving the key. So, in the above mentioned system, following the key, if you touched your forearm (1), your belt (2), and then your chin (3) that would indicate the Hit & Run was on because you made 3 touches following your key. You can make up the number of touches to indicate whatever signal you want, I just used the ones listed here for examples. This is a fairly simple system for your players, as long as you can keep accurate count of your touches. I don't use this system for that exact reason ?I find that I can't remember if I've touched 3 or 4 times, so I use another system that's easier for me.



BODY PART SYSTEM:
This system uses certain body parts to indicate certain actions. For instance, the belt might = bunt, legs (one or both) = steal, arm (one or both) = hit & run, chest = take, face = bunt & run. These would follow an indicator, and could be changed to whatever parts you preferred.


LIVE & DEAD SYSTEM:
Designate one ear to be 搇ive?and the other 慸ead? Touch the 搇ive?ear first and your batter would know that whenever you gave the signal it would be 搊n? You could use the clap system, the touch system or whatever one you preferred, including an indicator. The 搇ive?ear simply means that IF YOU GIVE A SIGNAL, IT'S ON. (You don't have to give one). Now, if you touch the 揹ead?ear, then no matter what else you do, whether you give a signal or not, nothing would be on.

RUB-OFF:
This is a movement to erase all signals given previously. It can also simplify everything for you by allowing you to give all the signals you want, and then 搑ubbing them all off?at the end to show the batter nothing is on. The rub-off is good if you get confused giving signals ?and also at the beginning of a sequence to show the batter that nothing is going to be given (similar to the live and dead system).

REPEAT SIGNAL:
This is a signal for your hitters to give you, to let you know they have NO IDEA what you just did so repeat the signal. Tell your players to use this signal anytime they aren't sure about the signals. This signal can be something simple like grabbing the top of their helmet or tugging at their socks.




2. TIPS FOR GIVING EFFECTIVE SIGNALS

?Practice giving your signals in a mirror, and by video taping yourself. Know what your players see when you're down there going through things at a thousand miles an hour.

?If you use an 搃ndicator or key?system then don't pick something you do all the time as your indicator. For instance, if you have a habit of touching your belt then don't have your belt as the indicator or you may be giving signals without knowing it.

?Avoid using a visor, hat, or coaches box as part of your signals if you either don't always wear them, or if you can't control if there will be a coaches box. (Some coaches use the coaches box as their indicator ?if they're in it the signals on, if they aren't it's off.

?Give all your signals at the same speed. It's very easy to give your fake, or dead signals at one speed, and other ones faster. This can be picked up by your opponents, and can make it difficult for own your players to understand your signals.

?Make sure your batters watch your entire signal, and not turn away once you finish the action portion. This will tell your opponents that once your batter turns away, all of your remaining movements are meaningless.

?Keep your signals and movements short and simple!

For pitching (signaling the catcher) I used a simple 2 sequence numbering system using the fingers.

One=fastball, two=drop-ball, three=rise-ball, and four=change-up.

The first number flashed would identify which next number was the hot pitch. For example two fingers first mean the second number flashed is the hot pitch.
1-1 = fastball 2-2-1 = fastball (I usually never flashed more than 2 for the first number to save time)

For defensive plays I simply yell out a name for positioning, slide, shift, in, out, cheat right, cheat left, etc. For pick off plays and such I would yell out instructions to a fictional player, 搇et's go Sue - be ready? Anything that had 揝ue?in it meant a pick off play at first base but of course there isn't named Sue on the team.  

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