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Professional Baseball
WHAT SCOUTS LOOK FOR
Some organizations use the 20/80 scale others use 2 to 8. They are the
same thing
.
A 2 or 20 is the low end of the scale and 8 or 80 is the high end
.
Scouts typically use two numbers when grading, such as 4/6 or 3/5. The
first number is the player's current rating on the 2 to 8 scale the second
is his "projected" future professional baseball rating. Of
course those numbers are based on the individual scout's opinion.
When only one number is given, such as a 7, it is usually (almost always)
that scout's projection opinion of that player's professional baseball
potential.
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ARM STRENGTH
This is a tool that is often overlooked by ball players today and one
of the most lacking tools at the major league level. With 10 teams playing
on artificial surfaces, making fielders play their position deeper, a
strong arm is even more necessary today than in the past. The player
with a strong arm will have less teams take a chance by running against
him thus preventing runs from scoring. Thus a team with a weak throwing
outfield or catcher will have more opportunities taken against them leading
to more throwing errors and more runs given up.
When scouts are evaluating a players arm strength it is usually during
pre-game infield-outfield practice. A scout will get to see several
throws by the outfielders to second, third, and home plate. If a
player has
a good arm, chances are he will show it here, particularly on throws
to home plate. Scouts are looking for four things from outfielders:
a strong overhand throw, a straight-line trajectory, good carry,
and good
life on the turf when the ball finally hits the ground
.
A strong arm is also necessary for infielders particularly the shortstop
and third baseman. Scouts will pay the most attention to throws made
from the outfield grass from deep short. If a player has a strong
arm, it will show here. Look for a straight-line trajectory, strong
hissing
noise, and a sharp smack in the first baseman glove.
RUNNING SPEED
Foot speed is the only common denominator of offense and defense. This
is one tool that does not go into slumps. A fast runner is of greater
priority for clubs that play on artificial turf because they are playing
in a bigger park and the ball travels faster than on grass. A fast outfielder
may be able to catch up to two more balls a game thus saving his ball
club an average of one run a game. The same player can steal bases thus
putting ore pressure on the defense and making the pitchers throw more
fastballs.
A players running speed is usually timed in two ways; 60 yard dash
and from home to first. The average major league time is 6.9 for
the 60 yard
dash, from home to first 4.3 seconds for right handed hitters and 4.2
seconds for left handed hitters. The clock start on times from home
to first on the crack of the bat to when the foot hits first base.
A fast
runner at the major league level can run home to first in 4.0 seconds
or below. The ability to run, will force fielders to rush their throws
and make more throwing errors. A team without speed will often have
to hold their runners at third base thus scoring less runs.
60 Yard Dash:
8: 6.4 seconds
7: 6.5-6.6 seconds
6: 6.7-6.8 seconds
5: 6.9-7.0 seconds
4: 7.1-7.2 seconds
3: 7.3-7.4 seconds
2: 7.5 seconds + |
Home To First (Right Side):
8: 4.0 seconds
7: 4.1 seconds
6: 4.2 seconds
5: 4.3 seconds
4: 4.4 seconds
3: 4.5 seconds
2: 4.6 seconds |
Home To First (Left Side):
8: 3.9 seconds
7: 4.0 seconds
6: 4.1 seconds
5: 4.2 seconds
4: 4.3 seconds
3: 4.4 seconds
2: 4.5 seconds |
FIELDING ABILITY
This is the one tool that has the greatest chance of improvement. While
you can not develop great foot speed or a great arm, fielding has the
greatest chances of improvement with contest practice. When judging fielding
scouts are looking for a number of traits:
- (Quick Feet) the ability to move quickly laterally and forward and
back.
- (Range) how much ground does he cover?
- (Soft Hands) the ability to catch the ball smoothly in the center
the glove.
- (Quick Hands) the ability to field bad hops
HITTING ABILITY
This is the most difficult tool to scout because you are judging a hitter
on how they will hit do at the major league level, by watching them hit
against amateur pitching. There are a lot of amateur hitters that will
look great against amateur pitching and then fall flat on their face
once they enter professional baseball. A hitter should have these lists
of skills:
(Bat Speed) the ability to swing the bat quickly
- The ability to consistently hit the ball hard.
- Knowledge of the strike
zone
- The ability to turn on a major league fastball.
- The ability to hit
breaking pitches.
- The ability to hit to all fields.
- The ability to make adjustments
at the plate when fooled.
HITTING WITH POWER
Hitting the ball for power is one of the more desirable traits for any
hitter, unfortunately it is often the most poorly projected tool at the
major league level. In order to hit for power, a hitter needs outstanding
batspeed. Batspeed is what makes the ball travel and all outstanding
hitters have it. A hitter with major league power will regularly hit
the ball over the fence in batting practice and should be able to drive
the ball over 400 feet.
A lot of care should be taken when judging amateur hitters swinging
aluminum bats. The aluminum bat has a greater hitting surface, and
because they
are lighter they can be swung with much greater bat speed, driving
the ball 18% farther than with wooden bats. A 400 foot drive with
a wood
bat will travel 470 feet with aluminum. So many hitters are home run
hitters swinging aluminum become warning track hitters with a wood
bat. It is very important for hitters to get used to a wooden bat
before signing
into professional baseball. Most hitters find they have a tough time
getting used to not driving the ball they way they used to in college
or high school baseball.
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PITCHING
When scouting a pitcher the first quality a scout will look for is a
strong arm. This is a God-given talent that can only be improved to a
certain degree. One game under a radar gun will tell if the pitcher has
the arm strength to be a major league prospect.
There are two basic models of radar guns used to clock the speed of
fastballs. The Jugs Speed Gun (Fast Gun) will pick up the speed of
the fastball
after it has traveled 3.5 feet and the Ra-Gun (Slow Gun) will pick
up the speed after the ball has traveled 40-50 feet. A fastball will
lose
8 mph from the time it leaves the pitchers hand to the time it crosses
home plate. The JUGS speed Gun is usually 3-4mph faster than the Ra-Gun.
The average major league fastball is 88-89 mph on a JUGS Speed Gun and
84-85 mph on the Ra-Gun. Scouts will rarely if ever sign a pitcher who
does not throw at least 85 mph on the JUGS Speed Gun. CHECKLIST FOR GRADING PITCHERS
- Fastball- The first thing a scout looks for is a fastball with good
velocity and movement. A fastball should sink, rise, slide or tail.
A major
league fastball is in the high 80's.
- Curveball- When grading a curveball, scouts look for a fast tight
rotation on the ball. A good curveball will break both laterally
and downward
about two feet. A good curve ball gives the illusion of falling off
the table with its sharp downward breaking motion as it approaches
home plate.
- Slider- A good slider can be a tremendous compliment
to a good fastball. A good slider will have a tight lateral spin,
like a bullet. A slider
will break about 6-18 inches as it approaches home plate. It should
look like a fastball until it breaks across the plate.
- Change Up-
A good change up can be a tremendous asset to any pitcher by making
fastball seem that much quicker to the hitter. A good
change-up should look identical to the hitter only it travels
15-20 mph slower
than the fastball. It will make the hitter way out in front of
the pitch.
- Delivery- A pitchers delivery should be as smooth as
possible. It should look effort-less with no mechanical problems
like: throwing across the
body, landing on a stiff front leg, overstriding, landing on
the heel or his arm lagging behind his body. Any mechanical
problems left uncorrected
can lead to control and arm problems.
- Control- The ability to
throw strikes on a consistent basis is vital for any pitcher to have
success at the major league
level.
If the
pitcher has less than overpowering stuff his control becomes
even more important
to his success. A good pitcher will be able to throw 70%
of their pitches for strikes and can throw breaking pitches for
strikes
when behind in
the count.
Pitchers Velocity:
8: 98 mph +
7: 93-97 mph
6: 90-92 mph
5: 88-89 mph
4: 85-87 mph
3: 83-84 mph
2: 82 mph - |
CATCHING
A good catcher is vital to the success of a championship team. The catcher
will provide leadership on the field and work with the pitcher when setting
up the hitters and calling the game. The catcher must be durable and
is responsible for the teams defense. A catcher needs soft hands , quick
feet and the ability to block pitches in the dirt. A good catcher can
catch and throw to second base under 2.0 seconds, some catchers can break
1.8 seconds.
Catchers Release Times to Second Base:
8: 1.7 seconds - below
7: 1.7-1.8 seconds
6: 1.8-1.9 seconds
5: 1.9-2.0 seconds
4: 2.0-2.1 seconds
3: 2.1-2.2 seconds
2: 2.2-2.3 seconds |
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PLAYERS MAKEUP
The player's makeup is vital to his success in professional baseball.
Often the player with the greatest desire will develop into a better
ball player than the one with better physical tools. Most of the players
when they sent to the minor leagues, are used to being the star on their
team and often have never been in a slump or have lost a game before.
This for many players is difficult to accept. For the first time in their
lives, they are knocked out in the first inning or go 0 for 4. If a player
can overcome this, they have a better chance of reaching their goal of
playing in the major leagues.
One of the most important factors in a player's makeup is whether they
can adjust to being away from home. Most high school players have never
been away from home for any length of time and many are not prepared
mentally to handle the long bus rides, bad lights, and poor playing
conditions. For many college players, the minors is a step down from
playing on good
fields, good lighting, flying, and large attendance.
The college player often comes into the minor leagues more mature because
he has been away from home, but a player with a college degree may
quit after two years if he does not feel he is being promoted quick
enough.
It is very difficult for players to see their teammates being promoted
while they are staying put. A player who works hard and puts up good
numbers in the minor leagues will be noticed by the organization.
PHYSICAL CHANGES
Has he reached his full height yet? Can he gain or lose weight? Will
he become faster or slower? Has he filled out yet? Does he a have history
of being hurt? How much has his skills improved from last year.
Does the player have the physical tools plus the strong make up to
play in the major leagues. Only about 10% of the players who sign
a minor
league contract will.
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THE DRAFT The First-Year Player Draft, also known as the Rule 4 Draft, is Major
League Baseball's primary mechanism for assigning amateur baseball players,
from high schools, colleges, and other amateur baseball clubs, to its
teams. The draft order is determined based on the previous season's standings,
with the team possessing the worst record receiving the first pick. In
addition, teams which lost free agents in the previous off-season may
be awarded "compensatory" picks. The Draft takes place in early
June each year.
ROUNDS
50. Teams may choose to pass.
ELIGIBILITY
In order to be drafted a player must fit the following criteria:
- He is a resident of the United States, Canada, or a U.S. territory
such as Puerto Rico. Players from other countries are not subject to
the
draft, and can be signed by any team.
- He has never before been signed a major or minor league contract.
- High school players are eligible only after graduation, and if they
have not attended college.
- Players at four-year colleges are eligible after completing
their junior years, or after their twenty-first birthdays.
- The exception
to this is
Division III schools, where players can be drafted before
their junior year.
- Junior and community college players are eligible to be
drafted at any time.
NEGOTIATING RIGHTS
Prior to 2007, a team retained the rights to sign a selected player until
one week prior to the next draft, or until the player enters, or returns
to, a four-year college on a full-time basis. Starting in 2007, the deadline
for signing a drafted player is August 15. A selected player who enters
a junior college cannot be signed until the conclusion of the school's
baseball season. A player who is drafted and does not sign with the club
that selected him may be drafted again at a future year's draft, so long
as the player is eligible for that year's draft. A club may not select
a player again in a subsequent year, unless the player has consented to
the re-selection.
A player who is eligible to be selected and is passed over by every club
becomes a free agent and may sign with any club, up until one week before
the next draft, or until the player enters, or returns to, a four-year
college full-time or enters, or returns to, a junior college. In the
one-week period before any draft, which is called the "closed period",
the general rule is that no club may sign a new player.
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