WELCOME TO
ASA
GENERAL UMPIRE
TRAINING
Appearance & Uniform
• Hat • Socks
• Shirt • Jacket
• Belt • Ballbag
• Pants • Brush
• Shoes • Indicator
WHAT’S THE CALL,
"She was safe BY A MILE!" "Want to
borrow my
"Hey Blue! That plate glasses?"
has corners ya' know!"
"Ya' leave your seeing-eye dog at home?" "She was
out BY A
"This is the
MILE!"
worst
umpiring I've
"That pitch was a strike for the other team!"
ever seen."
"Hey Blue, You're missing a great game here!" "You're
KILLING
BLUE!
"Ask
US!"
someone
for help!"
The Pre-Game
WITH BAT FIELD WITH
PARTNERS INSPECTION INSPECTION MANAGERS
1) Initial Meeting 1) Purpose 1) Safety 1) First impression
2) Crew Chief 2) What to check 2) Keep ball in 2) Positions
Handles 3) Don't nit pick play 3) Hand
3) Entrance/Exit 4) Policy for 3) Keep ground shake/introduction
4) Help Nationals rules simple 4) Friendly
5) Rules 4) If in doubt,
6) Time Check check with
supervisor
5) Review
professionally
FIRST IMPRESSIONS ARE
ONLY MADE ONE TIME
POSITIONING
MANAGER’S MEETING
BASE UMPIRES
BETWEEN INNINGS
COACHES COACHES
3B 1B
Alternate
PLATE UMPIRE P P
UMPIRE SIGNAL CHART (1)
DOUBLE TRAPPED BALL DELAYED DEAD BALL
Raise right arm showing two fingers. Extend arms straight out with palms Extend left arm straight out with fist
Verbally call, "Two Bases." down. Verbally call, "Safe." closed.
INFIELD FLY FAIR BALL SAFE
Raise right arm with fist close. Verbally Point towards fair ground with hand Extend arms straight out with palms
call, "Infield Fly." closest to infield. No verbal call. down. Verbally call, "Safe."
UMPIRE SIGNAL CHART (2)
HOLD UP PLAY FOUL TIP FOUR-BASE AWARD (SP)
With palm up, raise hand farthest away Fingers from both hands are touched On any fair touched ball going over the
from pitcher towards batter. together chest high in front of body and fence, raise right hand showing four
then a strike signal with no verbal call. fingers. Verbally call, "Four Bases."
PLAY BALL TIME/DEAD BAL COUNT
Motion with either hand to the pitcher. Raise both hands with open palms away Raise both arms up, indicate strikes
Verbally call, "Play Ball." from the body. Verbally call, "Time" or with fingers on right hand and balls
"Dead Ball." with fingers on left hand. Verbally give
count.
UMPIRE SIGNAL CHART (3)
FOUL BALL HOME RUN
Give DEAD BALL signal then verbally Raise right arm. With fist closed move it
call, "Foul Ball" in a counter-clockwise twirling motion.
Verbally call, "Four Bases."
STRIKE OUT
Bring left arm with hand closed to With hand closed, bring left arm to
midsection as right arm is extended midsection as right arm is extended
straight up with hand facing ear. Then straight up with hand facing ear. Then pull
pull down at elbow while closing fist. down at elbow while closing fist. Verbally
Verbally call, "Strike." call, "Out."
OUT ROUTINE
1 2 3 4 5 6
SAFE ROUTINE
1
5
4
2
3
OVERHEAD “OUT”
4
5
3 2
3 4 5
2
1 1
1
SELLING THE “SAFE” CALL
3
2
2 1
2 1
1 3
FAST PITCH PLATE
Do not
set up
within the
perimeter
of the
strike
zone SET POSITION
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
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
Plate Mechanics (Continued)
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
COUNT
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.
STRIKE ZONE
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"
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
Slow pitch
(top) and
Fast Pitch SET 2 3 4 5 6
(bottom) are
identical in
the
mechanics.
SET 2 3 4 5 6
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
ASSIST PARTNER ASSISTANCE
TAG COVERAGE
POSITIONING - Three-Umpire System
POSITIONING
TAG COVERAGE
BASIC POSITIONS
NO RUNNERS ON BASE WITH RUNNERS ON BASE
Do not lock
hands on the
knees as shown
here.
Step with the pitch so Drop to SET position when
you ready to move if the pitchers brings the hands
the ball is hit! together.
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
3
2
1
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
3
2
1 FB
If the the throw to first takes the first baseman off the base, move
directly toward the foul line, maintaining the 18-21 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.
FOUL GROUND THEORY
RF
2
1
FB
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'.
UMPIRING -- INSIDE OUT
U U
U
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
You Can't Change the World Overnight
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.
UMPIRE TIPS
•Set the tone
•Study Ball Players
•Develop a Feel for
the Game
•Preventive Umpiring
WORKING WITH CATCHERS
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 (Continued)
10) CATCHER WHO WORKS WITH
UMPIRE CREATES RESPECT.
a) Set Positions
b) Glove Movement
c) Dialogue
d) Control of pitchers/teammates/
managers
WORKING WITH PITCHERS
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 COACHES
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.
EJECTION-THE LAST RESORT
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?
FANS
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.
CONFRONTATION
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
SIX C's
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.
EVALUATING YOUR GAME
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 (Continued)
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!
YOU AS AN UMPIRE
UNPROFESSIONAL APPROACH ASA APPROACH
Fails to have a pre-game mechanics meeting with partner. Fully discusses field coverage with partner. Has a plan for
Employees “fire drill” – get the game over umpiring. working the game. Knows how to communicate on any situation.
Doesn’t worry about new fields or unfamiliar ground rules. Waits Inspects field with partner and establishes ground rules in
until it happens, then makes a decision. manager’s pre-game. Leaves nothing to question during the
game.
Often wears unshined shoes, unpressed and improper uniform or Always wears polished shoes and belt with proper uniform and
wrong patches. patches.
Wears an adjustable or mesh hat. Sometimes wears a plate hat on Wears a properly fitted, sized and blocked hat. Never wears a
the bases. plate hat on the bases.
Wears sunglasses or tinted glasses on the field. If needed, wears contact lenses or clear glasses.
Works too low behind the plate, calls pitches too quickly, Works with head in the slot between the catcher and the batter.
describes pitches and motions locations. Moves head during the Has proper timing. Calls all balls and strikes. Moves eyes, but
pitch. (FP) does not move head.
Waits to see where the ball bounces before determining ball or Judges balls and strikes by where the ball passes through the
strike. (SP) strike zone.
Never calls illegal pitches for it’s too difficult to say. Controls the game and calls illegal pitches as they occur.
Calls plays too quickly which requires reversing a call at times. Timing is excellent. Waits until a play is over, then renders a
decision.
Judgment and decisions are often questioned as he is out of Thinks ahead and reacts to a play similar to a ball player. Does
position. not have to guess.
Waits until there’s an argument, then asks for help on a difficult If in doubt on a pulled foot or missed tag, requests help, then
call. makes a decision.
Fails to support fellow officials when a dispute breaks out. Quick to assist in times of need. Keeps players, manager and
Figures, “He’s in trouble, not me.” coaches from “ganging up” on his partner.
Tends to over officiate. Is sometimes too legalistic. Lets the players play the game. Uses a realistic approach to
umpiring.
Daydreams a lot. Comes to the play at the last minute. Hustles to every position and for every call.
Hot dogs mechanics to make players and spectators think he Has a flare, but is sharp and crisp in mechanics. His game speaks
looks good. for itself.
UMPIRE CHECK LIST
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
The END!
ASA
GENERAL UMPIRE
TRAINING