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Stealing
Home
One of the most exciting plays in
baseball is the straight steal of home. But certain conditions
must be in place in order for an attempt to be successful.
- The
runner at third base must be relatively fast.
- The
pitcher must be throwing from a full wind-up position.
- The
pitcher must not be paying close attention to the runner on third (i.e.
checking the runner on every pitch). In other words, he doesn’t “check”
the runner on every pitch.
- The
pitcher must have a relatively slow delivery to the plate.
- The
runner (and all of the players in the dugout) should have a good feel
for the pitcher's delivery timing.
For obvious safety reasons, it's
vitally important that the batter know when the runner is going to
steal home. Usually this is done be giving the batter a "take" sign.
There are two primary keys to
success:
- First
is the runner's lead off third base. The runner's lead should be a
nearly one-third of the way home or about 20-30 feet (for 90 ft base
paths). This distance is no man’s land, and the pitcher can see
the runner peripherally. If the runner gets here and the pitcher has
not pitched yet, he should just take off. Quite often the pitcher will
balk.
- The
second key is that the runner take off the instant the pitcher starts
the windup. This is a difficult play, at best, and every fraction
of a second counts!
Stealing home generally takes two
pitches to set up. On the first pitch, the runner checks the pitcher's
timing one last time. The runner should take a normal primary lead and
secondary lead and crow-hop as the ball reaches the plate, then turn
and move back towards third. But instead of going all of the way back,
he should stop and walk to his normal primary lead spot, but this time
he should continue walking to no man's land prepared for the
steal. The runner should then dash for home, sliding feet first
towards the inside part of the plate.
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