“The 4 G’s” Guts, Game Goals, Grade Cards & Game Speed Drills Greg Guilliams & Todd Guilliams Embry-Riddle University

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Presentation transcript:

“The 4 G’s” Guts, Game Goals, Grade Cards & Game Speed Drills Greg Guilliams & Todd Guilliams Embry-Riddle University

PHILOSOPHY Purpose: What does your program believe? How do you accomplish team goals? How do you accomplish team goals? Establish standards by which your club can be evaluated Something your players can focus on, buy into and ultimately hold each other accountable for Eliminate speculation-we guess & theorize on what is important and why we get the results we do MOST IMPORTANT-It has to be something that everyone can easily remember and makes sense

GUTS T Toughness A positive reaction to a negative situation A positive reaction to a negative situation E Effort Total Intensity Daily (Best Effort) Total Intensity Daily (Best Effort) A Approach Execute a specific skill at the correct time (Grade Intent) Execute a specific skill at the correct time (Grade Intent) M Master the Fundamentals Play a high level of catch Play a high level of catch Throw quality strikes Throw quality strikes Pressure defense by running the bases aggressively and intelligently Pressure defense by running the bases aggressively and intelligently Pressure defense by putting the ball in play Pressure defense by putting the ball in play Have a great team spirit while playing against the game Have a great team spirit while playing against the game “I want players with brains and guts.” -Casey Stengel

“THE FOUR Gs” “TEAM” GUTS PRACTICE GAME SPEED DRILLS PLAY GAME GOALS EVALUATE GRADE CARDS

PURPOSE  Teach and motivate  Execute our system  Play against the game  Stay in the present  Sell philosophy “It’s a question of sell, sell, sell; of challenging them. Selling is an ongoing job and the hardest part of coaching.” Joe Paterno

GAME GOALS 7Runs4Runs Produc e Big Inn +3 Preven t Big Inn -3 Freebi es Q-AB60% Pitche s < 150 OFFENSEDEFENSE PRESSURE ATTACK “Front Line” Batter vs. Pitcher Confrontation “Freebie War” Big Inning Battle Pivot Point

QUALITY AT-BAT CHART  String 5 QABs = a big inning 90% of the time  50-60% QABs (-4) = 37-1 (2006)  Hit 3 to 8 8 pitch AB BB HBP Bunt Advance RBI runner

3-TO-8 CHART

THE FRONT LINE  Retire lead-off hitter (29% vs. 49% D1 Post-Season)  1 st pitch strikes (.300 vs..400 OBP MLB)  No 3-ball counts (63% OBP ERU Post- Season)  In 2000, the average American League pitcher won 65% pitcher vs. hitter confrontations (Martinez 80%).  In 2000, the average AL hitter won 35% of match-ups (Giambi 47%).

“FREEBIE WAR” 2005ERUOpponentDifference Walks252 * Errors * SBs HBP * Led nation /game In 2001, Birmingham Southern won the NAIA national title and averaged 5+ freebies per game. In 2005, Embry-Riddle finished NAIA runner-up and averaged 5.81 freebies per game.

BIG INNING BATTLE TOTAL %55%91%51% PRODUCEPREVENT In 2006, when Embry-Riddle reached its goal of 7 runs a big inning occurred 97% of the time.

PIVOT POINT (13 Years) 7 Runs 4 Runs (94%) (88%) (55%) (49%) (runs scored) 2 =winning percentage (runs scored) 2 + (runs allowed) 2 THE PYTHAGOREAN FORMULA - Bill James, Baseball Abstract (1980)

’05 & ‘06 Game Goal Results OFFENSEAchieved Not Achieved Achieved 7 Runs Big Inning Freebies % QAB DEFENSEAchieved Not Achieved Achieved 4 Runs or < Deny Big Inning Freebies Pitches or <

SUCCESS IS IN THE MIX Record 87-6 Record Record 68-1 Record 2005 & 2006 Combined

“THE FOUR Gs” “TEAM” GUTS PRACTICE GAME SPEED DRILLS PLAY GAME GOALS EVALUATE GRADE CARDS

 Five grading periods  Every 11 games (56 regular season games)  6 th grading period is reserved for the post-season post-season  Team meeting after each grading period a.Individual stats – 11-game block b.Team stats – Team Grade Card

PURPOSE  Goals for each grading period (9-2) a.Consistency! Avoiding ups/downs of long season.  Teach and motivate a.Failure/Success b.Adjustments c.Fresh start/New season  “A leader’s most important question: How can we improve?” John Wooden  Mirrors the post-season a.Regional: 3 + Super-Regional: 3 + CWS: 5 = 11

TEAM GRADE CARD

GRADE CARD HISTORY 1 st 2 nd 3 rd 4 th 5 th Post 9-2 = 82% 8-3 = 73% 7-4 = 64% GOAL EACH GRADE PERIOD IS 9-2 RECORD (82%).

KEY STATEMENTS Constant improvement –Individual and Team grades Short-term goals are more manageable targets –Thinking “9-2” not “45-10” Consistency Play our best baseball at the end of the year –Regional, Super-Regional, World Series

GAME SPEED DRILLS Small Game Two teams Infielder at every position, ½ players bunt while other ½ run bases Can use either a Pitching Machine, Coach or Pitchers Batter starts with a 1-2 count (penalty) 5-7 minute game then switch teams (15 min. max) Works on the bunting game and defending the bunting game We try to get a bunt in the hurry zone where there is a chance for a hit Bunt the ball off of the last two inches of the bat Mark hurry zones: 1B & 3B: –28’ – 32’ from home –6 feet wide

GAME SPEED DRILLS Scripted Intra-Squad Games 4 days incorporate 8 different hitting situations Start with a bunting or defensive situation 1:30 min. game

GAME SPEED DRILLS Scripted Intra-Squad Games DAY 1: Line Drive Down - Ground Ball DayDAY 2: Line Drive Up - “ Automatic ” ROUNDSITUATIONCOUNTROUNDSITUATIONCOUNT 1Drag / 2K1-21Push / 2K1-2 2*Over-and-In0-02*1 st and 3 rd 0-0 3*3 rd / Back0-03*Loaded0-0 42K / 3 rd Back1-242K / 1 st and 3 rd 1-2 DAY 3: RBI DayDAY 4: Bat Control ROUNDSITUATIONCOUNTROUNDSITUATIONCOUNT 1Safety / 2K1-21Slash / 2K1-2 2*3 rd / In0-02Nobody On0-0 3*2 Out RBI0-03*Runner at 1 st K / 3 rd In1-24 At 1 st / Start Runner 3-1 Round begins with one pre-selected batter leading off with 0-0 count, 0 outs and no runners on base. Five batters hit then inning is completed.

GAME SPEED DRILLS Two Strike Hitting 49% of all at bats are with two strikes (Source: Between the Numbers) (Source: Between the Numbers) Hitters start with a 1-2 count Hitter make their 2 strike adjustments Offense: ½ hitters & ½ run the bases Every position covered (Two teams) min. game 2 or more pitchers throw in drill; 2 Rounds Toughest situation we put our hitters in

GAME SPEED DRILLS Drill Series Good Conditioner; rotate every 2:15-3:00 min. 9 different stations 2-3 coaches Review plays that are tough to find enough time for in daily practice Helps coach know what you need to spend more time on Make sure you have covered every drill in a slowed down environment before implementing

GAME SPEED DRILLS DRILL SERIES Station 1 1.OFDrop steps (LF) 2.INF/CTag plays (Infield) 3.PITPick Plays (RF) Station 2 1.OFFence Drill (LF) 2.INF / P Come-backers (Infield) 3.CAT / 3BThrows to 3rd 4.1BPick Low Throws Station 3 1.OF/MI/3BDouble cuts to 3 rd 2. P / 1BRight-side coverage 3.CATPop-ups

GAME SPEED DRILLS Drill Series Station 4 1.OFHit Relay Man (LF) 2.INFCommunicate on Balls in 6 Hole and 4 Hole 3.P / CWild Pitches Station 5 1.P/C/1B/3BBunt Plays w/ Ghost 1B 2.Middle INFDouble Play Feeds (Coach behind mound) 3.OFDo-or-Die groundballs

GAME SPEED DRILLS Drill Series Station 6 1.P/Middle INFPick 2B 2.Extra PitchersBack up Homeplate 3.OF/3B/1B/CThrows to Homeplate (OF-LF & RF) Station 7 1.OFDeke Play in OF (LF) Groundballs turn into pop-up footwork 2.P/INF/CDrill as follows: Pitcher throws a pitchout. Catcher throws to second base. Coach fungos ball to the 1B; P receives flip at 1B bag. 2B & SS simulate 1 st & 3 rd Defense. 2B cuts in front of SS and gets all throws from Cat. that are off-line and returns ball to Catcher If the throw is on-line the SS will put a tag down and return the ball to the Catcher, the 2B will then fake a throw to third. The C puts a tag down. The coach after hitting a fungo to 1B will then roll a bunt down the 3B line after the 1B flips the ball to the Pitcher. The 3B will field the slow roller and make a throw to 1B. *Extra Pitcher ’ s are on the 1B line with a baseball waiting to hustle to the mound after the play is completed. Extra INF are back on OF grass waiting to go in after play is completed.

GAME SPEED DRILLS Drill Series Station 8 1.OFCommunication on balls in gaps 2.P/INF/CDrill as follows: Two Pitchers go to the mound with one baseball each. First P throws a dirt ball to C who then blocks the ball, recovers and throws to 3B. The third baseman puts a tag down then returns ball back to the C who then puts a tag down. After the first P throws a dirt ball the coach fungo ’ s a ball to the first baseman and the P covers 1B. After the first P receives the flip from the first baseman, the second pitcher who was standing the mound steps up on the rubber. The coach then fungo ’ s a ball to either the P/2B or SS. Turn a doubleplay. Station 9 All players at their regular position. Extra pitchers are in the dugout and extra position players are on one knee. Pop-Up Communication Drill as follows: One Coach feeds the Pitching Machine and rotates pop-ups around the field. The other Coach rotates hitting pop-ups with a fungo. Fielder throws strike to home.

GAME SPEED DRILLS Live Steals 3 throw-down bases behind 1B (4 total bases) Coach/Pitchers and Catchers vs. Base Runners Pitchers use holds, glide steps, throw over (make it tough). Rule: can throw over every 3 rd pitch Base runners work on getting a jump, extending lead (getting picked-off), dive backs (game like) Base runners either slide or peel off Middle Infielders work on coverage & proper footwork

“THE FOUR Gs” “TEAM” GUTS PRACTICE GAME SPEED DRILLS PLAY GAME GOALS EVALUATE GRADE CARDS