Health & Medical Beauty & Style

How to Throw a Slider & Knuckle Curve


    • 1). Grip the ball with your index and middle fingers together across the widest part of the seams and slightly to the outside of center, putting the majority of the ball on the inside of your hand. Your thumb should be underneath the ball supporting its weight. Your ring and pinkie finger should be to the side of the ball and do nothing during the pitch. Squeeze the ball slightly with the thumb and middle fingers.

    • 2). Cut the outside edge of the ball with your middle finger when releasing the ball. The ball should roll off of the inside of your index finger upon release, but the squeezing action of the middle finger gives the slider the spin required to make the ball break. Otherwise, throw the slider the same as you throw a fastball to maintain the highest possible speed to the pitch.

    • 3). Hide the ball using your glove and body so that the batter cannot see the distinctive grip you are using, which gives away that the ball is going to move as it approaches.

    • 4). Follow through so that the ball stays low in the strike zone.

    Knuckle Curve

    • 1). Grip the ball along the outside seam with your middle finger, keeping your thumb under the ball to support its weight. Your ring and pinkie fingers lie alongside the ball. Your index finger gives the ball its name. Your index finger should be alongside the middle finger, but tuck the tip of your finger into your hand, catching your fingernail on the seam as it crosses your hand.

    • 2). Throw the ball with an overhand action. You cannot throw the knuckle curve from a three-quarters or sidearm arm slot. The sharp break of the pitch is achieved by rotating your wrist forward as you release the ball. Increased pressure is applied to the middle finger because the index finger is tucked into the ball, giving the ball even greater spin and break than a regular curve ball.

    • 3). Aim the pitch just above the knees of the batter. If the ball breaks correctly, it should drop out of the strike zone, ensuring either a swing and miss or a ground ball if contact is made while limiting the chances of the ball breaking too far and being well below the strike zone.

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