In this guide · 9 sections
- Gear finder
- The standard pitch signs (the base code)
- How catchers set location
- Beating sign-stealing: the runner-on-second systems
- Indicator vs. sequence vs. hot number — which to use
- How sign systems differ by level: youth, HS, college
- Pickoffs, pitchouts, and the signs that aren't pitches
- PitchCom and electronic calling: the modern answer
- FAQ
Key takeaways
- The classic set: 1 = fastball, 2 = curveball, 3 = slider, 4 = changeup (a wiggle often means change-up).
- Pitch sign first, then location — usually a tap or a held target inside/outside, sometimes up/down.
- With a runner on second base, single signs are wide open — switch to an indicator or sequence system.
- The indicator: a pre-set sign tells the pitcher which of the following signs is live.
- The sequence (outs-plus-one): the live sign is found by a running rule, not a fixed position.
- The hot number: the live pitch is whatever sign follows a pre-agreed number in the series.
- Match complexity to the level — youth single signs, HS indicator, college sequence/hot number.
- Electronic pitch-calling (PitchCom-style) ends sign-stealing entirely — the call goes straight to the pitcher's ear.
Catcher signs are a simple code: the catcher flashes fingers to call the pitch, then sets the location — and as soon as a runner reaches second base and can see that hand, the battery switches to a system that hides which sign is live. The base layer is nearly universal (one finger fastball, two curveball), but the real craft is staying un-stealable. Here's the full system: standard signs, location, the runner-on-second systems explained with worked examples, how it changes by level, and where electronic calling fits.
Signs are only the delivery mechanism for the call. What to call once the signal's secure is its own craft — see our pitch-sequencing framework — and signs are one of the five core catching fundamentals that make up the position.
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The standard pitch signs (the base code)
Across almost all of baseball, the finger count maps to pitch type like this:
| Sign | Pitch |
|---|---|
| 1 finger | Fastball |
| 2 fingers | Curveball |
| 3 fingers | Slider |
| 4 fingers (or a wiggle) | Changeup |
| Fist / flat hand | Pitchout or hold |
It's a convention, not a rule — every staff can set its own, and many add wrinkles for a fifth or sixth pitch. A pitcher with a cutter, splitter, and sinker on top of the basics will run out of clean finger counts, so staffs improvise: a wiggle of one finger for a two-seam/sinker versus a straight one finger for the four-seam, a tap of the thigh after the pitch sign to mean "the harder/secondary version," or simply assigning the extra pitch a number (5 fingers, or a fist-then-fingers combo). The map can be anything — what cannot vary is that both pitcher and catcher learned the exact same one before the game.
That shared map is the whole safety system. When pitcher and catcher are not on the same sign, you get a cross-up — the catcher sets up for a changeup and a fastball arrives, or he braces for a curve in the dirt and takes a 90-mph heater off the mask. Cross-ups cause passed balls, wild pitches, and genuine injuries. The fix is never "be more careful" mid-game; it's a clean, rehearsed code and a pitcher who shakes (shakes his head) until he gets the sign he wants rather than guessing.
How catchers set location
After the pitch sign, the catcher sets where it goes — almost always a separate signal, then the glove target. The pitch type is only half the call. A fastball away and a fastball in are two completely different pitches, and the location system is where game-calling actually lives.
The common methods, from simplest to most detailed:
| Location system | How it's signaled | Level |
|---|---|---|
| Glove target only | Catcher just sets the glove where he wants it after the pitch sign | Youth — simplest, but tips location to a runner on second |
| In/out tap | Tap the inner or outer thigh for inside/outside | Youth / travel — pitch + side |
| Quadrant signal | A second set of fingers or a hand position codes one of four quadrants (in/out × up/down) | HS and up — full location |
| Verbal/coded edge | Encoded into the sequence itself so location is also hidden | College / pro with runners on |
The progression matters: a young catcher who tries to signal a precise quadrant before he can reliably call pitch + side just creates confusion and cross-ups. Master pitch type and in/out first; layer up/down on once that's automatic.
Beating sign-stealing: the runner-on-second systems
A runner on second base stares straight at the catcher's hand and can relay the sign to the hitter — so single signs go out the window and the battery uses a system to hide the live one. A runner who picks up "two fingers" and touches his helmet to signal "curveball coming" gives the hitter an enormous edge; defeating that is the entire point of the systems below.
| System | How it works | Best for |
|---|---|---|
| Indicator | A pre-set sign (e.g., touch the mask) tells the pitcher the next sign is live; everything else is decoy | Simple, reliable — great for HS and travel ball |
| Sequence (outs-plus-one) | The live sign's position is found by a rule — e.g., the number of outs plus one tells you which sign in the series counts | Teams worried about advanced sign-stealing |
| Hot number | A pre-set "live" number; the catcher flashes several signs and the pitch is whatever follows the hot number | Older/college batteries comfortable with a running code |
Worked example — indicator. The team agrees the indicator is "the sign that comes after a flash of the fist." The catcher flashes 2 — 1 — (fist) — 3 — 4. Everything before the fist is decoy; the live sign is the very next one, 3 = slider. A runner on second sees five signs and has no idea which mattered. Next pitch the catcher might put the fist in a different spot — the live pitch moves with it.
Worked example — outs-plus-one. With 1 out, the live sign is the (1 + 1) = 2nd sign in the series. Catcher flashes 4 — 1 — 3 — 2 → the second sign, 1 = fastball, is live. When a runner advances and there are now 2 outs, the live sign automatically shifts to the 3rd in the series — no new code to remember, the out total does the work. (Some teams use balls, the runner's jersey number, or the inning instead of outs — any agreed running number works.)
Worked example — hot number. The hot number is pre-set at 2. The live pitch is whatever sign immediately follows the first "2" the catcher flashes. Catcher flashes 3 — 2 — 4 — 1 → the sign after the 2 is 4 = changeup. If he never flashes a 2, a default (often the first sign, or "fastball") is live — agree on that fallback in advance.
The golden rule: only use a system when a runner is on second. With the bases empty or a runner on first, single signs are faster and there's nothing to steal — overcomplicating it just causes cross-ups and slows the game. Many batteries use a single "now we're live" indicator touch to switch the whole team into sequence mode and back.
Indicator vs. sequence vs. hot number — which to use
All three systems hide the live sign; they differ in how hard they are to run and how hard they are to crack. Pick the simplest one your battery can execute flawlessly under pressure — a system you blow is worse than single signs, because it causes cross-ups and tips nothing useful.
| System | Difficulty | How it's cracked | Use it when |
|---|---|---|---|
| Indicator | Low | Opponent spots the same touch (mask, chest) every time before the live sign | You want reliability over secrecy; younger batteries |
| Outs-plus-one sequence | Medium | Hard to crack live, but the battery can lose count under pressure | Facing a team you suspect is relaying signs |
| Hot number | Medium-high | Tough to crack; easy for the pitcher to misread in a long series of flashes | Experienced batteries; high-stakes games |
Two practical defenses on top of the system: change the indicator or hot number between innings or after any extra-base hit (assume a crooked-number inning means they had your signs), and vary your rhythm so the live flash never lands on the same beat. A clever opponent isn't memorizing your code — he's noticing that you always pause a half-second before the pitch you actually throw. Flash all your signs at the same tempo.
How sign systems differ by level: youth, HS, college
The right sign system scales with the players, not the paranoia. Running a college-level sequence with 10-year-olds guarantees cross-ups; running single signs in a college game with a runner on second gives away the at-bat. Match the system to who's executing it.
| Level | Signs | Runner on second | Who calls |
|---|---|---|---|
| Youth (≤12U) | Single signs, 1–2 pitch types, in/out location | Often still single signs — keep it playable | Usually the coach (from the dugout) |
| Travel / 13–14U | Single signs + a simple indicator introduced | Basic indicator system | Coach or catcher |
| High school | Full pitch menu + quadrant location | Indicator, sometimes outs-plus-one | Coach commonly calls; catcher executes |
| College | Coded location, multiple pitch types | Sequence / hot number, often changed often | Catcher calls with coordinator input; PitchCom common |
| Pro | Largely electronic now | Electronic — no visible sign to steal | Catcher (or coach via the device) |
The throughline: complexity should arrive only after the simpler layer is automatic. A high-schooler who still cross-ups on single signs isn't ready for outs-plus-one. And at every level, the limiting factor is the pitcher's comfort with the code as much as the catcher's — if the pitcher is unsure, he shakes or steps off, and a confused pitcher with a runner dancing off second is exactly what the system was supposed to prevent.
Pickoffs, pitchouts, and the signs that aren't pitches
Not every signal calls a pitch — the battery also needs signs for the plays that control the bases, and those ride on top of the pitch code without colliding with it. Mixing these up is dangerous: a pitcher who reads "pickoff" as "fastball" throws home when the catcher has stood up to take a throw at second.
The common non-pitch signals:
- Pitchout — usually a fist or flat hand: a fastball thrown deliberately wide so the catcher has a clean path to throw out a stealing runner. Called when a steal looks near-certain.
- Pickoff — a separate touch (often a specific spot like the belt or a closed fist held) tells the pitcher to throw to a base instead of the plate. The middle infielders need their own daylight/timing sign to cover the bag.
- Hold / step-off — a sign to disrupt the runner's timing without throwing over, or to reset when the runner has a big lead.
- Pitch-around / intentional — a signal to work carefully off the plate or issue a free pass.
Because these matter so much, they're typically given before the pitch sign and confirmed — many batteries require the pitcher to nod on a pickoff so there's zero ambiguity. The infield communication (who covers second on a steal, the daylight play, the timing play) is a separate set of signs between the catcher or shortstop and the middle infielders, run silently so the runner can't read it. We cover how these calls fit into the broader plan in how to call a baseball game and the partnership behind them in what a battery is.
PitchCom and electronic calling: the modern answer
Electronic pitch-calling systems let the catcher (or a coach) send the pitch and location straight to an earpiece, eliminating visible signs — and therefore sign-stealing — entirely. The catcher presses buttons on a wrist transmitter; the pitcher (and often a few fielders) hear the call in a small earpiece. There is no hand to read, so a runner on second has nothing to relay.
Adopted widely at the pro level since 2022 and increasingly in college, the technology does two things at once. It removes sign-stealing as a strategic dimension — no more sequence systems, no more crossed-up signs from a missed indicator. And it speeds the game up: there's no shaking through a long series of decoy signs with a runner dancing off second, and the pitcher gets the call instantly even from a slide step. Many systems let the pitcher hear it in audio so there's never a misread finger count.
What it doesn't change is the thinking. The device delivers the call faster and more securely, but someone still has to choose the pitch, read the hitter, and manage the count. The principle hasn't changed since the 1870s — the catcher still decides and the pitcher still confirms. Whether it's fingers, a wristband, or an earpiece, the job is the same: pick the right pitch and get it to your pitcher cleanly. (For what to call once the signal's secure, see our pitch-sequencing framework, and for the vocabulary, the catching glossary.)
FAQ
What do catcher signs mean?
The finger count calls the pitch type — most commonly 1 = fastball, 2 = curveball, 3 = slider, 4 (or a wiggle) = changeup. The catcher then sets location with a tap or a glove target. Every staff can customize the code, but pitcher and catcher must share the exact same map.
How do catchers hide signs with a runner on second?
They switch from single signs to a system. The most common are the indicator (a pre-set sign tells the pitcher which following sign is live), the outs-plus-one sequence (a running rule like the number of outs plus one determines which sign counts), and the hot number (the live pitch is whatever sign follows a pre-agreed number). With the bases empty, single signs are fine — there's nothing to steal.
How does the indicator system work?
A pre-agreed sign tells the pitcher the live one is coming. For example, if the indicator is the fist, the catcher flashes several signs and the live pitch is the one right after the fist — everything else is a decoy. A runner sees a string of signs and can't tell which mattered. Move the fist's position and the live pitch moves with it.
What is the outs-plus-one sequence?
A rule-based system where the position of the live sign is found from a running number. With 1 out, the live sign is the 2nd in the series (1+1); with 2 outs it's the 3rd. The battery doesn't memorize a new code each inning — the out total tells them which flash counts. Some teams use balls, the inning, or the runner's number instead of outs.
What is a hot number in catcher signs?
A pre-set 'live' number. The catcher flashes several signs, and the actual pitch is whichever sign immediately follows the hot number. If the hot number is 2 and the catcher flashes 3-2-4-1, the pitch is the 4 (changeup) that came right after the 2. Agree on a fallback for when the hot number never appears.
What is a cross-up in baseball?
When the pitcher and catcher aren't on the same sign — the catcher expects one pitch and gets another. It's dangerous because the catcher may set up for a changeup and receive a fastball, leading to passed balls, wild pitches, or injury. A clear, shared code and a pitcher who shakes until he's sure prevent it.
How are signs different in youth vs. high school vs. college?
Complexity scales with the players. Youth uses single signs with one or two pitch types and in/out location, usually called from the dugout. High school adds full pitch menus, quadrant location, and an indicator with a runner on second. College runs coded location and sequence or hot-number systems, often with the catcher calling and PitchCom common. Add complexity only after the simpler layer is automatic.
What signs aren't pitches?
Pickoffs, pitchouts, holds/step-offs, and pitch-arounds. These plays-on-the-bases signals ride on top of the pitch code and must look nothing like a pitch sign — a pickoff that resembles a curveball sign can send the ball home when the catcher expected a throw to a base. They're usually given before the pitch sign and confirmed with a nod.
What is PitchCom?
An electronic pitch-calling system: the catcher or coach presses a button and the pitcher hears the call in an earpiece. It eliminates visible signs (and sign-stealing) and speeds up the game by removing decoy-sign sequences. It's been used widely in pro baseball since 2022 and is spreading to college.
Should youth catchers use sign sequences?
Only when there's a runner on second base, and even then only the simplest indicator. Below that, single signs are faster and there's nothing to steal. Master pitch type plus in/out location first; add an indicator once the basics are automatic, and save sequences and hot numbers for older batteries.
We're the team behind MAVTRAX — pitch-calling software used by baseball and softball teams from 9U travel ball up. We spend our days around dugouts, gear bags and tournament weekends. Picks are chosen on specs, durability for youth-sports abuse, real-world price, and owner feedback — not on who pays the highest commission. Full criteria on how we pick.