01 / Hold
Start with the whole hand.
The hand gets on top of the ball so the fingers impart pure topspin. The middle finger leverages a seam, the index rests on the leather beside it, the thumb sits underneath on a seam, and the ball is tucked back toward the palm to load spin.
Paraphrased from Driveline, not quoted. Spike and knuckle variants are a common feel-based alternative.
The complete grip notes
- Run your middle finger along a seam and rest your thumb on the back seam, the ball pinched between them.
- Let your index lie alongside with almost no pressure, or tuck its knuckle for a sharper bite.
- Throw the front of the ball, not the back. That is what makes the topspin.
- Keep fastball arm speed and pull down hard and short, like chopping straight down.
Get on top and pull down through the front of the ball. Stay over it; finish short.
The hand gets on top of the ball so the fingers impart pure topspin. The middle finger leverages a seam, the index rests on the leather beside it, the thumb sits underneath on a seam, and the ball is tucked back toward the palm to load spin.
Paraphrased from Driveline, not quoted. Spike and knuckle variants are a common feel-based alternative.
Driveline's standard curve grip leverages the middle finger on the seam with the index on the leather and the thumb on a seam underneath. Topspin comes from getting the fingers in front of the ball and pulling down, the cue being to yank it down with the middle finger.
Paraphrased. Spike "CB 3-4" variants live on the same page.
The name is the clock face: the break runs in a straight line from 12 to 6. A higher arm slot makes it more vertical, a true 12-6; a lower slot tilts it toward a 1-7 slurve with more sideways movement.
Paraphrased coaching reference for the clock-face naming and the arm-slot relationship.