text
stringlengths
13
991
A fly ball pitcher is a type of baseball pitcher who produces an above-average number of fly balls, typically by keeping his fastball high up in the strike zone and relying on late movement to cause the batter to be unable to make solid contact. This designation is constructed around the ground ball fly ball ratio, which measures how frequently a pitcher gets batters out on fly balls versus ground balls.
The downside of a fly ball pitcher is that, in a ballpark where the design tends to favor hitters over pitchers (an example being Yankee Stadium), a fly ball pitcher will tend to give up more home runs, resulting in a higher earned run average.
Examples include pitchers Sid Fernandez, Ted Lilly, Chris Young and Marco Estrada.
Sistema Peralta ("Peralta system") is a baseball strategy where the pitching rotation in a 9-inning game is approximately divided amongst three pitchers throwing three innings each (3-3-3). Simply put, "one pitcher every three innings". This system contrasts with the more traditional strategy of having a starting pitcher, who handles the bulk of the pitching workload (typically over 5 innings), and reliever(s) who finish up the game (i.e. 5-2-2, 5-2-1-1, among various other combinations). It bears the name of entrepreneur and Tigres del Mexico founder Alejo Peralta who established and implemented its use with Tigres starting in the 1970s.
The strategy is an adaptation from early research theories proposed by mechanical engineering professor at Princeton University and baseball statistician Earnshaw Cook. For games not enforcing the designated hitter rule, Cook realized that he could start the game with a series of relievers and use a designated batter when the pitcher would normally bat. After doing so, in the following half inning where his team had to pitch, he would place the next reliever. This is done until the end of 4 whole innings where he would put in the starting pitcher and proceed as normal until the end of the game.
2010 National League Championship Series (Game 6).
Mexican baseball analyst Tomas Morales pointed out that San Francisco Giants manager Bruce Bochy had used, albeit unaware, a similar version of the system in game 6 of the 2010 National League Championship Series.
In baseball, a pull hitter is a batter who usually hits the ball to the side of the field from which he bats. For example, a right-handed pull hitter, who bats from the left side of the plate, will usually hit the ball to the left side of the field, termed "left field", from the batter's perspective. The opposite of pull hitting is known as "hitting to the opposite field." Hitters who rarely hit to the opposite field or "up the middle" are often described as dead pull hitters.
A long reliever is a relief pitcher in baseball who enters the game if the starting pitcher leaves the game early.
Long relievers often enter in the first three innings of a game when the starting pitcher cannot continue, whether due to ineffective pitching, lack of endurance, rain delays, injury, or ejection. The hope is that the long reliever will be able to get the game under control, and hopefully his team's offense will be able to help get the team back into the game. The hope is also that the long reliever will pitch long enough to save other relievers in the bullpen from having to pitch.
Long relievers are usually players who used to be starters either in the major leagues or in the minors (and still can be a temporary starter if one of the normal starters is injured or otherwise unavailable), but whose teams believe they have better starters available. Sometimes a team's long reliever is a former starter who has lost his effectiveness, either through a decline in skills or a series of injuries. Occasionally, long relievers are inexperienced pitchers who may have the potential to become starters or setup pitchers after gaining major league experience.
The quality of long relievers can vary, but when the long reliever is known to be an ineffective former starter, he is often called the "mop up man" or "mop."
A secondary use of a long reliever is in the late extra innings of a tied game, once the team's other, generally more effective, relievers have already been used. While a long reliever is often a team's least effective pitcher, he is still often a far better choice in an extended game than resorting to one of the team's starting pitchers (which can spread chaos throughout a pitching rotation, as everyone's future schedule gets adjusted), or even worse, resorting to a position player on the mound. A long man generally enters the game somewhere between the 11th and 16th innings in this role, and can be expected to pitch 5 or more innings, before a team will be forced to resort to other options.
Occasionally during the season, a team may find itself with enough rest days to allow it to use a four-man rotation rather than the now standard five. In these situations, a team may choose to keep their "fifth" starter on the roster in the long reliever role. This happens particularly in the post-season, when the fifth starter is a better pitcher than the "regular" long-reliever, allowing the team to carry either an additional short reliever, or position player, in lieu of the regular long man.
In recent years, teams began experimenting with an "opener", a relief pitcher who starts a game but only pitches for at least the first inning. In this strategy, the opener usually pitches against the opponent's best batters at the start of a game in hopes of throwing them off guard, before giving way to a long reliever who would normally be a starter in this situation.
Generally, most long kickers or extended kickers would accelerate in the penultimate lap or shortly after the bell indicating the last lap has begun. A speed kicker would behave more like an anchor runner in a 4x400 relay, positioning themselves on the shoulder of their opponent and using their burst of speed as late as the final straightaway.
Mo Farah developed a reputation as a strategic runner. His finishing kick was not so much a burst of speed, but his extended ability to repeatedly accelerate just enough to discourage anybody from passing him during an intense final lap or so of his races. His Nike Oregon Project teammate Matthew Centrowitz Jr. employed a similar form of holding the lead to win his 2016 gold medal in the 1500.
Because of the advantage of having the tool of a kick in a competitor's arsenal, the techniques to train to kick are a common discussion among runners and coaches.
In tennis, a grip is a way of holding the racquet in order to hit shots during a match. The three most commonly used conventional grips are: the Continental (or "Chopper"), the Eastern and the Semi-Western. Most players change grips during a match depending on what shot they are hitting.
In order to understand the grips, it is important to know that the handle of a racquet always consists of 8 sides or, in other words, has an octagonal shape. A square shape would hurt the hand, while a round shape would not give enough friction to gain a firm grip. The eight sides of the handle are called bevels. They can be numbered from 1 to 8 as follows: if the blade of the racquet is perpendicular to the ground, the bevel facing up is bevel #1. Rotating the racquet clockwise, the next bevel facing up is bevel #2 for the right-handed, and counter-clockwise for the left-handed, and so on to identify all 8 bevels.
Popularized by Fred Perry back in the thirties, the Continental Grip requires no change of grip position, and was therefore considered to make for a faster playing game.
The Eastern forehand grip is primarily used for flatter groundstrokes. In order to execute a proper Eastern forehand grip, players need both index knuckle and heel pad to rest on bevel #3. An easy way to implement this is to place the palm flat against the strings and slide down to the handle and grab, in order to achieve an Eastern forehand. Advantages are this is one of the easiest grips for learning the forehand, easier (faster) to change to a Continental to do some volleying, topspin or slice. Notable players with this grip include Juan Martin Del Potro, Roger Federer and Steffi Graf.
The Semi-Western grip is an "advanced" form that most players either change to on purpose or naturally find through practice. This grip closes the racket face more upon contact, allowing for more topspin but is still able to generate pace. This grip is the most popular on tour and is used by several greats, such as Rafael Nadal and Andy Murray.
The Western grip is one of the more extreme forehand grips used to generate topspin. This grip closes the racket face more than semi-western and was originally used by Rafael Nadal growing up. This grip is great for maximizing margin and hitting deep, loopy balls. Notable players using this grip are Karen Khachanov and Kei Nishikori. Another variation, popularized by Novak Djokovic, is the 3/4 Western grip. For this grip, the knuckle is slightly on the Semi-Western bevel (4) and the heel pad more on the Western side.
The Hawaiian grip is the most extreme forehand grip used to generate heavy topspin. Because of the extreme wrist position, it is not recommended to use because it may cause wrist pain and other joint problems. The nature of the grip is to generate topspin because of the closed racket face. This means that it is harder to drive through the ball, however, is still possible. The most popular player to use this grip is Alberto Berasategui.
The Two-Handed Forehand Grip (F: Bevel #2 + B: Bevel #6).
The basic Two-Handed Forehand grip, is obtained by holding the racquet in a regular Continental grip, then placing the left hand above holding it in a left-handed Semi-Western Forehand grip. This places the reference bevels of the two hands exactly opposite each other. Holding the racquet using two hands for the forehand is highly unusual, but some well-known top WTA players (e.g. Monica Seles, Hsieh Su-wei) have used it successfully. While it shortens the forehand reach and reduces maximum power, it offers unrivalled accuracy, which may more than compensate the former drawbacks. Also, combined with a two-handed backhand, it is almost impossible for the opponent to see which side (backhand or forehand) is hitting the ball. The sides often are equally accurate, and no grip change is required.
The Eastern Backhand grip is obtained when placing the hand such that the base knuckle of the index finger and heel of the hand are right on bevel #1. This grip allows for significant spin and control. The opposite face of the racket is used compared to the Eastern forehand. For someone who uses a Western forehand grip, on the other hand, the same face of the racket as in the forehand is used to strike the ball; no need to change grips if the forehand is played with a Western grip.
The Semi-Western backhand grip, is used by placing the hand such that the base knuckle of the index finger is right on bevel #8. Compared to the Continental grip, the blade has rotated 90 degrees clockwise. This forces the wrist in an uncomfortable twist but allows for the greatest possible spin.
This is basically equivalent to the Semi-Western forehand grip. The same face of the racquet as in the forehand is used to strike the ball. No need to change grips if the forehand is played with a Semi-Western grip.
The Two-Handed Backhand Grip (F: Bevel #2 + B: Bevel #6).
The basic Two-Handed Backhand grip is obtained by holding the racquet in a regular Continental grip, then placing the left hand above holding it in a left-handed Semi-Western Forehand grip. This places the reference bevels of the two hands exactly opposite each other. Holding the racquet using two hands for the backhand is very common, but there are many variations in the precise positioning of the two hands. This also varies between right- and left-handed players.
A different face of the racquet than in the forehand is used to strike the ball.
The backhand can be executed with either one or both hands. three of the top 100 ranked women used a one-handed grip. Twenty-four of the top 100 ranked men used a one-handed grip, down from almost 50 a decade earlier.
For most of the 20th century the backhand was performed with one hand, using either a backhand Eastern or Continental grip. In modern tennis, there are a few professional players who use a Western one-hand backhand. This shot is held in a similar manner to the Eastern forehand. It has much more topspin potential than the traditional Eastern one-hander. The Western one-handed backhand grip makes it easier for a one-handed player to hit balls at shoulder height, but harder to hit low balls, and vice versa for the eastern one-handed backhand. The eastern one-handed backhand and its variants are used by most pros with strong single-handed backhand drives, like Gustavo Kuerten (now retired), especially Richard Gasquet among the men, and Justine Henin (now retired) among the women.
The two-handed backhand is most commonly used with the forehand hand holding the racquet with a Continental grip and the non-dominant hand holding the racquet with a Semi-western forehand grip. While this is by far the most common way to hit a two-handed backhand, there are players who use different ways of holding the racquet for a two-handed backhand.
The player long considered to have had the best backhand of all time, Don Budge, had a very powerful one-handed stroke in the 1930s and 1940s that imparted topspin onto the ball. Ken Rosewall, a one-handed backhand, used a tremendously accurate slice backhand with underspin through the 1950s and 1960s. The one-handed backhand slice is often used in rallies as it is a comfortable shot. Andre Agassi in particular increased his use of the one-handed backhand and often hit an unreturnable dropshot with it.
The grip for the serve depends on the type of serve. At professional levels, the continental grip is used to hit all serves. Some players turn the grip more, towards the Eastern backhand grip (bevel #1), to maximize spin during a kick serve.
To impart slice onto a serve, the server tosses the ball a little to the right of their body (if they are right-handed) and cuts the ball diagonally to create side and topspin. For a right-hander, the slice serve curves to the left and down in the court. This pulls players out wide or jams them into their body to set up a high, put away ball.
There is also the kick serve, widely used for the second serve because of its great margin, ability to drop into the court, and for offsetting opponents because of its spin. For most, the topspin serve is hit by using a Continental forehand grip (bevel #2) and some use an Eastern backhand grip (bevel #1) to generate more spin.
The statistic used to track penalties was traditionally called "Penalty Infraction Minutes" (PIM), although the alternate term "penalty minutes" has become common in recent years. It represents the total assessed length of penalties each player or team has accrued.
The first codified rules of hockey, known as the Halifax Rules, were brought to Montreal by James Creighton, who organized the first indoor hockey game in 1875. Two years later, the "Montreal Gazette" documented the first set of "Montreal Rules", which noted that "charging from behind, tripping, collaring, kicking or shinning the ball shall not be allowed". The only penalty outlined by these rules was that play would be stopped, and a "bully" (faceoff) would take place. Revised rules in 1886 mandated that any player in violation of these rules would be given two warnings, but on a third offence would be removed from the game.
It was not until 1904 that players were ruled off the ice for infractions. At that time, a referee could assess a two-, three- or five-minute penalty, depending on the severity of the foul. By 1914, all penalties were five minutes in length, reduced to three minutes two years later, and the offending player was given an additional fine. When the National Hockey League (NHL) was founded in 1917, it mandated that a team could not substitute for any player who was assessed a penalty, thus requiring them to play shorthanded for the duration. The penalty was shortened to two minutes for the 1921–22 season, while five- and ten-minute penalties were added two years later.
Both the NHL and the International Ice Hockey Federation (IIHF) recognize the common penalty degrees of minor and major penalties, as well as the more severe misconduct, game misconduct, and match penalties.
A team with a numerical advantage in players will go on a power play. If they score a goal during this time, the penalty will end and the offending player may return to the ice. In hockey's formative years, teams were shorthanded for the entire length of a minor penalty. The NHL changed this rule following the 1955–56 season where the Montreal Canadiens frequently scored multiple goals on one power play. Most famous was a game on November 5, 1955, when Jean Béliveau scored three goals in 44 seconds, all on the same power play, in a 4–2 victory over the Boston Bruins.
In some cases, a referee can impose a double or triple minor. The infraction is counted as two or three separate minor penalties. If a team scores a power play goal during such a penalty, only the current block of two minutes being counted down is cancelled; the penalty clock is then reset to the next lowest interval of two minutes (ex. a goal with a double-minor penalty clock at 3:45 is reset to 2:00). Expiration rules of double- or triple-minor penalties due to goals being scored are identical to that of regular minor penalties being served back-to-back.
Starting with the 2019-20 season, NHL referees are required to use on-ice video review for all major (non-fighting) penalties in order to either confirm the call or reduce the call to a minor penalty.
Under IIHF rules, every major penalty carries an automatic game misconduct penalty; in other competitions, earning three major penalties in a game results in a game misconduct penalty, though a number of infractions that result in a major penalty automatically impose a game misconduct as well.
Infractions that often call for a major penalty include spearing, fighting, butt-ending, charging, and boarding.
Misconduct penalties are usually called to temporarily take a player off the ice and allow tempers to cool. They are sometimes also assessed in conjunction with fighting majors, giving the offending player(s) the opportunity to calm down as they sit out their ten minutes.
IIHF rules state that if the player gets another misconduct penalty, (s)he risks a game misconduct penalty and is ejected.
In most leagues, the referee has the discretion to call a game misconduct on a player charged with boarding due to the likelihood of injury to the boarded player. However, in the NHL, if a boarded player suffers a head or facial injury (a concussion risk), the offending player receives an automatic game misconduct.
Any player who is dismissed twice for stick infractions, boarding or checking from behind, or dismissed three times for any reason, in a single NHL regular season incurs an automatic one-match ban, and further discipline is possible for subsequent ejections. For each subsequent game misconduct penalty, the automatic suspension shall be increased by one game. Salary lost as a result of a ban is usually donated to a league-supported charity or to a program to assist retired players.
Examples of a game misconduct penalty include getting out of the penalty box before the penalty time is served, trying to join or attempt to break up a fight [third man in] or earning a second misconduct penalty in the same game.
A player who receives a match penalty is ejected. A match penalty is imposed for deliberately injuring another player as well as attempting to injure another player. Many other penalties automatically become match penalties if injuries actually occur: under NHL rules, "butt-ending, goalies using blocking glove to the face of another player, head-butting, kicking, punching an unsuspecting player, spearing," and "tape on hands during altercation" must be called as a match penalty if injuries occur; under IIHF rules, "kneeing" and "checking to the head or neck area" must be called as a match penalty if injuries occur.
NHL referees are required to use on-ice video review for all match penalties in order to either confirm the call or reduce the call to a minor penalty.
In NCAA hockey, a similar penalty called a game disqualification results in automatic suspension for the number of games equal to the number of game disqualification penalties the player has been assessed in that season.
For statistical purposes, match penalty is counted as ten minutes in NHL and as twenty-five minutes under the IIHF rules.
Apart from their use as a penalty, penalty shots also form the shootout that is used to resolve ties in many leagues and tournaments.
Similar to a game misconduct in severity, gross misconduct penalties have been eliminated from the NHL rulebook. It was imposed for an action of extreme unsportsmanlike conduct, such as abuse of officials or spectators, and could be assessed to any team official in addition to a player. Infractions which garnered a gross misconduct now earn a game misconduct. The penalty had last been assessed in 2006 on Atlanta Thrashers coach Bob Hartley due to post-game comments made regarding referee Mick McGeough's blown call during a game versus Edmonton. The Phoenix Coyotes' Shane Doan was the last player to be given a gross misconduct penalty in 2005 for alleged ethnic slurs directed at French-Canadian referees (later investigated and subsequently cleared by the NHL).
However, this penalty is still in effect in Canadian hockey. "A Gross Misconduct penalty shall be assessed [to] any player or team official who conducts herself in such a manner as to make a travesty of the game."
In leagues which play with a shorthanded overtime (with only three or four attackers on the ice), should a team be penalized with only three players on the ice, an additional skater is added to the other team instead, until a five-on-three is produced. If a penalty in this situation expires without a goal being scored, the penalized player will be allowed back on the ice and will play normally until there is a stoppage; both teams will then be reduced back to the correct numbers. Ending coincidental penalties produce a similar situation, with both teams playing with additional players until play is stopped, allowing teams to be reduced again.
While goaltenders can be assessed penalties, a goaltender cannot go to the penalty box and the penalty must be instead served by another player from their team who was on the ice at the time of the infraction (the PIM will be charged to the goaltender). If the goaltender receives either (a) three major penalties (NHL Rule 28.2), (b) one "game misconduct" penalty (NHL Rule 28.4), or (c) one "match" penalty (NHL Rule 28.5) however, he or she is ejected for the remainder of the game and must be substituted.
While a team is short-handed, they are permitted to ice the puck as they wish, without having the icing infraction called against them. This allows short-handed teams to relieve pressure more easily when defending with fewer skaters than their opponents. This exemption does not apply to teams whose opponents have pulled their goaltender for an extra attacker (unless the defending team is killing a penalty at the same time).
In a situation where there are fewer than five minutes remaining in play (the final five minutes of regulation time or the five minutes of regular season overtime), should unequal simultaneous penalties be assessed (a minor or double-minor penalty against one team and a major or match penalty against the other), then instead of both sides serving their full times (which is impossible in the case of the major/match penalty, as fewer than five minutes remain), the minor penalty is cancelled and its time subtracted from the major penalty, which is then assessed against that team.
In addition, under most leagues' "fight instigator" rules, a player penalized as a fight instigator in the final five minutes (or during overtime) is charged with a game misconduct penalty and further disciplinary action. This is intended to discourage "revenge" fights started by badly-losing teams.
In the NHL, infractions that result in penalties include:
Other leagues typically assess penalties for additional infractions. For example, most adult social leagues and women's hockey leagues ban all body checking (a penalty for roughing or illegal check is called), and in most amateur leagues, any head contact whatsoever results in a penalty. If a player pulls down another female's ponytail, they will be charged with a game misconduct penalty. The foul of moving the goalposts is handled differently from league to league; it has historically been a penalty shot, but after David Leggio began deliberately committing the foul to disrupt scoring opportunities, the American Hockey League declared such an act to be a game misconduct and the Deutsche Eishockey Liga automatically awarded the goal.
Coaches or players may occasionally opt to commit an infraction on purpose. In some cases, it is hoped that the infraction can be concealed from the officials, avoiding a penalty. Gordie Howe was one player renowned for his ability to commit infractions without being called.
Hockey players that opt to commit an infraction despite the punishment do so in order to degrade the opposing team's morale or momentum, or boost their own. This is most common with fighting, because the likely coincidental penalties do not result in a hindrance for their team. Hockey players also sometimes commit infractions with the hope of drawing the other player into committing a retaliatory infraction, and being penalized, while not being caught themselves. Hockey players known as "pests" specialize their game in the strategy of trying to draw opponents into taking a penalty. An example is Sean Avery, who was renowned in his ability to goad opponents into taking penalties as well as making other fundamental mistakes. Some players, coaches, and fans find this technique unsportsmanlike.
It is also not uncommon to see players "dive" or make a borderline hit appear to be a penalty by embellishing or exaggerating their reaction to it; this, however, is a penalty in itself, although it is inconsistently enforced.
Another common reason to commit an infraction is as last resort when an opposing player has a scoring opportunity, when a penalty kill is the preferable alternative to the scoring opportunity. These are referred to on most broadcasts as "good penalties".
The NHL keeps individual statistics on the penalties each player accrues through the penalties in minutes statistic (abbreviated "PIM"). Players renowned for their fighting or for being dirty players will usually lead their team in PIM and have such statistics highlighted by the media.
The record for the most penalty minutes in one season is held by Dave Schultz of the Philadelphia Flyers, with 472 in the 1974–75 NHL season. The record for most penalty minutes in a career is held by Tiger Williams, who had 3,966 over 14 years. The active penalty minute leader is Zdeno Chara from the Washington Capitals, who has accumulated 1,964 PIM. Chara is now playing in his 24th NHL season.
The most penalties in a single game occurred in a fight-filled match between the Ottawa Senators and Philadelphia Flyers on March 5, 2004, when 419 penalty minutes were handed out. Statistically, a game misconduct counts as 10 penalty minutes, in addition to other penalties handed out. In rare cases (as a result of multiple infractions, for instance the player participating in multiple fights), multiple game misconducts may be handed to a player — that is merely statistical, not (automatically) a multi-game suspension, although the league will often suspend the player in a subsequent decision.
Centers are required to cover much of the ice in all three zones. Where the center tends to play in the offensive zone is usually a matter of coaching and personal preference. Centers are responsible for keeping the flow of the game moving, and generally handle, and pass the puck more than any other position player. Because of this, most good centers tend to score significantly more assists than goals because the play goes through them as they try to find open teammates. His or her responsibilities in the zone are analogous to the classic number 10 playmaker in soccer.
Because the range of offensive styles teams like to use, exactly how centers are used in the offensive zone is as varied as the players themselves. Generally the center's role on offense is to move the offense through himself, setting up other players, and providing support for puck battles. They roam around most areas of the ice in the zone and have a lot of freedom in decision making. They are also expected to constantly be in motion causing defenders to have a hard time tracking them.
When a centre's winger is being attacked along the boards, the centre can take position behind the net to receive the pressured winger's pass. Behind the net is a natural place for some centres to play. It is a very difficult position to defend because it forces the opposing defensemen to leave the front of the net. It also gives the centre a clear view of the ice and most importantly the slot area. From here the centre has clear passing lanes and minimizes the distance and difficulty of passes to nearly any part of the slot.
Many centres use their mobility and freedom to take advantage of the slot area, the area in between the faceoff dots, about 5 to 15 feet from the goal. The slot area is notorious goal-scoring territory because of its proximity to the net and the difficulty the opposing team has in defending it. Many centres like this area because of its openness. Possessing the puck here gives the centre many different options, as well as a central position in the offensive play. From here he can choose to shoot the puck on net, attempt to draw defenders away from the net by skating, or find open players closer to the goal cage.
Additionally, without the puck, the centre can choose to occupy this space looking for deflections of long shots or rebounds. Aside from some larger centres who focus on scoring off rebounds, centres rarely set up directly in front of the net itself because in case of a turnover, it is much harder to get back in position defensively.
Some centres will play the halfboards. This position is especially important to a centre on some powerplay sets. Again it gives the centre a clear view of the ice surface and many different options. From here he may choose to pass back to a defenceman on the point, go down the boards to a winger behind the net, or drive the net itself hoping to draw defenders to him. The disadvantage of this position is that it is easily defended, and the centre generally does not have much time to survey the ice looking for an open teammate.
Powerplay sets are also quite varied, so the centre's role can range a lot. Many times though the centre will choose to operate in the slot area or on the halfboards. The halfboard position here is made easier to play because the centre has more time to look over the ice surface, and is not pressured by the defenders as much. Again the centre's role is to move the offence through himself/herself looking for passing lanes to open players or roving the slot area looking for deflections and rebounds.
The centre's role in the Neutral zone on the attacking side if he/she possesses the puck, is to bring the puck into the offensive zone by carrying or dumping the puck in. Although any player may carry the puck into the zone, centres are most often counted on because of their speed, quickness, and ability to stickhandle. If another player possesses the puck attacking into the zone, the centre's job is to provide support if the puck carrier needs to pass to another player across the blue line. Once the zone has been gained the offence may proceed to set up as they see fit.
On dump ins, the centre's role is to provide support to the wingers as they battle for possession in the corners, and hunt for loose pucks.
Many different strategies have been devised to defend the neutral zone. Often successfully defending the neutral zone leads to fewer opportunities for the opposing team to have offensive possessions.
Here the centre will mainly focus on skating and shadowing opposing puck carriers to try to force turnovers. They are responsible for the middle of the ice, and try to cut off long passing lanes to attacking players. If the defending team successfully does force a turnover, the centre is most often responsible for turning the direction of play around or receiving the first pass from a winger who has successfully forced a turnover.
The neutral zone trap, pentagon trap, 1-2-2 trap, or zero-forecheck.
When playing the trap, the centre typically spearheads the defence by placing himself/herself in the middle of the ice between the red line and blue line in defensive position. This forces the puck carrier to either side board where the centre and puck side winger close him in, "trapping" him/her between the two defending players and the boards. Here the attacking player has very few options, and generally must retreat to a defenceman, whereupon the defending team can reset the trap. This tactic was pioneered by the New Jersey Devils in the late 1990s and has been used extensively in the NHL and all levels of hockey since.
When employing the left wing lock strategy, the centre's role is typically to shadow the puck carrier or provide token pressure in the opposing team's zone to force them to try to pass the puck up ice into the lock. This is a much older strategy and is less commonly employed at elite levels, however it was most recently used extensively by the 2006 Carolina Hurricanes on their way to their first Stanley Cup.
Unlike their offensive responsibilities, the centre's defensive responsibilities are relatively straightforward. Again the centre must be able to use their skating ability to cover vast portions of the ice, and is responsible for the greatest percentage of ice in their own zone than of any position.
The centre's first and foremost responsibility is defending the slot area from opposing forwards. This is the most difficult area of the ice to defend because of its proximity to the net and its being situated in the middle of the ice. The centre is not only responsible for the opposing centre, but other forwards who venture into the slot as well. Like defencemen, centres are often relied upon to block long distance shots while patrolling the slot. Because there are no boards in the slot area, it is difficult to play physically on opposing forwards so centres must be adept at using their sticks to defend via poke checks, sweep checks, stick lifts, and other stickwork.
The perimeter is an advantageous position for the defence, the boards act as an extra defender and the defending team often will try to enclose a puck carrier between the boards and two or more defenders to force turnovers. The centre's general responsibility is to provide support to other players that engage opposing puck carriers in puck battles on the boards by giving the primary defender (normally a defenceman in the defensive zone) an outlet to move the puck to if he/she is able to win the puck from the offensive player, though the centre does on occasion participate in these puck battles if they must.
A quick break is sometimes used to take advantage of the opponent's sloppy transition game. In this set, the defenceman directly passes to the centre curling at the faceoff dot. The centre can then carry the puck out himself/herself or try to pass to the streaking weakside winger up the ice.
The penalty killing unit normally consists of two forwards and two defencemen. The centre's role does not differ appreciably from any other forward, though they are almost always included on the penalty killing unit for the purpose of taking the faceoff. Depending on what formation the penalty kill uses, the centre along with the other forward on the ice will play high side defence, trying to cut off passing lanes in the slot. Secondarily, they pressure offensive players on the boards if they do not have clear possession.
The centre should always be prepared for a quick break-out pass by the opposing team. The centre is expected to play the deepest in the offensive zone but also the first of the forwards to backcheck. On the backcheck, the centre should take the first opposing player not covered (usually "the third man back").
It is generally the centre's job to handle faceoffs for their team. Centres employ many different tactics to win faceoffs that take advantage their strength or swiftness.
Faceoff techniques and preferences vary widely from player to player depending on that player's skill at taking faceoffs, speed, strength, and agility. Although faceoff techniques differ greatly, it is almost universal now that the centre reverses his lower hand and takes the faceoff on his backhand in order to gain more strength when pulling the puck.
Bigger, heavier, and stronger centres may prefer to use strength tactics such as tying up the opposing centre and winning the puck with his feet or overpowering the opponent by ripping the puck away using sheer strength. Smaller, quicker centres may employ swiftness tactics such as trying to contact the puck before his opponent has a chance to get his stick in the dot, or the slide technique where he allows his opponent access to the dot easily so he can slide his stick underneath and pull the puck back out.
Faceoffs are critical to a team's success on offence or defence. To this end, centres that may be deficient in other areas, especially offensively, can still have value to a team if they are excellent faceoff takers. Journeyman NHL centre Yanic Perreault was offensively limited for much of his career, yet was able to survive in the NHL due to his excellence in the faceoff circle. Perreault is considered one of the best faceoff men in history. Faceoffs are often used as a measure of defensive effectiveness, and good faceoff takers play many minutes on the penalty kill and in late game lead situations where quickly gaining possession of the puck is of vital importance.
Defence or defense (in American English) in ice hockey is a player position whose primary responsibility is to prevent the opposing team from scoring. They are often referred to as defencemen, D, D-men or blueliners (the latter a reference to the blue line in ice hockey which represents the boundary of the offensive zone; defencemen generally position themselves along the line to keep the puck in the zone). They were once called cover-point.