Farm the
strike --
Where a good batsman is batting with a tail-ender, he will often want to face
as much of the bowling as possible, since he ought to be at less risk than his
less proficient partner. To this end, he will aim to take a single from the
fifth or sixth ball of an over, in order to put himself at the receiving end
for the next.
Featherbed --
A pitch of gentle pace and predictable bounce on which batting is easy.
Fence --
Means by which the boundary is marked on some grounds. Curiously, a fielder may
touch a boundary fence when stopping or catching a ball, but if he touches a
boundary line or rope, the ball is deemed to have crossed the boundary.
Fielding positions --
See Backward, Bat-pad, Cover, Deep, Extra, Fine, Gully, Long, Mid, Point,
Short, Silly, Slip, Square, Third man.
Fifty --
Fifty runs scored by a single batsman in a single innings. See also Century,
Hundred.
Fine --
Fielding position behind the wicket and close to the longitudinal axis of the
pitch.
Finger --
The umpire's index finger, raised in response to an appeal to indicate that the
batsman is out.
Finger spinner --
Bowler who uses his fingers to spin the ball. For a right-arm bowler, this term
is synonymous with off spinner.
First class --
Cricket played between recognized first class teams over three, four or five
days, with two innings per team. What makes a first class team is not always
clear -- the game's governing bodies occasionally have to rule on whether a
particular match should count as first class.In India, first class matches are
between state teams, in addition to Test matches and county games against
touring teams. and Other countries have comparable domestic first class
structures.
Fishing --
Playing with the bat away from the body at a ball outside the off stump. Such a
shot is likely to yield nothing more than an edged catch to the wicketkeeper or
slips.
Flash --
Batting shot, a cousin of the Harrow drive. The flash is an ambitious drive
aimed at a ball too wide to reach easily. Safer than it looks, since any
contact with the ball is likely to send it high over the slips' heads and first
bounce into the third-man fence.
Flight -- Arguably a more important weapon even than spin in a slow
bowler's armoury, flight is the art of varying the ball's arc and speed through
the air in order to deceive the batsman. A spin bowler can make the ball dip
suddenly in mid-flight, leaving a batsman who thought he had it covered a yard
short of the pitch and unable to keep the ball down. Flighted bowling takes
nerve and the confidence not to give in when the occasional ball's whistles
over mid-on for six. By presenting the batsman with temptingly hittable balls,
it encourages him to take risks.
Flipper --
A wrist-spinner's 'trick' ball, deceptively fast and low-bouncing. Difficult to
bowl, but deadly when straight.
Follow-on --
If, in a two-innings match, the side batting second falls short of the other
side's first-innings score by 150 runs in a three or four-day match, or 200
runs in a five-day match, the captain of the leading team may ask them to bat
again immediately. By exercising this option, he gives his bowlers the chance
to bowl the other side out again and win by an innings. (See Winning margin)
Footwork -- The stance is
only a starting point -- it allows the batsman to move his feet easily into
position to play balls of any length and direction. A short-pitched ball can be
played most easily off the back foot ('playing back'). The batsman moves his
back foot back towards the wicket and across into the line of the ball, giving
him the maximum time to judge the speed and bounce of the ball. An overpitched
ball is best played off the front foot ('playing forward'). The batsman moves
his front foot forward and across, ideally alongside the point where the ball
pitches. This allows him to hit it close to the ground, before it has bounced
very high or deviated off the pitch. A good-length ball (pitching maybe 6-8
feet from the batsman from a slow bowler, slightly more from a fast bowler)
makes neither of these methods easy, but a good batsman will usually play
forward to a good-length ball. Against slow bowling, a batsman may 'use his
feet' - i.e. leave his crease to bring himself closer to the pitch of the ball,
or even to turn a good-length ball into a full toss. In doing this, he risks
being stumped if he misses the ball, but it is a tactic that can upset a
bowler's rhythm and accuracy.
Forward Stroke --
If the batsman advances his front foot down the wicket in order to play the
ball as near as possible to where it pitches, he is said to be making a
"forward stroke".
Four --
A ball which crosses the boundary after having first touched the ground, and
which scores four runs.
Four ball --
Bad ball, likely to be hit for four.
French cut --
An attempted attacking batting shot in front of the wicket resulting in four
fortunate runs behind the wicket off the inside or bottom edge of the bat.
Full, on the --
Without touching the ground. According to context, this may be between bowler
and batsman, bat and fielder or bat and boundary. (In some cases, even between
bowler and boundary, although this scores only four byes or wides, not six.)
Full toss --
A ball that reaches the batsman without pitching. Also known as a "full pitch".
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