This is a good Hitting Guide: From a fellow by the name of "whitesox" over at operation sports.
MLB
09: The Show has been dubbed the "Most realistic baseball game ever" by
it's publishers, SCEA. It may be just that, and in my personal opinion,
it is. Unfortunately, because of the game's realistic nature, it is
very difficult to get the hang of. With it's simple controls, however,
it fits the cliche of "Easy to learn, difficult to master" quite well.
The point of this guide is to help people master this game. I will be
going into the four major aspects of baseball(Hitting, Pitching,
Fielding, and Base Running), and even a very controversial one.(This
whole "CPU comeback" thing). First up: Hitting.
HITTING
In order to score runs, you need to be able to hit well. Vary rarely in
baseball is a run scored without a hit helping it in some way. The
first important thing about hitting is the duel between the pitcher and
the batter. The major factor in this is the count. I am going to say
there are three types of counts, Pitchers counts, Neutral counts, and
Hitters counts.
Neutral Counts
0-0 No pitch has been made, thus no advantage.
1-0 Not much of an advantage just yet, but the hitter is getting there.
1-1 The count is pretty much even, the 1-1 pitch is a pivotal pitch in an at bat.
3-2 The payoff pitch. The hitter has just as much of a chance to
walk as he does to strike out. Fouls permitting, this is the last pitch
in an at bat.
Hitters Counts
2-0 The pitcher is in a bit of a pickle here, throw a strike or face a a 3-0 count
2-1 Once again, the pitcher must throw a strike on this count, or he faces going into the next pitch way behind in the count.
3-0 The pitcher is in quite the situation now. He is obviously
having a tough time getting one over for a strike, so he is going to
probably be throwing a get-me-over pitch, hoping to get a strike and
hopefully turn this at bat around. The hitter is usually taking here,
especially with people on base. A hit is as good as a walk, and right
now the hitter is close to a walk
3-1 You are swing at strikes here, and because the pitcher wants to avoid a walk, it will perhaps again be a get-me-over pitch.
Pitchers Counts
0-1 The pitcher starts off well, and the hitter is falling into a hole.
0-2 The hitter has really dug himself a hole now. The goal for
the hitter now is to extend the at bat, or try for a hit. Be prepared
for a breaking ball that dips out of the zone. Protect if it close,
nothing is worse than a backwards K.
1-2 Pretty much the same as 0-2, you are trying to extend the count, and protecting if it is close.
2-2 The hitter can see the light now. The pitcher is starting to
feel the heat, and may leave on over in an attempt to finish the job.
As always with two strikes, protect if it is close.
---
Another goal for the hitter should be to take the at bat into a deep
count if possible. One of the governing factors for how long a pitcher
stays in the game is his pitch count, and by taking him into deep
counts, and making him work hard for every out, you are extending this.
---
One of the most important things about hitting is knowing the
situation. Some people are content in swinging at every pitch. This
doesn't work well, so in order to help your awareness, you should ask
yourself these questions every pitch.
"What is the count?" Kind of an obvious one here, if you don't
know the count, then how can you decide on a course of action? The
count plays a huge role in this. For example, a hitter should be more
inclined to swing for the fences on a hitters count (2-0 2-1 3-1 and
sometimes 3-0), because a pitcher will be more likely to throw a fat
one right down the middle to try and get a strike. However, if you are
in a pitchers count (0-1 0-2 1-2 2-2) the pitcher is more likely to try
and deceive you with a breaking ball or an off speed pitch because he
has "one to waste".
"How many outs are there?" Another obvious one here, the amount
of outs is pivotal to what you decide to do with your at bats. If there
are no outs, then you are likely swing away, or bunting the runner to
second. If there is one out and a runner on first, than you are trying
not to hit a ground ball. If there is one out and no runner on third,
than you should probably swing away. With zero or one out, you should
maybe think about using the power swing if you get a hitters count, but only if you have a power threat at the plate.
"Are there people on base? If so, how many and where are they?"
"Are these runners fast?"
These questions are important because the amount of people on base will
determine what you are trying to do at the plate. Are you trying to
move them over? Then you want a bunt or in some cases a grounder to the
right side. Trying to drive them in? Then you want a good outfield hit.
You might even want to do a squeeze play with someone on third, but
beware, only do this if you are positive that your batter can get the
bunt down, because if he fails, the runner will be a sitting duck.
"What is the pitcher's status?" By status, I mean his energy
level, and his confidence level. This is important because if the
pitcher is not confident or he is tired, his accuracy will suffer. When
his accuracy suffers, then you will wind up in more hitters counts.
This is big because then you can hit the pittcher more effectively,
thus scoring more runs.
"Should I use the power button?" I only use the power button
when there is no one on first, less than 2 outs, and I am in a hitters
count. It also should go without saying that you need a power hitter to
have good home run results with the power swing.
---
One last major thing a hitter should always know is his strengths and
weeknesses. No player is great at everything, so they play to their
strengths. If the player is fast, try bunting your way and stealing
bases. A good example of this is Scott Podsednik. If your player is a
great contact hitter, then don't try to swing for the fences, just try
to get on. While they try to get on, they may hit for power every once
in a while. A good example of this would be Dustin Pedroia. These types
of players are often the ones to start a rally. Then you have the power
hitters. These guys finish rallies. They swing for the fences, and
often reach them. Good examples include Jim Thome and Prince Fielder.
A few useful bits:
1. Know the park dimensions. It helps to know where you are aiming as a power hitter.
2. Watch the other pitcher, some have slower deliveries. These make good canidates for base stealers.
3. Know the opposing catcher. It is easier to run on some nobody than Miguel Olivo.
PITCHING
Just like Hitting, a huge part of pitching is getting ahead in the count. This information can be found above.
---
The most important aspect of pitching is pitch selection. I will list the pitches below.
Fastball Family
4-Seam Fastball- Your standard fastball. No break. Good strikeout pitch if you throw it hard and high.
2-Seam Fastball- A variaton of the 4-Seamer. This has some break, and can be used to fool your oponent if he is used to 4-Seamers.
Sinker- A fastball that drops. The use of this pitch is to get the hitter to swing over it, causeing him to ground out.
Splitter- Another dropping fastball. This one can drop out of the zone for a few strikeouts.
Cut-Fastball- A fastball that has the opposite break of a
running fastball. Can be devastating if used correctly. A good use of
the Cutter is to throw it so that it breaks off the inside corrner,
often resulting in jamming the hitter.
Running Fastball- A fastball that has opposite break of the cutter. When these two are used togeather, they can create a deadly combo.
The Off Speed Family
Changeup- A standard changeup. Desinged to throw the hitter off
balance. Will result in groundouts if used well with fastballs. It can
also result in a strikeout if it drops out of the zone.
Circle Changeup- A changeup with diagnol movement. Seems to deliver more Strikeouts.
Palmball- Has more of a downward break.
It is worth noting: the slowest speed for all three of the above pitches is 70 MPH.
The Breaking Pitch Family
Curveball- The standard Curveball, can have a devastating break.
It will deliver a lot of strikeouts if you use is so that it drops out
of the zone. You also might want to make it drop in on the first pitch,
as the hitter might not expect it. Do not do that a lot though, as they
will catch on.
12-6 Curveball- A Curveball that drops straight down. A
strikeout pitch, almost exclusively. Beware that this pitch is hard to
control, and if you miss your release point you will be punished for it.
Slider- In my opinion, the best strikeout pitch in the game. If
you throw it low and away, breaking out of the zone, it is very hard to
hit. This goes for both humans and CPUs.
Knuckle-Curveball- A hybrid of a Knuckleball and a Curveball.
Tends to be an effective pitch. Not much else to say, For strikeouts
make it drop out of the zone, for a ground out make it cross the plate
at the bottom of the zone.
Sweeping Curve- Has more of a vertical movement than a Slurve, but less of a vertical movement than a Curve.
Slurve- Has more of a horizontal movement than a Sweeping Curve, but less of a Horizontal movement than a slider.
Screwball-Has an opposite break than a curve. A good pitch for strikeouts and contact outs.
Forkball- Has a little less break than a screwball, but is faster. Great for strikeouts.
The Knuckle Ball Family
Knuckleball- "Round and round she goes, where she stops, nobody
knows!" That just about sums up the Knuckleball, your guess is as good
as mine as to where it will end up. That makes it a dangerous, yet
effective pitch. Also, in case you didn't know, it is very, very slow.
Keep in mind that the above run-down is all my opinion.
---
One thing that some pitchers forget to do is very their pitch speeds
and breaks. These hitters are not stupid, even though they are
computers. They can detect patterns. If you keep going to the slider on
0-2, they are going to expect it. If you keep throwing fastballs while
you are a head they AI will look for that.
---
Never get lazy. Just because there are two outs in an inning, it does
not mean you can go easy on the CPU. If you make a mistake, you will be
taken deep just like you would with 1 or none outs. It is also very
demoralizing to give up a 2 out run/rally. This is a huge problem
people have.
---
If you are trying to strike someone out, then you should not use as
much power. Let go of X earlier in the meter (for meter), or just let
go of X earlier (For classic). Think of it like a finesse pitch. Just
don't do this on a high fastball. You want that pitch to be as hard as
possible.
---
Think about every pitch. You will find yourself say to yourself "I wish
I had that one back..." Just take it as a learning experience.
---
Pay attention to your pitchers energy and pitch count. When your energy
gets low you will be more prone to the type of mistake that results in
a home run. I suggest warming up your bullpen up at the first sign of
trouble, so you don't get caught flat-footed when you need it. Also pay
attention to confidence.
A few useful bits:
1. Use the hot zones. It will tell you where to pitch the ball.
2. Pay attention to a hitters ratings. If he is not highly rated in
power, then he is not a threat to go deep, but that doesn't mean he
isn't a threat to hit the gap.
3. For a small confidence boost, use the mound visit option. Only use
this when your pitcher's confidence is below 50% though, otherwise he
will lose confidence.
FIELDING AND BASE RUNNING
Lets get started with covering base running. The new base running
system is very useful. To use it, all you have to do is flick the left
stick to select the runner you want to order, (Right for first, Up for
second, left for third, and down for someone who hasn't reached
first.)and then press the base you want them to go to. Say I want my
runner on first to score on a gapper. CRACK! I flick the stick right,
and then press X. Done. Then I flick it down to select the batter who
is running to first and press square. Done again. All I have left to do
now is slide.
---
Sliding is easy. You just flick the right stick in 1 of 6 directions
and the player slides. Straight up is a head first slide. Up and left
will have the player go in head first and hook the left side. Usefull
if a throw is coming to third from left. Up and right will have the
player go in head first, but hook the right side. This is useful on
stolen base attempts.
Down will have the runner go in feet first. Down and to the left will
have him going in and hooking the left side, which, as stated above, is
good for throws to third from left. Down and right has the player
hooking the right side with his foot, good for stolen bases.
---
For fielding, make sure to move your defense around a lot. You want to
move them in with a man on first and less than 2 outs, so you can get
the runner at home. Only take this out if you are sure about it.
Double Play depth works well for turning double plays.
Not holding the runner at second helps if there is a big contact hitter at the plate, because it plucgs the gap in the infield.
Bringing in the corners helps against the bunt.
Shifting left will help contain hitters who hit to the left side.
Shifting right will help contain hitters whi hit to the right side.
Shifting extremem in either of those directions is just what it says- extreme. This is used on Jim Thome and David Ortiz a lot.
Guard the lines to help against doubles.
The outfield can shift with the infield to help contain pull hiters.
---
Use defensive subs too. If your big slugger is done for the day, then
replace him with someone with a decent fielding rating. The same thing
happens in RTTS, the manager favors the player with the higher
defensive rating, and you should too.
That just about does it for that catagory. Now for the main
event...comeback ai! Listen, i will make this quick. It doesn't exist.
Here is a post that I made earlier, I am just gonna let it do the
talking.
Let's get rational here. First and foremost, I think you all are
experienceing the Placebo Effect. Here is the deffinition in case you
don't know what that is.
http://www.answers.com/topic/placebo-effect
Ok, well there are a number of reasons that people talk about this "comeback ai", I am going to try and cover those.
1. "The CPU scores the inning after me!"
Well, this is because you are getting lazy, quite simply. You think
that since you are ahead, you can afford to make mistakes, often
resulting in the CPU hitting you the next inning, until you snap out of
this. Try playing every inning with the same intensity you would if it
was the 10th inning in game 7 of the World Series. You will see changes.
2. "The CPU scores in the last 3 inninngs, often resulting in me not
having enough time to comeback. This must be the CPU cheating!"
No, you are taking these innings too fast. As stated numorus times in
this thread, the last three innings should take you roughly about as
long as the first six. You must take your time, and try to beat the CPU
with every pitch. It only takes one minor slip up to cost you the game,
keep that in mind.
3. "My starter went 8 masterfull innings, and then got murdered in the 9th! This must be the CPU comeback!"
Wrong again. After 8 innings your pitcher will be
tired. When he's tired, the will lose location. When he loses location,
he will give up hits. When he gives up hits, he will lose confidence.
When he loses confidence, he will lose more location. When he loses
more loacation, he will give up Home Runs a lot more frequently. See
the Domino Effect? A few steps in that may be skipped here and there,
but this is the general idea. Your best bet is to go to your closer in
the nineth, and your setup guy in the eighth if your pitchers energy is
low enough. Your pitcher's energy can be checked by pressing select.
4. "My guys are making errors left ant right! Damn you CPU comeback!!!"
It is not the CPU comeback. Quite simply, errors are a part of
baseball. One thing that might be happening is that you are holding
down the button too long. In the game, the longer you hold the button,
the more power your player puts behind his throw. For example, your
third baseman makes an incredible diving play! Instead of lightly
tapping the button, you want to hold it for the most power, in an
attemp to get the out. Another example, A grounder to second base. You
want to tap the button here, beecause you gain nothing by holding it
down. You don't need an all powerful throw to get the guy out. It also
helps to know who is running at the time. If Chone Figgans was speeding
down the baseline then you don't have as much time, and should make the
throw a little more urgant. If Jim Thome is running down the baseline,
you have all the time in the world! (Ok, maybe not that much, but still) When a player puts all he has into a throw, he is more prone to a throwing error. It works this way in life, and in the show.
Now for fielding errors: When your big slugger takes what seems to be
his last at-bat, then pull him for someone who can play defense. This
happens all the time in RTTS, the manager will favor the player with
the higher fielder rating in the later innings, and you should too.
There is no use risking a fielding error when you don't have too.
5. "My pitcher cant get the big outs! Comback code!"
Nope. In order for a situation to arise where your pitcher needs a "big
out", then he must have let runners get on base. As stated above, when
runners get on, your pitchers confidence will drop. This results in a
signifigant drop in location, and a signifigant increase in H/9, HR/9,
and BB/9. Your confidence can be seen by pressing select. Also, if you
want a slight increase in confidence when it is low, use a mound visit.
you only get one per inning, so use it wisely. Do not use it when your
confidence is above 50%, as it will result in a drop instead of a gain.
6. "My pitcher can't hit his spots, often resulting in Home Runs! This has to be the comeback code!"
No. Your pitcher can't hit his sports for one of four reasons. First,
his energy might be low. That was explained in #3. Second, his
confidence might be low. That was explained in #5. Third, he might not
have his best stuff. The little blue bar above each pitch on the pitch
selection diagram (The one that says X = fastball, O = Changeup etc.)
is your pitch command. This shows how much command your pitcher has
over each pitch. If the bar is low, then you will not have as much
control over that pitch as much as pitches with a bar the is filled.
Fourth, you may be missing your release point. If you miss your release
point, then you will not throw where you were aiming. If you throw a
curveball before you get to your release point- you will hang it-
resulting in it landing in the upper deck more times than not.
7. "Ok, so I followed your advice. I brought in my closer to finish the game, and he gave up a walkoff! Explain that!"
Ok, what happened is you did not allow him to become compleately warm.
You have to leave a pitcher in the bullpen for a while before he
becomes warm. That is the point of having the bullpen after all .
The best way to manage this is to set him up in the bullpen when you
come up to bat, and by the time it rolls around to be your turn to
pitch, he should be warm. Also, start up the bullpen at the first sign
of trouble. If your starter gives up 2 straight hits in the late
innings, start it up now, so you don't get caught flat-footed when you
need him.
8. "The CPU score 8! I can't get out of the inning! It cameback!"
If you are ahead by a lot, and don't want to risk losing the game, then
take the sure out. Example: Runner on third- 1 out. You are ahead by 3.
Ground ball to short, throw it to first. Throwing it to home will allow
everyone to be safe, prolong the inning, lower your pitchers
confidence, and his energy.
And that just about wraps it up. I am open to constructive criticisms, and please understant that this is the first time I have written anything like this.