As mentioned in our MLB The Show 19 Batting Guide, today's era of baseball is dominated by pitchers. By default, you have an advantage when you step on the hill. Even the best players only reach about a third of their record appearances. However, in The Show 19 for PS4, you can not get lazy by choosing your pitches and location. If you open bad gaps in a consistent manner, the players will see red and the deficit will rise. You can not always or even often beat a no-hitter, so you must have a sound-fielding strategy. Our MLB The Show 1
Although there are several pitch schemes to control, the standard scheme is by far the best, which makes them versatile and relatively easy to run on a consistent basis. Above the plate is a curved meter. For right-handers, it tilts to the left and left-handed to the right. A batting overlay will tell you where to place the ball to get called beats.
Each pitch is assigned a face button (or R1 if a pitcher has five pitches). You simply select your pitch, select the location with the analog stick, and press the key again to start the meter. When the counter is filled, you must pay attention to the upper red area. You need to press the button again in the red area and then a third time as it falls into the small yellow strip on the way down. The closer you are to the splitter, the closer the pitch will be to the position you choose.
Prefer Speed Control
When it comes to the red meter above, that's easy I think it's ideal to wait for the full meter. This is not necessarily the case. The red meter determines the speed. The higher you wait to press the button, the faster the ball will get. However, higher speed means that the meter will jump back faster, making it more difficult to control. Usually, you usually want to stop the meter just before the red dot for optimal control.
The reason? Pitching is more important than speed when you really start watching the show. A 100 mph fastball that misses the corners in favor of the middle of the plate is an easy-to-fill pitch. However, with a fastball at 90 km / h, which sticks to the outside corner, it is not so easy to make a firm contact.
Knowing which pitch to use is a learning process. The default settings provide suggestions about your catcher for each pitch. This can be helpful in understanding the flow of pitching and the ideal positions for specific batters. All starter pitchers have a mix of fastballs, breaking balls and off-speed pitches in their arsenal. The most common types of pitch you will encounter are four- and two-seam fastballs, sinkers, curveballs, sliders, and changeups. These are the bread and butter fields in The Show 19 . Our guide to the 2017 version of the game covers all the playing fields that you may be able to see in more detail.
In general, at least half of your playing fields should be a kind of fastball. Fastballs are by far the most common pitch in baseball for a reason. They move fast and can be stored much easier on the ground than breaking balls when it comes to timing.
Stick to the Corners
The brunt of your work on the hill should be around the edges of the impact zone. It is rare that you have to encounter a dough that is distinctive throughout the beating zone. You can almost always delete one of the corners and leave them at a disadvantage. Aiming the corners and perimeter of the strike zone will help you in different ways. Firstly, it's really harder to make solid contact with beats that are not a hit. Secondly, painting the corners can lead to more strikeouts because it's simply not easy to tell if it's a strike or a strike Ball trades. This leads to early and late turns as well as no turns.
Hit the bat to track bad pitches
As a pitcher, you have the ability to deliver a pitch that is virtually impossible to beat. While we usually use it to dance around the strike zone, the game changes when you are ahead in the count. If the count is 0-2 or 1-2, it is beneficial to deliberately throw one or two spaces outside the zone to see if they are getting nervous and chasing a clear ball. We're not talking about hitting anyone right next to their bat or three feet outside the zone, but just enough outside that even if they make contact, there will be no firm contact. Breaking balls are especially good for such situations as they are naturally deceiving. You can only launch them in the zone so they break far outside the ball when the ball crosses the plate.
Watch out for energy and confidence
In addition to the pitch meter, there are two more on-screen bars Keep an eye open – energy and confidence. Energy is pretty self-explanatory. The more fields you throw, the less energy your pitcher will have. When a pitcher gets tired, the speed decreases and the breaking of balls can be less pronounced. For the first launcher, when the energy drops below half, it is a good idea to put two jugs in the bullpen to warm up.
Trust, on the other hand, is not so easy to define. When this ad begins to decline, it means that your bowler is shaken. Usually, this happens after the opposing team has recorded a series of hits, when you run several clubs in a row or give up a home run. As trust subsides, pitching meter speed increases, making speed and position control more difficult. If you are going downhill fast, you need to make a replacement as soon as possible. As with real baseball, hill problems can accumulate pretty quickly.
In situations where there are fewer than two outs and a runner in second or third place, you should consider intentionally going clubs. This can be done at the touch of a button and is particularly beneficial when facing a good dough. The reason for the intended hike is to set up a double play opportunity to finish the inning without your opponent being able to get the runner out of the scoring position. You may even want to intentionally let go of great hitters when there are no outs on two outs, simply because the third one is out of the next batter.
Fielding is the simplest aspect of MLB The Show 19 because the game really helps you by putting your positional players in the right places,
to make games. However, there are a few things you should know and do to prevent the opposing team from collecting runs when the ball is brought into play.
As mentioned, the game puts your players in the right place most of the time, but you still have to finish the work. However, because of the nature of fielding animation, you do not have to do as much as you think. The momentum brings you forward as you catch flyballs in the outfield. In fact, it can be easy to overdo it if you try to get too sweet with Fielding. At some point you will get a good feeling for it, but first remember that less is more.
With runners already on base, you have the option to preload your throws before you make the catch in the outfield Just stand on the blue line on the screen and hold down the button, which corresponds to the base you want to throw
The Cutoff Man
Catches caught deep in the field, even if you can summon must be thrown to the cutoff man, not the actual base. By pressing L1, the ball is thrown to an infielder who passes the throw to your target. This can be hard to remember in the heat of the moment, but throwing the cutoff man results in more outs and fewer mistakes. Attempting to throw the ball from the warning lane to the third base may result in faulty throws and even more damage to the scoreboard.