BAT, RUN, DEFENSE and INJURY SPECIAL SKILLS
Note: On player ratings pages colors are arranged in the order shown below (injuries, batting, baserunning, defense.)
INJURIES: GOOD | ||
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Prevent Injuries Up: harder to get injured | |
BATTING: GOOD | ||
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First Pitch: Power & Contact will increase before you get strike 1 |
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Comeback: Power and contact will increase during the final 3 innings when own team is losing |
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Pinch Hit: Power and contact will increase when pinch hitting |
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Consecutive Shots: Power increases in a player's next at-bat after hitting a homerun |
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Strong Presence: Lowers the ability of the opposing pitcher during a close game (3 runs differential or less) |
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Intimidation: Lowers the ability of the opposing pitcher |
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Bases-loaded: Power & Contact increase when bases are loaded |
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DNA | Big Stage: Peforms better in playoff / "big games" |
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Same | Double Dip: Power greatly increases in a player's next at-bat after hitting a homerun |
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Opposite Field Power: Power remains strong when power swinging to opposite field |
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Opposite Field Hitting: Produces hits to opposite field easier (with O button) |
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Sticky Hitter: Contact slightly increases after 2 strikes to prevent strike outs |
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Multi-hit: Contact will increase after getting 2 hits in a game |
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Bunt Up: Better at laying down bunts |
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DNA 2011 ver | Arc Specialist: 2010 version: Power hits will produce high flyballs that stay in air longer. 2011 version: Please see 'Trajectory' page |
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Walk-off man: Contact/Power will increase in walk-off situations |
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Chance Up: Power & contact increase when runner is at 2nd or 3rd |
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Infield Hit: Increases acceleration speed out of the box |
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DNA 2011 ver | Power Hitter: 2010 version: Power hits will produce high angle flyballs. 2011 version: Please see 'Trajectory' page |
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DNA 2011 ver | Line Drive Specialist: 2010 version: Power hits will produce lower, powerful line-drive type hits. 2011 version: Please see Trajectory page |
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Chance Maker: Contact and power increase when there are no outs & nobody on base |
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Average Hitter: Contact swing will produce sharp line drive type hits more easily |
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Lead-off Homerun: Power will increase when you lead off the game in the 1st inning |
BASERUNNING: GOOD | ||
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Tackle: Runner will tackle the catcher on close home plays | |
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Steal Up: Increases acceleration speed on a steal |
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Baserunning Up: Runner will round the bases at better angles (especially important for rounding 3rd to go home faster) | |
DEFENSE: GOOD | ||
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Block (Catcher only): Won't drop the ball easily during a home plate collision |
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Defensive Specialist: Better at making tough plays. Also can avoid takeout slides on double plays. |
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Running to Back: Speed will not decrease when you turn around and run to your back | |
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Saving Catch (1B only): Less likely to make errors when catching short hop throws |
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Relay Plays (2B/SS only): Faster motion on relay plays (i.e. shortstop catches the cut-off throw, fires to home quickly) |
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Tough Throws(infielders only):Allows a defender to make accurate throws after making backhand catches |
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Running Throw (OF only): Fielder will run up to catch and throw in tag-up/sac fly situations | |
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Laser Beam (OF only): Allows an outfielder to throw the ball in a low trajectory |
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Backhand toss (2B only): Allows a defender to do a backhand toss to receiver at 2nd base |
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Sit and Throw (Catcher only): Try to throw out base stealers in catching position. Note actual game image could not be found. | |
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Short Bounce Up (Catcher only): Better at catching pitches that bounce in the dirt | |
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Base Cover Up (Pitcher only): Run to cover 1B faster | |
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Bunt Dash Up (Pitcher, 1B, 3B): Faster reaction to field a bunt | |
HITTING: NUETRAL | ||
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Pulls hits regardless of timing & location: Pulled hits have more power while opp field hits lose more power than usual. |
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Mood Maker: Team will be affected by your performance. Note actual game image could not be found at this time. | |
INJURIES: BAD | ||
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Prevent Injuries Down: Will easily get injured | |
HITTING: BAD | ||
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Strike Out: Contact greatly decreases after 2 strikes |
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Bunt Down: Bad at bunting |
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Chance Down: Power + contact decrease when runner is at 2nd or 3rd |
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Infield Hit Down: Slow to get out of box |
BASERUNNING: BAD | ||
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1/2 | Steal Down: Decrease success of steal |
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1/2 | Baserunning Down: Bad baserunning skills |
DEFENSE: BAD | ||
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Error: Prone to making errors at tense moments | |
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Bunt Dash Down (Pitcher, 1B, 3B): React slower at charging bunts | |
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Short Bounce Down (Catcher only): Not as good at blocking bounced pitches | |
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Base Cover Down (Pitcher only): Slower to cover 1B |