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FIELD PLAY TUTORIAL:

ONLINE MODE:

MANAGER MODE:

PENNANT MODE:

UTILITY:

VITA / PSP VERSION:

REFERENCE:

UNIFORMS:

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
injury01   Prevent Injuries Up: harder to get injured
BATTING: GOOD
hit01 First Pitch: Power & Contact will increase before you get strike 1
hit07 Comeback: Power and contact will increase during the final 3 innings when own team is losing
hit08 Pinch Hit: Power and contact will increase when pinch hitting
hit15 Consecutive Shots: Power increases in a player's next at-bat after hitting a homerun
hit20 Strong Presence: Lowers the ability of the opposing pitcher during a close game (3 runs differential or less)
hit21 Intimidation: Lowers the ability of the opposing pitcher
hit19 Bases-loaded: Power & Contact increase when bases are loaded
hit00 DNA Big Stage: Peforms better in playoff / "big games"
hit16 Same Double Dip: Power greatly increases in a player's next at-bat after hitting a homerun
hit14 Opposite Field Power: Power remains strong when power swinging to opposite field
hit03 Opposite Field Hitting: Produces hits to opposite field easier (with O button)
hit05 Sticky Hitter: Contact slightly increases after 2 strikes to prevent strike outs
hit09 Multi-hit: Contact will increase after getting 2 hits in a game
hit10 Bunt Up: Better at laying down bunts
hit12 DNA 2011 ver Arc Specialist: 2010 version: Power hits will produce high flyballs that stay in air longer. 2011 version: Please see 'Trajectory' page
hit22 Walk-off man: Contact/Power will increase in walk-off situations
hit18 Chance Up: Power & contact increase when runner is at 2nd or 3rd
hit04 Infield Hit: Increases acceleration speed out of the box
hit11 DNA 2011 ver Power Hitter: 2010 version: Power hits will produce high angle flyballs. 2011 version: Please see 'Trajectory' page
hit13 DNA 2011 ver Line Drive Specialist: 2010 version: Power hits will produce lower, powerful line-drive type hits. 2011 version: Please see Trajectory page
hit06 Chance Maker: Contact and power increase when there are no outs & nobody on base
hit02 Average Hitter: Contact swing will produce sharp line drive type hits more easily
hit17 Lead-off Homerun: Power will increase when you lead off the game in the 1st inning
BASERUNNING: GOOD
running03   Tackle: Runner will tackle the catcher on close home plays
running01   Steal Up: Increases acceleration speed on a steal
running02   Baserunning Up: Runner will round the bases at better angles (especially important for rounding 3rd to go home faster)
DEFENSE: GOOD
defense11   Block (Catcher only): Won't drop the ball easily during a home plate collision
defense02   Defensive Specialist: Better at making tough plays. Also can avoid takeout slides on double plays.
defense01   Running to Back: Speed will not decrease when you turn around and run to your back
defense05   Saving Catch (1B only): Less likely to make errors when catching short hop throws
defense07   Relay Plays (2B/SS only): Faster motion on relay plays (i.e. shortstop catches the cut-off throw, fires to home quickly)
defense08   Tough Throws(infielders only):Allows a defender to make accurate throws after making backhand catches
defense04   Running Throw (OF only): Fielder will run up to catch and throw in tag-up/sac fly situations
defense03   Laser Beam (OF only): Allows an outfielder to throw the ball in a low trajectory
defense06   Backhand toss (2B only): Allows a defender to do a backhand toss to receiver at 2nd base
missing2_sit_throw   Sit and Throw (Catcher only): Try to throw out base stealers in catching position. Note actual game image could not be found.
defense10   Short Bounce Up (Catcher only): Better at catching pitches that bounce in the dirt
defense12   Base Cover Up (Pitcher only): Run to cover 1B faster
defense13   Bunt Dash Up (Pitcher, 1B, 3B): Faster reaction to field a bunt
HITTING: NUETRAL
hit23 Pulls hits regardless of timing & location: Pulled hits have more power while opp field hits lose more power than usual.
missing1_mood_maker   Mood Maker: Team will be affected by your performance. Note actual game image could not be found at this time.
INJURIES: BAD
injury02   Prevent Injuries Down: Will easily get injured
HITTING: BAD
hit25 Strike Out: Contact greatly decreases after 2 strikes
hit27 Bunt Down: Bad at bunting
hit26 Chance Down: Power + contact decrease when runner is at 2nd or 3rd
hit28 Infield Hit Down: Slow to get out of box
BASERUNNING: BAD
running04 1/2 Steal Down: Decrease success of steal
running05 1/2 Baserunning Down: Bad baserunning skills
DEFENSE: BAD
defense14   Error: Prone to making errors at tense moments
defense15   Bunt Dash Down (Pitcher, 1B, 3B): React slower at charging bunts
defense16   Short Bounce Down (Catcher only): Not as good at blocking bounced pitches
defense17   Base Cover Down (Pitcher only): Slower to cover 1B