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MLB 15 The Show: Working the Count as a Pitcher

Nothing gets the virtual nerves going like a good one-on-one battle. For most gamers, this conjures up images of Street Fighter or Mortal Kombat, and fighting three rounds to the death. But for me, few things in the gaming world excite me like battling through a tough out during an at-bat.

Perhaps I'm in the minority, but with MLB 15 The Show, I get far more joy when throwing strike three than I do belting a home run. Baseball is often referred to as chess-on-grass. Taking that one step further, each at-bat can feel like its own chess match. You have to think five pitches ahead. Taking it one pitch at a time might earn you an earlier-than-expected trip to the dugout.

The strategy you employ should vary depending on the hitter and, unless you're playing Road to the Show, the pitcher you're using. I've been playing RttS more than I have in previous years, and all the time put into that mode has helped shape my pitching approach.

As a right-handed hurler, my eyes light up when a weak right-handed batter steps to the plate. If there is only a red square or two peppered into all of the blue zones, my approach is simplistic: throw 'em a few low heaters before throwing something off-speed towards the dirt and you'll laugh hysterically as the batter swings horribly and misses.

That's easy enough when you're facing the No. 9 hitter, but what do you do when Mike Trout steps to the plate? Your best bet is to try get ahead in the count so you maintain some semblance of an advantage. But great hitters are just that for a reason, so you can't be too formulaic. You need a good mix of fast and off-speed, high and low, inside and outside, etc.


So long as you don't hurt yourself like Yu Darvish, your odds of pitching a lot of games in 2015 in The Show are quite high.

Don't be simple, but don't be predictable either. The in-game announcers have politely reminded me on more than one occasion that I've developed a fast-slow-fast-slow pattern that is sure to turn into a home run if I'm not careful.

My RttS character currently has a four-seam, 12-6, change-up and slider, and I have a few general ideas with each batter. One of my favorites is to get ahead 0-2 with two low heaters, followed by either a curve or change in the dirt. If the batter bites on the off-speed, great, but if not, I like to follow that up with a fastball up and out of the zone for a hacking strike three.

If I can get a hitter to swing at stuff out of the zone, I like to drop in a nasty curve just inside the strike zone for a called strike three. A frozen batter is one of the most satisfying sights for a pitcher, after all. Another favorite strikeout pitch of mine is the slider. To a right-handed batter, I’ll usually throw it just out of the zone in hopes that they chase. For a lefty, I’ll aim just inside the zone to try and catch them looking.

Of course, your strategy can and should change depending on what type of pitcher you’re using. My RttS character has a mid-90s fastball and is good at generating strikeouts. But if your fastball tops out in the low 90s and/or you induce a lot of ground outs, your approach will be different. Accuracy matters even more, so you should brush up on your painting skills, if you know what I mean.

Baseball is a beautiful sport, and each at-bat is almost like its own game. Do your best to stay ahead in the count and you’ll stay ahead in the game to help earn your team that W.


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Member Comments
# 1 RD_Rabin @ 04/13/15 01:32 PM
I switched to Pure Analog pitching this year and have been really enjoying the pitcher battles. Now I know that, with the exception of the occasional 'lucky' hit, I am responsible for where the batter can put that ball.

I now assess the catcher's suggestions critically, look at the pitch history and think over the 'scouting report' for that player's ability and hotzones. I also take into account the situation (How many on base, how many outs, the current scoreline) to decide what he may try to do, and how I can stop him.

It's a whole new ballgame.
 
# 2 DBMcGee3 @ 04/13/15 05:11 PM
The 12-6 and changeup are two of my favorite pitches, because their speeds are so similar that it's easy to disguise one as the other. Throw a few curveballs that start above the zone and drop down for strikes, then eventually mix in some really high change ups out of the zone and it's hard for hitters to lay off. The same strategy works if you set up the curve by throwing several low change ups in the zone, then throw the curve that drops out of the zone with 2 strikes.
 
# 3 Speedy @ 04/13/15 10:46 PM
With due respect to the author, I don't believe this title is correct to the content. It's about pitching as a pitcher, not hitting as a pitcher.

If I talk about working the count, I'm referring to moderating the AB for my favor as a hitter...if I talk about working the strike zone, I'm referring to the pitch selection as a pitcher.
 
# 4 Mrmagoo @ 04/14/15 05:20 AM
Quote:
Originally Posted by RD_Rabin
I switched to Pure Analog pitching this year and have been really enjoying the pitcher battles. Now I know that, with the exception of the occasional 'lucky' hit, I am responsible for where the batter can put that ball.

I now assess the catcher's suggestions critically, look at the pitch history and think over the 'scouting report' for that player's ability and hotzones. I also take into account the situation (How many on base, how many outs, the current scoreline) to decide what he may try to do, and how I can stop him.

It's a whole new ballgame.
I don't have the game... What's this "scouting report" you speak of?
 
# 5 woody2goody @ 04/14/15 09:10 AM
Quote:
Originally Posted by DBMcGee3
The 12-6 and changeup are two of my favorite pitches, because their speeds are so similar that it's easy to disguise one as the other. Throw a few curveballs that start above the zone and drop down for strikes, then eventually mix in some really high change ups out of the zone and it's hard for hitters to lay off. The same strategy works if you set up the curve by throwing several low change ups in the zone, then throw the curve that drops out of the zone with 2 strikes.
Even a couple of high fastballs in the zone followed by a curve or change is a good strategy. It can be dangerous though against a really good hitter, especially if your fastball has a tendency to drop down to the middle of the zone.

Also another good method for me is to throw a first pitch breaking ball in the zone, second pitch the same and then a 2 seamer high and tight.
 
# 6 FalconCrest @ 04/14/15 06:40 PM
The Show has always placed a high premium on pitch sequencing. I tend to get into trouble when I fall into a pattern of alternating pitches hard in and soft away or pumping in fastballs on the first pitch of every at-bat to try to get ahead in the count. I find that occasionally coming inside with a changeup or starting an at-bat with a breaking ball keeps the computer off balance.

As the great Warren Spahn said: "Hitting is timing. Pitching is upsetting timing." That's really all there is to it.
 
# 7 RD_Rabin @ 04/14/15 09:39 PM
Quote:
Originally Posted by Mrmagoo
I don't have the game... What's this "scouting report" you speak of?
Hehe - check his stats and his numbers in the Roster usually.

See what his contact numbers are, what his power is, how he hits with runners on base, etc., and check his hotzone preview when he comes up to bat.

I put it inside ' ' because the game contains the same sort of information as a real scouting report would.
 
# 8 Mrmagoo @ 04/14/15 10:07 PM
Quote:
Originally Posted by RD_Rabin
Hehe - check his stats and his numbers in the Roster usually.

See what his contact numbers are, what his power is, how he hits with runners on base, etc., and check his hotzone preview when he comes up to bat.

I put it inside ' ' because the game contains the same sort of information as a real scouting report would.
Oh ok. I'm aware of all that info. I thought the was something added in game as far as "scouting report"
 
# 9 jdlsantos @ 04/16/15 01:18 AM
Switched to HOF for '15 and I noticed everytbjng mentioned here works.

One thing I've always done to the AI and I noticed this works in higher difficulty is that if you can get a hitter off balance you can dominate.

One strategy I've been using if a pitcher has a slider is if I can get the AI to swing and miss 0-1 with a slider low and outside but in the strike zone(RHP v. RHB) and get the count to 0-2, I'll throw the same pitch again just off the plate, this forces the batter to protect the plate which can lead to a swinging K or a cheap groundout. If the batter doesn't bite you're still ahead anyway.

Another thing is to always mix up high/low and in/out. I have a tendency of throwing low to the AI for most of the game but that doesn't mean I don't switch it up. If my first two pitches are low, next pitch will be high and ball/strike doesn't matter because it will still keep the hitter honest and it'll make is harder for the AI to sit on a pitch.

This worked for me in my first game in The Show this year against the Marlins and I was able to handcuff Station in his first two AB. Both times up I got him to swing at changeups in the dirt 0-2 and 2-2 respectively after I set him up with fastballs low.
 

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