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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 11:55 am 
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shuuto12 wrote:
ERISA Dude wrote:
Agreed - palmballs are awesome. Some of my arrange team will throw them, but you will draft players now and again that throw them.

I might have a bias against forkballs. I can get ground outs with it, but have a really tough time getting strikeouts, even with a level 4 forkball, although right before I lost my Wii, I was having some success throwing forkballs up in the zone.

The Knuckle curve and slurve are other pitches I just can't seem to use effectively. Never used a pitcher regularly who threw a fosh or a circle change.


If you ever play as the marines(2012 game) try out Seth Greisinger, he has a circle change up. I think the key to using it is setting the guy up effectively, when I played 2011 success mode I had a level 5 circle change and constantly struck guys out.


On one hand, I Appreciate what you're saying – maybe if I got my forkball, knuckle curve, or slurve to level five, that might make a difference. On the other hand, if you need to get to level five for a pitch to be effective, I am not sure it's worthwhile. For me, changeups and curveballs can be effective at level two. I can throw an effective palmball And slow curve at level one. Splitters, screwballs, sinkers, Shuuto, and sliders – level three. My Sinking fastballs and cut fastballs can induce grounders at level three, but at level four, can be Strikeout pitches.


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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 12:57 pm 
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The level 5 forkball I got with Masami Komatsu is flat out nasty. If you start it off in the strike zone and have it break into the dirt with 2 strikes, it'll be a strike out pitch 75% of the time.

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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 4:30 pm 
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Favorite Japanese title: (PS3) Jikkyou Powerful Pro Yakyuu 2011
ERISA Dude wrote:
On one hand, I Appreciate what you're saying – maybe if I got my forkball, knuckle curve, or slurve to level five, that might make a difference. On the other hand, if you need to get to level five for a pitch to be effective, I am not sure it's worthwhile. For me, changeups and curveballs can be effective at level two. I can throw an effective palmball And slow curve at level one. Splitters, screwballs, sinkers, Shuuto, and sliders – level three. My Sinking fastballs and cut fastballs can induce grounders at level three, but at level four, can be Strikeout pitches.


I think most strikeouts can be had on high fastballs or throwing a breaking pitch near the dirt or the bottom of the zone, I've only had this happen on success mode but it is possible.

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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 6:19 pm 
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Favorite Team: Pirates
Console '07: Nintendo Wii
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Favorite Japanese title: (PS3) Jikkyou Powerful Pro Yakyuu 2012
I just ordered this game, how long does a success player take?

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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 7:45 pm 
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Favorite Team: Athletics
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If you're using shortcut mode, an hour-and-half, but on normal mode probably 3 hours.

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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 7:50 pm 
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Joined: Thu Jun 06, 2013 5:24 pm
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Favorite Team: Pirates
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yikes! might be better to put in passwords

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 Post subject: Re: Realistic Expansion Team
PostPosted: Wed Jul 10, 2013 8:01 pm 
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Favorite Team: Athletics
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Nope, passwords take awhile, I just entered my first password, took 30 minutes.

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 Post subject: Re: Realistic Expansion Team
PostPosted: Thu Jul 11, 2013 3:09 am 
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Favorite Team: Athletics
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Favorite Japanese title: (PS3) Jikkyou Powerful Pro Yakyuu 2012
Just finished my super-utility Kenjiro Okui, 2FFEABA. He also plays every position.

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