HITTER SKILLS:
| ROWS 1-2: Every player will be rated in these fixed skills | ||
|  | Chance 5 - When RISP, Contact + 15, Power + 10 | |
|  | VS LH Pitcher 5 - When pitcher is lefy, Contact + 15, Power + 10 | |
|  | Durability 5 - Very difficult to get injured in-game | |
|  | Steal 5 - Speed goes up when stealing, opposing pitcher Control - 10, Stamina usage up | |
|  | Baserunning 4 - Speed goes up when baserunning (but not when stealing) | |
|  | Throwing 4 - Fielder is better at throwing to the 4 bases and cut-off man Throwing 2 - Fielder is worse at throwing to the 4 bases and cut-off man | |
|  | Consistency 4 - Attributes do not go down as much when in bad conditions Consistency 2 - Attributes go up or go down more than usual when in good/bad conditions | |
| ROWS 3-6: Individual (non-fixed) Special Skills | ||
|  | Average Hitter - When using contact swing, easier to get a line drive | |
|  | Power Hitter - When using power swing, easier to hit a homerun | |
|  | Opposite Field Power - When using power swing, power is not easily lost when ball is hit to opposite field | |
|  | Pull Hitter - When using power swing and pulling the ball, power goes up | |
|  | Opposite Field Hit - When hitting to the opposite field, the ball will drop in fair more easily | |
|  | Multi-hit - If the same batter gets 2 hits in one game, Contact + 10, Power + 5 | |
|  | "Sticky" Hitter - When a batter has 2 strikes, contact + 10 | |
|  | Bunt Master - Bunted ball is very slow, will be groundball easily | |
|  | Bunt O - Bunted ball is slow, will be groundball easily | |
|  | Infield Hit O - Running speed from home to first is increased | |
|  | First Pitch O - Before strike 1 is thrown, Contact + 10, Power + 5 | |
|  | Chance Maker - If no one is on base, Contact + 10, Power + 5 | |
|  | Strikeout - When a batter has 2 strikes, Contact - 20 | |
|  | Bases Loaded (hit) - When bases loaded, Contact + 15 * Both are displayed the same way in the data screen, click for the explanation to see if that hitter is the (Hit) or the (Power) variety | |
|  | Walk-off (hit) - Walk-off situation (must be RISP), Contact + 15 * Both are displayed the same way in the data screen, click for the explanation to see if that hitter is the (Hit) or the (Power) variety | |
|  | Comeback O - From the 7th inning on, if team is losing, Contact + 15, Power + 15 | |
|  | Pinch Hitter O - When pinch hitting, Contact + 15, Power + 15 | |
|  | High Ball Hitter - When hitting a ball high in the strikezone, the speed of the swing (or maybe it's the speed of the batted ball?) goes up | |
|  | Low Ball Hitter - When hitting a ball low in the strikezone, the speed of the swing (or maybe it's the speed of the batted ball?) goes up | |
|  | Head-sliding (1B) - Runner head-slides into 1B on close plays * please note that both Head-slidings are displayed the same way in the data screen,  | |
|  | Intimidation - Opposing pitcher Fastball - 2, Control - 10, Stamina usage up | |
|  | Veteran Presence - From the 7th inning on, if team is losing in a close game by 2 runs or less, if bases are empty, or RISP, easier to get a line drive with the contact swing | |
|  | Laser Beam | |
|  | Defense Master - On defense player will use a variety of techniques | |
|  | Block O - Catcher only, will block the plate against runners who use tackle | |
|  | Catcher OO - Catcher only, pitcher control + 10, stamina usage down | |
|  | Catcher O - Catcher only, pitcher control + 5, stamina usage down | |
|  | VS Ace O - When facing an ace-level pitcher, Contact + 10, Power + 10 | |
 
    
  