Power Pros Forum https://www.mlbppworld.com/ |
|
Blue/Green/Red Abilites https://www.mlbppworld.com/viewtopic.php?f=11&t=1206 |
Page 1 of 1 |
Author: | Longball714 [ Thu Aug 28, 2008 12:16 pm ] |
Post subject: | Blue/Green/Red Abilites |
In 2007 we had a thread with a gameplay description (what an ability actually does) of most of the abilities in the game (thanks DS and odawali). I was thinking we should have another one with ALL of the abilities in the 2008 game. For starters I'll quote odawali's post: odawali wrote: Here are the specifics for special abilities to the best of my knowledge. I know this as part of common knowledge among fans of the Japanese Pawapuro series, which MLBPP is based on. I can't necessarily cite sources unless you read Japanese, so take it for what it's worth.
I could also be wrong on a couple of things if Konami or 2KSports decided to change things for this specific title. I left out all the 2 abilities because they're the opposite of their 4 counter parts. Positive Hitting/Fielding Abilities Clutch Hit 4 - Contact and Power boost in RISP situations VS Lefty 4 - Contact and Power boost versus lefties Stealing 4 - Runner gets a better jump when taking off, returns more quickly to base during pickoff attempts. Base Running 4 - Turns bases more efficiently Throwing 4 - Throws less likely to be off-target Consistency 4 - Affected less by negative condition (a player's condition is indicated by the face icons and affects hitting cursor size) Durability - High injury resistance Contact Hitter - Get line drives on off-center contact with the normal swing Power Hitter - Easier to elevate pitches for fly balls with the big swing Spray Hitter - Balls hit to opposite field more likely to stay in fair ground Push Hitter - Loses less power when hitting to opposite field Tough Out - Retain control over hitting cursor till the ball is closer to the plate Gd Bunt - Less likely to pop-up bunts Bunt Master - Even less likely to pop-up bunts Firstball Hitter - Contact and power boost before the first strike of the at-bat (i.e. effect is still in place on a 2-0 count). Gd Pinch Hitter - Contact and power boost as a pinch hitter Table Setter - Contact and Power boost with none on Tough Runner - Rams into catcher when crossing home plate. Catchers without Gd Block will be knocked over and lose the ball Gd Block - Protects against runners with Tough Runner ability Gd Catcher - Pitchers use less stamina and get extra control on their pitches Grt Catcher - Even better version of Gd Catcher Trash Talk - Diminishes opponent hitters' power. Intimidator - Pitchers use more stamina when facing a hitter with this ability, and they lose some control when they face the hitter before them (thus the hitter before the one with Intimidator ability will see better pitches to hit). Hot Hitter - Contact boost after getting 1st hit of the game. Walk-off Hitter - Contact and/or Power boost (There are actually THREE abilities by the same name occupying same square. One is for walk off hits and the second is for walk off homers, the third is a combination of both. You can confirm this in player edit mode) in walk-off situations BL Hitter - Contact and/or Power boost (There are 3 abilities by the same name, for getting hits, homers and both, similar to Walk-off Hitter) in walk-off situations Good B2B Hitter - Contact boost when the previous hitter gets a hit. (Must be in the same inning) Rally Hitter - Contact and Power boost when team is behind Refined - Even when the hitter makes poor/weak contact with a ball, it will have a better chance of staying in fair ground and also fall in for bloop hits more often. Gd Morale - Entire team gets ability boost when player is on the bench or playing Spider Catch - Can climb outfield walls Neutral Hitting/Fielding Abilities Sparkplug - Depending on player's performance for a particular game, the rest of the team will get an ability boost (similar to Gd Morale) or reduction (Pr Morale) Negative Hitting/Fielding Abilities Free Swinger - Contact decreases after two strikes. (Returns to normal on a full count) Error Prone - Player's E FLD reduced in opponent's RISP situations Positive Pitching Abilities Poise 4 - Less likely to be rattled (see stars) after getting knocked around. Less affected by hitters with Intimidator ability w/RISP 4 - Velocity and movement improves with runners in scoring position VS LH Batter 4 - Velocity and movement improves versus lefty batters Fastball Life 4 - Fastball reaches the plate faster than the radar gun readings indicate Spin 4 - Sharper break on all pitches with movement Release 4 - Opposing runners lose 1 from their Stealing ability (ie Stealing 3 becomes a Stealing 2) Consistency 4 - Affected less by negative condition (a pitcher's condition is indicated by the face icons and affects top speed and amount of break on pitches) Recovery 4 - Quicker recovery during Season Mode Gd Reflexes - Better chance of fielding comebackers Gd Pickoff - Faster pickoff throws Battler - Does a fist pump when certain conditions are met in a game, after which stamina usage decreases for a while. I've also heard having this ability cancels out hitters' Intimidator ability. Gd Low Pitch - Control bonus on low pitches Gd Release - Same arm action on fastballs and breaking balls. Groundball P - Diminishes hitters power STR Finisher - Velocity and movement boost in late (7-9th) innings (only affects pitchers who start the specific game) Gyroball - 4SFB will have a bullet spin and downward break, plus it will reach the plate faster than a non-Gyroball with the same radar gun reading (similar to Fastball Life 4 but even more powerful) Lucky - Team's hitters will get an ability boost when the pitcher is in the game (= good run support) Intimidator - Diminishes hitter's power, and in the case of pitchers coming on in relief (applies to pitchers classified as "Starter" in their stat screen IF they are used as relievers for that particular game), contact as well. The shrinking hitting cursor should be fairly easy to notice when a closer with this ability takes the mound. Safe Pitch - Mistake pitches will not be down the middle Dr. K - Increased fastball life and spin after 2 strikes on the hitter. Because of how Free Swinger loses its effect on a full count (you can confirm the cursor size returning to normal), I'm hypothesizing that Dr K doesn't work on a full count either. Neutral Pitching Abilities Poker Face - Will not pant after running out of stamina, or get dizzy (see stars) after getting knocked around. The actual effects like diminished velocity/movement will still be there. The only difference is the pitcher will not show it on his face. Negative Pitching Abilities Choke Artist - Velocity and movement decreases when 1) Pitching to close out a win either as a starter or reliever; or 2) Pitching in the 5th as a starter with a lead (after which the pitcher will be in line for the win, hence a "choke" situation) Walk - Control decreases after 3 balls. Because of how Free Swinger loses its effect on a full count (you can confirm the cursor size returning to normal), I'm hypothesizing that Walk doesn't work on a full count either. Hothead - Will not get the dizzying effect (see stars) after being knocked around, and instead blow steam off the top of their head. Unlike pitchers seeing stars, pitchers blowing steam will not lose velocity or movement on their pitches, nor get drained of stamina quickly. They just lose command. For this reason it's often considered a positive ability despite being in red. Unlucky -Team's hitters will get an ability reduction when the pitcher is in the game (=poor run support). After an Unlucky pitcher leaves the game with a lead in line for the win, the opposing team's hitters will get an ability boost. (=blown leads by the pen) Slow Starter - Velocity and movement start out decreased before gradually returning to normal over the first three innings. Shuuto Spin - 4SFB will have occasional arm-side run and hitters get a power boost when that happens Sandbag - Velocity and movement decreases when pitching to the bottom of the lineup. |
Author: | lanceberkman [ Thu Aug 28, 2008 12:54 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
Vs runner 2 doesn't have a positive relative. |
Author: | Longball714 [ Thu Aug 28, 2008 1:03 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
Not everything is in here. For example, most of the fielding special abilities (Gold Glove, Hd First Slide, etc) are left out. I think that we should try to fill them in. And Vs Runner 2 can be defined by guessing. velocity/movement decrease with runner on base. |
Author: | calislim [ Thu Aug 28, 2008 1:08 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
Also Spider catch is not climbing the wall. I still have no clue what it is. Maybe rolling after a diving catch and popping up for a quick throw? |
Author: | BBiship2 [ Thu Aug 28, 2008 3:12 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
no spider catch is climbing the way go into practice mode and press 2 on the wii, and whoever has the ability he will climb the wall and then do a little jump (idk what button on ps2) |
Author: | calislim [ Thu Aug 28, 2008 4:44 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
BBiship2 wrote: no spider catch is climbing the way go into practice mode and press 2 on the wii, and whoever has the ability he will climb the wall and then do a little jump (idk what button on ps2) Not true. It's in the manual and any player with or without the ability can do it with the jump. |
Author: | kilmar [ Thu Aug 28, 2008 5:07 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
calislim wrote: Not true. It's in the manual and any player with or without the ability can do it with the jump. Possibly, it increases the chance of actually "catching" the ball. |
Author: | Longball714 [ Thu Aug 28, 2008 5:25 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
I think that it means a player can climb up higher or something. Maybe that he can climb high walls like the Green Monster hahaha! |
Author: | lanceberkman [ Thu Aug 28, 2008 10:46 pm ] |
Post subject: | Re: Blue/Green/Red Abilites |
[quote="Longball714"Maybe that he can climb high walls like the Green Monster hahaha![/quote] That would be the SpiderMAN ability. ![]() |
Page 1 of 1 | All times are UTC - 5 hours [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |