
Character Skills
MLB The Show 23 - Character Skills Guide
This guide covers all player skills in MLB The Show 23, including core attributes, Road to the Show (RTTS) Archetypes, Diamond Dynasty Quirks, and equipment perks. Unlike an RPG, baseball skills are defined by numerical attributes and special abilities that influence hitting, pitching, fielding, and baserunning. Each skill is detailed with effects, how to upgrade, recommended builds, and situational use.
1. Player Attributes (Core Skills)
Every player in MLB The Show 23 has a set of core attributes that determine performance. These are the fundamental “skills.”
| Attribute | Description | Effect | Used By |
|---|---|---|---|
| Contact vs RHP/LHP | Ability to make solid contact against right-handed or left-handed pitchers. | Higher contact = larger outer PCI (Perfect-Contact Indicator) and better foul balls. | Hitters |
| Power vs RHP/LHP | Ability to hit for extra bases (doubles, triples, home runs). | Higher power = larger inner PCI (perfect-perfect area) and more exit velocity. | Hitters |
| Plate Vision | Size and skill of the PCI (Perfect-Contact Indicator). | Higher vision = larger PCI, making it easier to make contact. | Hitters |
| Plate Discipline | Ability to lay off pitches outside the strike zone. | Reduces the size of the outer PCI and improves check swings. | Hitters |
| Clutch | Performance boost in high-leverage situations (runners in scoring position, late innings). | Activates probability of better contact; lower clutch = worse results under pressure. | Hitters, Pitchers (as Clutch in pitching) |
| Speed | Running speed from home to first, around bases. | Determines infield hit chances, stolen base success, and outfield range. | All players |
| Steal | Proficiency in stealing bases. | Affects jump timing, success chance, and ability to steal higher-rated catchers. | Baserunners |
| Fielding | Overall defensive ability. | Affects catch probability, fielding animations, and error rate. | Fielders |
| Arm Strength | Power of a throw (in miles per hour). | Determines ability to throw runners out, especially from outfield. | Fielders |
| Arm Accuracy | Consistency of throws to the target. | Reduces wild throws and throwing errors. | Fielders |
| Reaction | Quickness to react off the bat. | Affects first step and diving/lunging animations. | Outfielders and infielders |
| Accuracy (Pitching) | Control over pitch location. | Determines how closely the pitch lands to the intended target. | Pitchers |
| Velocity | Fastball speed (four-seam, two-seam). | Higher velocity = faster pitches, harder to hit, but can reduce control. | Pitchers |
| Break | Amount of movement on breaking pitches. | Affects horizontal and vertical movement for curveballs, sliders, etc. | Pitchers |
| Pitch Control | Ability to locate pitches with precision. | Influences the size of the pitching meter’s accuracy window. | Pitchers |
- RTTS: Training, archetype leveling, equipment, and performance quips.
- Diamond Dynasty: Player progression via parallel XP, live series upgrades, and stat-boosting quirks.
- Power Hitter: +Power vs both sides, +Clutch. Lower Contact. Best for slugging.
- Contact Hitter: +Contact vs both sides, +Plate Vision, +Discipline. Lower Power. Ideal for gap power and OBP.
- Balanced Hitter: Equal boosts to Contact and Power, with moderate Vision. Versatile.
- Slugger: Very high Power, but low Contact/Vision. High risk, high reward.
- Table Setter: High Contact, Vision, and Speed. Designed for leadoff hitters.
- Flame Thrower: +Velocity, +Clutch, higher stamina drain. Best for strikeouts.
- Control Artist: +Accuracy, +Control, +Break. Emphasizes command.
- Ground Baller: +Break on sinkers, +Fielding on pitcher. Induces ground outs.
- Crafty Left/Right: +Break, +Pitch control, slightly lower Velocity. Good for crafty starters.
- Gold Glover: +Fielding, +Reaction, +Arm Accuracy. For defensive specialists.
- Cannon Arm: +Arm Strength, +Arm Accuracy. For outfielders and third basemen.
- Speedster: +Speed, +Steal, +Reaction. For center fielders and top-of-order batters.
- Two-Way Phenom: Balanced hitting and pitching attributes; separate progression tracks.
2. Road to the Show Archetypes (Ballplayer Skills)
In RTTS, you build your Ballplayer using Archetypes that define attribute caps and special bonuses. Each Archetype has primary and secondary attributes.
#### Hitting Archetypes
#### Pitching Archetypes
#### Fielding Archetypes (Position Players)
#### Two-Way Player Archetypes (Shohei Ohtani-style)
Archetype Progression: Each level-up increases attributes within the archetype’s focus. You can equip an Alter Ego (perk) that provides additional skill boosts (e.g., “Clutch Hitter” perk adds +10 Clutch in late innings).
3. Pitching Skills (Pitch Types and Usage)
Each pitch type is a separate skill with its own rating (velocity, break, control). Mastery of different pitch types is crucial.
| Pitch Type | Primary Effect | Recommended Usage |
|---|---|---|
| Four-Seam Fastball | Straight high-velocity pitch | Up in the zone, blow by hitters; used for strikes and setups. |
| Two-Seam Fastball | Slightly slower with arm-side run | Induce ground balls; avoid barrels by keeping down. |
| Cutter | Short, late break (glove side) | Jam hitters, thrown inside to same-handed batters. |
| Slider | Sharp lateral break | Strikeout pitch away to same-handed batters; backfoot to opposite. |
| Curveball | Big vertical drop | Loops in slow; used to change eye level and generate swings and misses. |
| Changeup | Slower fastball with fade | Mess with timing; thrown low and away. |
| Splitter | Sudden drop similar to forkball | Effective with two strikes; often ends up in dirt. |
| Sinker | Heavy sinking movement | Ground ball machine; good against contact hitters. |
| Knuckleball | Erratic, low velocity | Unpredictable; extremely hard to control but devastating when working. |
| Screwball | Break opposite of curveball (to arm side) | Deceptive, especially against same-handed batters. |
4. Fielding and Baserunning Skills
These attributes function as skills because they determine success rates.
Fielding Skills:
- Catching (primary for catchers): Affects ability to frame pitches, block balls in dirt, and pop times on stolen base attempts. Higher = better framing and blocking.
- First Base Pickup: Ability to scoop low throws. Higher = fewer errors on infield dirt throws.
- Outfield Jump: Not an explicit attribute, but Reaction and Speed combine to give better jumps on fly balls.
- Aggression: Not a stat, but a user skill. Knowing when to take an extra base or challenge an arm.
- Slide Technique: Slide direction affects tag avoidance. High Steal attribute improves slide animation success.
Baserunning Skills:
5. Special Abilities / Quirks (Diamond Dynasty)
Quirks are passive abilities that activate under certain conditions. They are tied to specific players and can be game-changing.
| Quirk | Effect | Activation Condition |
|---|---|---|
| Dead Red | Boost to hitting against fastballs when player is looking for one. | Activated when user correctly guesses fastball location (using PCI). |
| Breaking Ball Dead Red | Same but for breaking balls. | Correctly guess breaking ball. |
| Pinch Hitter | +Contact/Power when entering game as pinch hitter. | Player is used off the bench. |
| High Fastball | Better results on high fastballs. | Pitches high in zone. |
| Night Player | Attribute boost during night games. | Game time is night. |
| Road Warrior | Boost when playing away from home. | Game is away. |
| Clutch Performer | Increased attributes in high-leverage situations. | Runners in scoring position, 2 outs, etc. |
| Deception | Pitch movement is more deceptive, causing whiffs. | Pitcher has good break and control. |
| Workhorse | Stamina recovers faster between innings. | Pitcher. |
| Unfazed | No penalty when pitching with runners on base. | Pitcher. |
6. Perks and Equipment (RTTS Loadout)
In RTTS, you equip a loadout consisting of an Archetype, Alter Egos (perks), and Equipment (bat, glove, cleats, etc.). Each piece of equipment provides attribute bonuses.
Alter Egos (Perks):
- Hitter Perks: “Unbreakable Focus” (+Vision in 2-strike counts), “First Pitch Fastball” (+Contact when swinging at first pitch), “Power Surge” (+Power for one at-bat after a previous hit).
- Pitcher Perks: “Perfect Pitch” (+Accuracy if pitch meter is perfect), “Strikeout Artist” (+K/9 in 2-strike counts), “Workhorse” (+Stamina per inning).
- Bat: +Contact, +Power, or balanced. Different batting grips (e.g., “Diamond Bat” gives +10 Contact).
- Glove: +Fielding, +Reaction.
- Cleats: +Speed, +Baserunning aggression.
- Catcher Gear: +Blocking, +Arm Strength for primary catchers.
- Pitching Equipment: +Velocity (+5) or +Break.
- Archetype: Power Hitter
- Equipment: “Diamond Bat” (+Power), “Fielding Glove” (+Fielding to avoid errors), “Spikes” (+Speed for bases), “Tier 3 Cleats” (+Steal if needed, but not usually)
- Perks: “Power Surge”, “First Pitch Fastball”, “Unbreakable Focus”
- Strategy: Always look for fastballs early; power swing when confident.
- High Vision + High Discipline: Allows you to take borderline pitches and still make contact on edges. Essential for online play.
- High Clutch + High Contact: Clutch situations (e.g., 2 outs, RISP) become less stressful; low clutch players will pop out frequently.
- Pitcher with High Break + Deception Quirk: Hitters will have difficulty reading pitch movement; leads to more weak contact.
- Speed (99) + Steal (99): Virtually automatic steals on any catcher with below 90 arm accuracy. Also can turn singles into doubles.
- Position: 2B, SS, CF
- Archetype: Table Setter
- Attribute Focus: Max Contact, Speed, Vision, Discipline
- Equipment: Light bat for speed bonus, speed cleats, fielding glove
- Perks: “First Pitch Fastball”, “Wheels” (+Speed after hit), “Table Setter” (+Contact with nobody on)
- Playstyle: Draw walks, bunt for hits, steal second, score from first on doubles.
- Position: 1B, LF, RF
- Archetype: Power Hitter
- Attribute Focus: Max Power vs both sides, high Clutch, moderate Contact
- Equipment: Heavy bat (+Power), fielding glove, power cleats (minor speed boost)
- Perks: “Power Surge”, “Clutch Performer”, “Dead Red”
- Playstyle: Look for fastballs in hitter's counts; sacrifice contact for raw power.
- Position: SP
- Archetype: Flame Thrower
- Attribute Focus: Max Velocity, Break for offspeed, Clutch
- Equipment: Velocity-boosting ball, control grip, pitching glove
- Perks: “Strikeout Artist”, “Perfect Pitch”, “Unfazed”
- Playstyle: Overpower hitters with high heat; use breaking balls sparingly for strikeouts.
- Contact Swing: Use when you have 2 strikes, or need to put ball in play (sacrifice, moving runner).
- Power Swing: Use when you’re ahead in count (3-1, 2-0) and expect a fastball middle-in. Risk of larger miss distance.
- Normal Swing: Default, good all-around.
- Fastball: Use early in count to establish velocity; high fastball for strikeouts, low fastball for ground balls. Avoid middle (belt high, middle plate) – that’s hard contact.
- Breaking Ball: Use when ahead in count (0-2, 1-2) to induce chase. Never throw a curveball in a hitter’s count (e.g., 3-1) unless you want a walk.
- Changeup: Use vs heavy fastball hitters; throw low and away, or backfoot to same-handed batters.
- Sinker: Use to induce double plays; keep down in zone.
- Dive: Only when ball is hit sharply and you have no other play. If you miss dive, error probability high.
- Charge: Use on slow rollers to speed up throw; high Fielding attribute increases success.
- Crow Hop (Outfield): Use when you need extra power on the throw to a base; risk of slower release.
- Steal: Use when pitcher is slow to home (lower hold runner rating), and your steal attribute > catcher’s arm accuracy. Never steal with two outs or when a batter is down in count 0-2 (likely to strike out).
- Tag Up: On fly balls, tag up only if outfield arm is weak or you are winning by large margin.
- RTTS: Complete training programs (weekly) that target specific attributes. Perform well in games to earn higher XP toward archetype level.
- Equipment: Buy/earn better equipment (diamond, 99 overall items) that boost attributes by up to +15.
- Perks: Unlock and equip Alter Egos from archetype progression or pack pulls.
- Diamond Dynasty: Parallel XP levels increase all attributes by small increments; use equipment as equipment cards or stat-boosting perks on your DD squad.
- Archetype Level 50: Maximum attribute caps unlocked.
- Prestige 1-5: Extra attribute points allocated at each prestige.
Equipment:
Recommended Build Example – Power Hitting First Baseman:
7. Combos and Synergies
While MLB The Show 23 lacks traditional combo mechanics, certain attribute combinations enhance gameplay:
8. Recommended Builds (RTTS)
Build 1: Speed & Contact Leadoff Hitter
Build 2: Power-Hitting Cleanup
Build 3: Ace Pitcher (Flame Thrower)
9. When to Use Each Skill (Situational Guide)
Hitting:
Pitching:
Fielding:
Baserunning:
10. Upgrades & Progression
To upgrade skills, focus on:
Progression Milestones:
Conclusion
Mastering player skills in MLB The Show 23 requires understanding how attributes interact with game mechanics. Prioritize attributes that match your playstyle and position. Leverage equipment, perks, and quirks to maximize strengths. Always adapt to each situation – a skill is only as good as its usage. For the most competitive play, focus on a balanced build that covers weaknesses.