Game Tips

MLB The Show 23 - Game Tips



This guide covers essential tips across all aspects of MLB The Show 23, organized by gameplay category. Tips are labeled by player level: Beginner (B), Intermediate (I), Advanced (A).

---

Hitting Tips (Offense)



#### 1. Use Zone Hitting with PCI Placement (B/I)
  • Explanation: Switch from Directional or Timing to Zone hitting if you haven't. The PCI (Plate Coverage Indicator) lets you aim your swing. Begin with the PCI centered (default) and use the left stick to track the pitch. Why: Zone hitting gives full control of bat placement, drastically improving contact quality over time. When: Always use in all modes; practice in custom practice to build muscle memory.


  • #### 2. Wait for Your Pitch (B)
  • Explanation: Don't swing at anything in the first two pitches unless it's right down the middle. Let the pitcher throw strikes. Why: Many players swing at bad pitches because they're anxious. Patience forces the pitcher to throw more strikes. When: Especially early in the count (0-0, 0-1). If the pitcher throws two balls, you’re ahead and can sit on a specific zone.


  • #### 3. Use the Left Stick to “Anchor” the PCI (I/A)
  • Explanation: Instead of moving the PCI as the pitch comes, pre-set it where you expect the pitch (e.g., up-and-in) and only track minor adjustments. Why: Reduces overshooting and improves reaction time against high velocity. When: Against flamethrowers (98+ mph) or when you recognize patterns.


  • #### 4. Master the Check Swing (I)
  • Explanation: Lightly tap the swing button (X/□) to attempt a check swing. Why: Saves strikes on borderline pitches and avoids weak contact. When: When you start to swing but see it's a ball; also in two-strike counts to avoid strikeouts.


  • #### 5. Use Contact Swing with Two Strikes (B)
  • Explanation: Press Circle/B to perform a contact swing (increases foul-off ability and reduces strikeout chance). Why: Greatly improves bat control, making it easier to foul off tough pitches. When: Always use with two strikes, especially against elite pitchers.


  • #### 6. Study Pitcher Tendencies (I/A)
  • Explanation: In Diamond Dynasty, before the game, check the pitcher’s handedness and pitch arsenal. Track what pitches they throw in what counts. Why: Predict pitches, e.g., many players throw outside fastballs on 0-1 to right-handed hitters. When: Use in competitive modes like Ranked Seasons or Battle Royale.


  • ---

    Pitching Tips (Defense)



    #### 1. Use Pure Analog or Meter Pitching (B)
  • Explanation: For newcomers, Pure Analog (right stick) is intuitive; Meter requires timing a button press. Why: Both are effective and easier than Pulse or Classic. The meter gives precise control over location. When: Start with Pure Analog; switch to Meter if you prefer consistent release points.


  • #### 2. Don’t Overuse Your Fastball (I)
  • Explanation: Mix pitch types and locations. A fastball down the middle is easy to crush. Why: hitters expect patterns; change eye levels and speeds. When: Sequence: fastball up, changeup down, curveball away, cutter inside.


  • #### 3. Use the Pinpoint Pitching Interface (A)
  • Explanation: Pinpoint (right stick gestures) provides the highest accuracy and optimal break when the input is perfect. Why: Rewards precision; a perfect pinpoint pitch is unhittable. When: If you're competitive in higher ranks, practice Pinpoint in custom practice.


  • #### 4. Pitch to the “Cold Zones” (I)
  • Explanation: In the pre-pitch screen, see the batter’s hot/cold zones (red = hot, blue = cold). Pitch to cold zones. Why: Batter has lower contact/power in cold zones. When: Always check before each at-bat; aim PCI to cold spots.


  • #### 5. Mix in “Waste Pitches” (B)
  • Explanation: Throw a pitch clearly out of the zone (e.g., a slider in the dirt) when ahead in the count (0-2, 1-2). Why: Tempts the batter to chase, giving you an easy strikeout. When: Only when you have a clear advantage; never waste a pitch behind in the count.


  • ---

    Baserunning Tips



    #### 1. Use the Right Stick for Individual Runner Commands (B)
  • Explanation: Flick the right stick toward a runner then press a button (X to advance, Circle to retreat). Why: Gives fine control vs single button press that sends all runners. When: When you want only one runner to steal or advance.


  • #### 2. Steal Only with Fast Runners (B)
  • Explanation: Check speed rating (80+ is good). Use lead off (left stick) to get extra step before pitch. Why: Low speed runners are easily caught. When: Early in the count (0-0) or when the pitcher has slow delivery.


  • #### 3. Hit and Run (I)
  • Explanation: Press L2 while the batter is in the box to initiate hit and run: runner breaks automatically, batter tries to make contact. Why: Avoids double plays and moves runner into scoring position. When: 1-1 or 2-1 count, with a batter who has high contact, against a pitcher with low control.


  • #### 4. Tag Up on Deep Fly Balls (I)
  • Explanation: When a fly ball is caught, tap the runner's direction button to have him tag and advance after catch. Why: Can get extra base if outfielder has weak arm. When: Runner on third with less than two outs; runner on second with a sacrifice fly to deep center.


  • ---

    Fielding Tips



    #### 1. Use the Throwing Meter (B)
  • Explanation: When throwing, a meter appears. Press again near the green zone for accurate throws. Why: Prevents wild throws that let runners advance. When: Always on routine plays; for risky throws, release slightly early.


  • #### 2. Pre-Read the Ball Off the Bat (I)
  • Explanation: As the pitcher releases, watch the hitter's swing direction and ball trajectory immediately. Why: Gives you a half-second jump on the ball. When: Practice reading by playing as an outfielder only in practice mode.


  • #### 3. Cut off the Ball in the Outfield (I)
  • Explanation: Use left stick to direct the fielder to the ball's landing spot rather than running directly under it. Why: Proper routes reduce time to catch and minimize errors. When: Always charge balls hit directly at you; for gappers, angle correctly.


  • #### 4. Use Relay Throws from Outfield (A)
  • Explanation: When the ball is hit deep, throw to the cutoff man (infield) instead of directly home. Why: Prevents extra bases if the throw is offline; the cutoff man can hold the runner or make a quick relay. When: Any time a runner is trying to score from second or third on a deep hit, especially if your outfielder has low arm strength.


  • ---

    Diamond Dynasty Team Building (Constructs)



    #### 1. Prioritize Hitting vs Fielding Early (B)
  • Explanation: In early game (silver/gold cards), focus on hitters with high contact and power. Why: Poor fielding can be mitigated with good user input, but bad hitting leads to few runs. When: Until you get diamond players with balanced stats.


  • #### 2. Use “Live Series” Collection for New Players (B)
  • Explanation: Collect all 30 Live Series team collections to unlock a high diamond player (e.g., Ken Griffey Jr., Randy Johnson). Why: Provides a top-tier card for free over time. When: Start immediately; buy cheap Live Series cards from the market.


  • #### 3. Build Around One Position Per Program (I)
  • Explanation: Each season program gives a top position player (e.g., shortstop). Tailor your lineup to cover weaknesses from that program. Why: Saves stubs because you can fill other positions with cheaper cards. When: Review program rewards before spending on the market.


  • #### 4. Understand “Parallel XP” (I)
  • Explanation: Each card can be leveled up to Parallel V by earning XP in games. Why: Parallel upgrades boost all attributes (e.g., +3 contact/power per level). When: Focus parallel XP on cards you plan to keep long-term, not temporary ones.


  • #### 5. Use “Captain” Cards for Squad Buffs (A)
  • Explanation: Some cards have the Captain chemistry: when assigned as squad leader, they boost all same-team/league players on the roster. Why: Can turn gold cards into near-diamond quality if they match the theme. When: Build a squad around a Captain (e.g., Yankees Captain boosts all Yankees). Check the Captain's requirements.


  • ---

    Stubs Economy & Market Tips



    #### 1. Never Buy Stubs with Real Money (B)
  • Explanation: The in-game economy lets you earn stubs through gameplay. Paying for stubs is expensive and unnecessary. Why: You can earn stubs by playing, flipping cards, and completing programs. When: If you want to spend, buy the base game only.


  • #### 2. Use “Buy Orders” Instead of “Buy Now” (B)
  • Explanation: Place a buy order slightly above the current lowest sell order (e.g., 1 stub higher). Wait for it to fill. Why: Saves stubs compared to the instant “Buy Now” price. When: Always for common/gold cards; for rare cards, use buy orders and wait.


  • #### 3. Flip Cards for Profit (I)
  • Explanation: Buy low using buy orders, then sell high using sell orders. Focus on cards with at least 10% margin. Why: Earn stubs without playing games. When: Use theshownation.com or in-game market to find flips. Watch for market spikes after new programs.


  • #### 4. Complete Conquest Maps for Packs & Stubs (I)
  • Explanation: Conquest mode rewards packs, stubs, and hidden rewards for conquering all territories. Why: Free rewards without spending stubs. When: Grind mini-seasons and conquest maps every few days.


  • #### 5. Invest in Cards During Market Downturns (A)
  • Explanation: Prices drop when a new program releases (e.g., All-Star program) as players sell old cards to buy new ones. Buy then. Why: Sell later when prices recover. When: Monitor trends: live series cards from early season rise in the endgame.


  • ---

    Resources & Progression



    #### 1. Do Daily Missions (B)
  • Explanation: Each day, complete simple tasks (e.g., get X hits) to earn XP and stubs. Why: Steady progression; also fills the daily path reward bar. When: Log in daily; even one 5-minute game satisfies most.


  • #### 2. Focus on the “Monthly Awards” Program (I)
  • Explanation: Each month, a new program with 99 OVR cards at the end. Earn XP by completing missions. Why: The best free cards in the game. When: Grind the monthly program before the month ends, as it expires.


  • #### 3. Use “Showdown” for High XP Gains (I)
  • Explanation: Showdown mode (vs CPU with a draft team) gives huge XP for completing stages. Why: Fast way to level up programs. When: If you can consistently beat the boss (final pitcher), it's efficient.


  • #### 4. Save Stubs for Endgame (A)
  • Explanation: Don't splurge on 99 OVR cards early (first 2 months) because prices will drop later. Why: Endgame cards become cheaper as supply increases. When: Buy elite cards in August/September, not April/May.


  • ---

    Game Modes & Exploration



    #### 1. Try “Road to the Show” to Learn Mechanics (B)
  • Explanation: Create a player and play as only that position. Why: Focus on one role (hitting/fielding) without pressure of managing a whole team. When: First few hours to get comfortable with controls.


  • #### 2. Use “Custom Practice” for Drills (B)
  • Explanation: Set up specific pitch types and locations (e.g., high fastballs, breaking balls away). Why: Isolate weaknesses. When: Before jumping into Ranked or Battle Royale; practice 10 minutes.


  • #### 3. Complete the “Storylines” Mode (I)
  • Explanation: Play through historical Negro Leagues narratives. Why: Rewards rare cards and provides unique gameplay with quirks. When: Once you’re settled into Diamond Dynasty; offers good XP.


  • #### 4. Play “Battle Royale” for Competitive Rewards (A)
  • Explanation: Draft a team from random cards, play up to 12 wins. Why: Elite rewards (diamond packs, prestige cards) for the skilled. When: If you have a good understanding of matchups and can win consistently.


  • ---

    Advanced Optimizations



    #### 1. Use “Swing Type Timing” for Different Pitches (A)
  • Explanation: Against fastballs, start swing slightly earlier (competitive swing). Against offspeed, delay swing (contact swing). Why: Maximizes exit velocity vs speed. When: After you can read pitch speed differences.


  • #### 2. Perfect the “Backfoot Slider” vs righties (A)
  • Explanation: As a right-handed pitcher, throw slider to a right-handed batter that starts inside and breaks low and away. Why: Very hard to hit; often results in a swing-and-miss. When: Use with two strikes; requires good pinpoint accuracy.


  • #### 3. Exploit Defensive Shift Reports (A)
  • Explanation: In the field, pre-pitch you can see the defensive alignment. If the shift is extreme (e.g., all infielders to one side), bunt to the empty side. Why: Easy base hit. When: Against heavy pull hitters; may not work if opponent manually adjusts.


  • #### 4. Manage Energy in Ranked Seasons (A)
  • Explanation: Pitchers have energy that decreases with pitches thrown. Sub a reliever when energy drops below 50% to avoid loss of velocity/control. Why: Tired pitchers give up hard contact. When: After 6 innings for starters, earlier if they struggle.


  • #### 5. Use “Analog Fielding” for User-Controlled Throws (A)
  • Explanation: When fielding a ground ball, use the right stick to aim your throw instead of button. Why: Faster and more accurate for double plays. When: Practice this in exhibition games; essential for high-level infield defense.


---

Remember: Consistent practice and learning from losses is key. Use the in-game practice mode to refine specific skills. Good luck on the diamond!