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    FAQ by nitemare5544

    Version: 1.10 | Updated: 07/01/07 | Printable Version | Search Guide | Bookmark Guide

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                               Major League Baseball 2K7 
                                       Xbox 360                           
    Welcome to my FAQ.  This is meant to provide a good strategy and technique to 
    help you succeed in Major League Baseball 2K7 for the Xbox 360.  It can be 
    used to help with the other platforms, but not guaranteed to be effective.  
    Everything from hitting to baserunning to pitching can be improved by using 
    this guide.   
    Version 1.00
    Email: willgardner1020@gmail.com
    -Copyright Info-
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    -Thanks to Chad Valentine for the correction of the batter's eye section.
    The following sites have permission to display my FAQ:
    -Version History-
    First Version, Includes the offense section only.
    Second Version, Includes the offense and pitching sections.
    First Complete Version
    Fixed an error in Section 1.6 (Batter's Eye).
    1.0 Offense
       1.1 Swing Stick
       1.2 Classic Swing
       1.3 Bunting 
       1.4 Baserunning
       1.5 Baseburner, Leads & Stealing
       1.6 Batter's Eye
    2.0 Pitching
       2.1 Breaking Points
       2.2 Strength Meter and Accuracy
       2.3 Catcher Position
       2.4 Payoff Pitches
       2.5 Starters, Relievers, and Closers
       2.6 Pick Offs
    3.0 Defense
       3.1 Ground Balls
       3.2 Fly Balls
       3.3 Double/Triple Plays
       3.4 Athletic Plays
    -1.0 Offense-
    -1.1 Swing Stick-
    The Swing Stick is basically a means to more actively control the trajectory 
    and direction of your hit.  It is also the default setting for all new users.
    To use it effectively, you must first pull down on the right control stick to 
    start your batter's step.  The best time to do this is to is when the pitcher
    releases his pitch.  To influence a line drive, just release the stick when the
    ball crosses the plate.
    To influence high fly balls and home runs, you must push the stick forward from
    the back position when the ball crosses the plate.
    To influence where your hit will go on a non power hit, move the stick in a
    circular motion to the left to influence a hit to left field, and to the right
    to influence a hit to right field.  If you do not move the stick, you will 
    most likely hit the ball to center field. 
    To influence where your hit will go on a power hit, instead of pushing the 
    stick forward, push in to the upper left for a hit in left field, and to the
    upper right for a hit to right field.
    -1.2 Classic Swing-
    The Classic Swing is the easier of the two hitting styles.  Using only one 
    button, the A button, you can swing when the ball crosses the plate and won't
    have to worry about starting your step when the pitcher releases.
    To influence a normal line drive/grounder, just hit A when the ball crosses 
    the plate.
    To influence a hard grounder, pull the right stick down and hit A when the 
    ball crosses the plate.
    To influence a fly ball and home runs, push the right forward and hit A when
    the ball crosses the plate.
    -1.3 Bunting- 
    Bunting is a great way to diversify your offensive attack in MLB 2K7.  There
    are two different types of bunting in the game.  They are sacrifice bunting
    and drag bunting.
    Sacrifice bunts are used, obviously, to advance runners into scoring position.
    To try for a sacrifice bunt, click the right stick or press Y before the 
    pitcher begins his windup.  To aim your bunt, pull the left or right triggers
    in line with the arrows at the bottom of the batter's box.  Click the right
    stick or press Y again if you think the pitch is bad for a bunt.
    Drag bunts are a new addition this year for MLB 2K7.  Drag bunts allow you to
    preform a bunt at the last minute with the hope of catching the defense off 
    guard to get a base hit.  To preform a drag bunt, click the right stick or 
    press Y after the pitcher has released the ball (while the ball is in flight).
    You will have a small window of opportunity during which to influence where 
    your bunt will go.  Again, use the left and right triggers to make the ball go
    to the left or the right respectively.
    Note that the better a player's bunt rating is, the better their bunts will 
    travel and the better you can direct the bunt.
    -1.4 Baserunning-   
    The baserunning controls are easy to grasp in MLB 2K7.  All you need to 
    remember is this, bumpers control all baserunners, and triggers control single
    baserunners.  Also remember that when advancing or retreating a individual
    runner, you are always given control of the lead runner by default.  To pick a
    different runner, press the corresponding button to the base the are currently 
    on.  (A for First, B for second, and Y for third.)   
    When a ball is hit into play, a baseball diamond will appear faintly on the 
    screen and will take up almost the entire screen.  You will see all of your 
    baserunners in their own square running around the diamond.  This is how you 
    will judge how many bases your runners will advance.
    Inside each individual runner square, you will see a small number.  That 
    number is where the runner will stop running.  Will each click of a bumper,
    ALL the baserunners' numbers will increase or decrease by one.  With each pull
    of a trigger the individual runner selected's number will increase or decrease
    by one.                 
    -1.5 Baseburner, Leads & Stealing-
    Sometimes getting a base hit is not enough.  Sometimes you need a good jump to 
    avoid the double play, or a steal to get a runner in scoring position.
    Increasing and decreasing leads is simple.  Simply pull the left trigger to 
    increase all leads by one step and pull the right trigger to decrease all leads
    by one step.  Be careful though, because the more your baserunner leads off, 
    the higher his odds of being picked off by the pitcher.      
    Before deciding to attempt a steal, consider the following questions:
    Is my baserunner fast?
    Am I facing a good catcher?
    Is this a good risk at this point in the game?
    Has the pitcher been throwing to first base frequently?
    If the answer to any of these questions is no, you might want to rethink 
    stealing a base at that point in time.
    If you have decided to steal a base, start by increasing your lead by at least
    two steps.  Then push the right stick up and press x at the same time to cue
    up a steal of second base.  Push the right stick to the left to cue up a steal
    of third base.  Finally, push the right stick down to cue up a steal of home
    plate.  Your player will not run until the pitcher has released the ball.
    Another way to steal a base is using the BaseBurner feature.  This feature is 
    activated by pressing the B button while controlling the batter.  This will 
    bring you to the baserunner on the lowest base.  Push B to cycle through all 
    of your baserunners and then back to the batter.  To lead off, push the left 
    stick left or right.  To get back to base, pull the left trigger.  To steal,
    pull the right trigger.  Note that while in the BaseBurner mode, your runner
    WILL NOT get back to base automatically when the pitcher attempts a pickoff. 
    Also note that when you pull the right trigger to steal, your player will run
    as soon as you pull the trigger and not after the pitcher has released the
    Finally note that your best chances on stealing a base come while stealing 
    second base.  Third base is more difficult to steal and home plate is the most
    difficult base to steal seeing as normally, the catcher will be waiting at the 
    plate for you with the ball.
    -1.6 Batter's Eye-
    The Batter's Eye is an important part of offense in MLB 2K7.  The Batter's Eye
    essentially lets you guess at where the pitcher will locate his pitch.  It 
    also lets you protect a certain part of the strike zone.  
    The size of your Batter's Eye (and therefore your odds of guessing correctly)
    is dependent on how your batter is doing in the game and in recent games.  If
    he is on fire, he will have a large Batter's Eye.  If he is cold and striking
    out all the time, he will have a very small Batter's Eye.
    The Batter's Eye starts out in the center of the strike zone and is invisible
    by default.  Click the left stick to make it visible.  Or if you prefer, you
    can make it always visible by changing the setting in the Options menu.
    Move the left stick before the pitcher begins his windup to submit your guess.
    You MUST hold the stick in position until the pitcher begins his windup.  Your
    guess will be locked in after the pitcher's windup has begun.  If your guess 
    is correct, you will see a baseball sized circle where you placed your batter's
    The circle will be red for a hot area for the batter, blue for a cold 
    area for the batter and white for a power area for the batter.  You can check 
    a batters hot, cold, and power zones by looking at the batter's player card.
    To protect a part of the strike zone, place the Batter's Eye where you feel 
    your batter is not a good hitter.  If a circle does not appear, you know that 
    the pitch cannot be where you placed the Batter's Eye.  If a ball does appear, 
    you can choose not swing at the pitch.
    -2.0 Pitching-
    -2.1 Breaking Points-
    The most important pitching concept to grasp in MLB 2K7 is the breaking points
    of the pitches.  No memorization is necessary here, just playing a few 
    exhibition games will be enough for you to be well versed in the nature of the
    To begin the pitch, you must put the small circle where you would like your 
    pitch to break.  Note that for many pitches, the area where your circle is will
    not be place that the pitch will cross the plate.  The final point will be 
    affected by the nature of the pitch you are throwing.
    The only pitches not affected by breaking points are the fastball and the 
    change-up.  All other pitches thrown will break a certain way.  Pull the right
    trigger to see how each pitch will break.  The "Pitchers' Pallet" in the 
    bottom right corner will change from the name of the pitches to the way the 
    pitch breaks.  The more power you put on a pitch, the more it will break.  
    This is explained more in the next section.
    Don't get to comfortable with the way these pitches break however, because the
    directions will flip when a right handed pitcher is replaced with a left handed
    pitcher or vice versa.  The only pitch that is an exception is the sinker.
    -2.2 Strength Meter and Accuracy-
    The Strength and the Accuracy of your pitches are directly related.  Naturally
    the more strength you put on your pitches, the harder it is to make them go 
    where you want them to go.  The harder you hold down the pitch button, 
    the more strength your pitcher will put on it.
    When you first depress the pitch button, four brackets surround the pitch 
    circle.  The brackets get farther from the circle the longer you hold down the
    pitch button.  Once you are satisfied with the power you've put behind the
    pitch, release the button.  The brackets will fall back in on the circle once 
    the button is released. You must then push the button again when the brackets
    are directly on the circle.  The closer you are at getting the timing right,
    the more accurate your pitch will be. 
    As discussed earlier, the more power put behind your pitch will determine how
    fast the brackets come in on the circle.  The more strength, the faster the 
    brackets will go and the harder it will be to make your pitch accurate.  On the
    other hand, putting less strength on the pitch makes it easier to make your 
    pitch accurate.
    Note that if you fail to push the pitch button the second time, your pitch will
    be incredibly inaccurate and may even make it pass the catcher allowing runners
    to advance or even score.  Also note that when holding down the pitch button, 
    the controller will vibrate when the brackets are about to snap back by
    -2.3 Catcher Position-
    While pitching, your catcher will suggest positions and pitches for the current
    batter.  The location of his glove is his position suggestion and the pitch he
    suggests will be highlighted.  Note that his location suggestion will be the 
    final position of the ball and NOT the breaking point. 
    The catcher suggestions are not always the most effective for the situation 
    and/or the batter.  You do not have to follow his advice nor do you have to 
    move his glove using the the left stick.  Unless of course, you are attempting
    a Payoff Pitch, discussed in the next section.  The catcher's rating will 
    determine how good his suggestions are suited for the situation.
    -2.4 Payoff Pitches-
    Payoff Pitches are an important part of pitching in the game.  Payoff Pitches 
    are pitching situations that are very pressure filled.  Situations include
    going for the third strike on a batter, pitching with the bases loaded, a 
    showdown between past teammates, ect.
    Payoff Pitches are opportunities to increase your pitcher's ratings for the 
    duration of the current game.  When the catcher sets up his position, a 
    rectangle will appear in the area of the catcher's glove indicating a Payoff 
    Pitch opportunity.  To accomplish the Payoff Pitch, you must make the ball go
    through that rectangle.  It can either be straight on a fastball or change up
    or breaking into or through the circle on a breaking ball.  
    If successful, the number rating of the pitch thrown will be surrounded by red
    and the number will go up.  If you fail, the number rating will be surrounded 
    by blue and the number will go down.  Note that a strike will never cause your
    ratings to go down, even if you miss the target.  Also note that you can click
    the left stick to forfeit the opportunity to attempt a Payoff Pitch. 
    -2.5 Starters, Relievers, and Closers-
    In MLB 2K7 and in real Major League Baseball, pitchers are separated into three
    categories.  The are, as the title suggests: Starters, Relievers, and Closers.
    Pitchers from these categories are generally not interchangeable.  
    Starters are obviously the pitchers that begin the game.  They do not need to 
    be warmed up manually by you, they will be ready when your first inning of 
    defense begins.  When your starting pitcher needs relief for whatever reason 
    (he is tired, he is doing poorly ect.) you would not replace him with another 
    Relievers are pitchers that replace the starting pitcher or another reliever.
    These pitchers are generally less skilled ratings wise, because they are not 
    required to work as many innings as the starter are.  Unlike the starters, you
    are required to warm up the relievers before using them to avoid injury.  
    Closers are pitchers that are called upon to end the game.  They are usually 
    used to retire the opposing teams final batters so that the team the closer is
    on can win.  They also have to be warmed up before use.  When you are ahead in 
    the 9th inning and are ahead by three runs or less, your closer can be called 
    in to try and accumulate a save.  Obviously, if you lose the game or take out
    your closer, you will not get the save. 
    -2.6 Pick Offs-
    Pick Offs are an important part of defense in MLB 2K7.  They can be either to 
    a base where there is currently a runner, or to a base a runner is currently
    trying to steal.  
    To throw a pick off to a base with a runner on it, pull the left trigger to 
    see the lowest base with a runner on it.  The orange bar underneath the runner
    indicates how fast he is, the more orange, the faster he is.  Push the button
    corresponding to the menu at the bottom of the screen to throw a pickoff.  To
    aim your throw up or down, hold the left stick up or down.  Throwing down gives
    a higher probability of getting the runner out, but also a higher possibility
    of an error being committed.
    To try and throw out a runner trying to steal a base, press the base being 
    stolen and it will transfer you to a view of a catcher peering out from behind
    of a catcher's mask.  You must then move the cursor to base level and then push
    the base's button again as brackets similar to the pitching interface come in
    on the cursor.  If you think a runner is going to steal, you can attempt a 
    pitch out.  This is used to throw a very outside pitch to the catcher in an 
    attempt to get a more precise throw to the base being stolen.
    -3.0 Defense-
    -3.1 Ground Balls-
    Ground balls are one of two categories that a ball in play can be in.  They are
    pretty simple to field.  Once contact is made, you will automatically be given
    control of the best player to make the play.  Note that you can pull the left
    trigger if you think that another player is better suited to play the ball.  
    The CPU will cycle through the other fielders, starting with the one closest to 
    the original fielder.
    First, locate the ball and judge whether it is coming right at you or not.  If 
    it is coming right at you, move your player to the ball without any deviation 
    in his path.  DO NOT let the ball come to you by not moving your player.  This
    will decrease the probability of getting the runner out.  Throw the ball to the
    base of your choice, the A, B, Y and X buttons on your controller represent a 
    baseball diamond.  A is for home plate, B for first base, and so on.
    If the ball is not coming straight at you, you will have to cut it off.  Move 
    your player to the left or right to cut the ball off.  You may even have to go
    deeper in the infield or even range into the outfield if the ball is hit 
    especially hard.  Once you've got the ball, throw to the base of your choice as
    described before.  
    Note that you do not have to press any buttons to pick up a ground ball, it 
    will happen automatically when you are close enough.  Also note that if you 
    have enough time before the runner gets to his base, stopping your fielder and
    then attempting your throw dramatically reduces the possibility of an error 
    being committed.
    -3.2 Fly Balls-
    Fly balls are the other category that a ball in play can be in.  They are a 
    little more difficult to field.  Once contact is made, you will be given 
    control of the closest fielder and you will see a large circle appear on the 
    field.  This is where the ball will likely land.  A faint white bar will 
    appear on the field leading to the circle.  This is the ball's flight path.  
    The white bar will fill up as the ball gets closer to coming back to Earth at 
    the indicated spot.  The circle will likely shift depending on the strength of
    the wind at that given time.
    Move your player into the circle, it will turn from blue to red when he is 
    positioned correctly.  Wait for the ball to come into his glove, and shift your
    player with the circle whenever appropriate.  If you are trying to catch a 
    runner too far off the base, throw to the base in question using the method 
    described before.  If you get the ball there before he gets back and he has not
    tagged up yet, you will turn a double play.
    If you cannot get to the circle before the ball lands, you will have to play it
    like a ground ball, described in the previous section.  Additionally, if you 
    see your selected fielder start running away from the circle, it means that the
    CPU has decided that you will not be able to make the catch, so you are going 
    to try and cut the ball off so it does not roll to the wall.
    -3.3 Double & Triple Plays-
    The most common type of double or triple play is one where a ground ball is hit
    to an infielder who then has enough time to get one or even two baserunners out
    and then throw over to first base to get the batter out.  Note that triple 
    plays are possible under extremely rare circumstances and are even harder to 
    Before pitching to a batter, be sure to note your situation.  Say you have a 
    runner on first with one out.  You decide that if a grounder is hit to one of
    your infielders, then you will try for the double play.  Another situation, 
    there is a runner on first, but you already have two outs.  You note that since
    you already have two outs, the double play is not necessary and you can just
    throw to first.  Be sure to account for all possible scenarios because if you
    try for a double play without actually needing two outs, you put yourself at 
    unnecessary risk for getting no outs at all.  Note that grounder double plays 
    with only a runner on second or third rarely work because there is nothing 
    forcing the runner to leave the base.  Just throw to first in those situations.
    Another type of double play is one where a fly ball is hit and a baserunner 
    leads of the base too far and cannot get back.  These types are rare, depending
    on which difficulty setting you are playing on.  They are also pretty simple to
    execute.  Focus on catching the ball, and then throw to the base that the 
    runner was on before contact was made.  If the batter has already tagged up, 
    you will not get the out by throwing to his original base, you must try and tag
    him out at the base he is running to.
    -3.4 Athletic Plays-
    One of the most exciting things in baseball is an infielder diving on the
    ground to stop a grounder heading for the outfield or an outfielder robbing a 
    home run from a batter.  In MLB 2K7, you have the ability to make such plays.
    During any in-game situation, there may be a ball hit in the air or on the 
    ground that is just a bit to far out of reach for your fielder to make a play 
    on.  Missing that ball will definitely allow a base hit and can cause runs to 
    score if there are already batters in scoring position.
    When the time is right for an athletic play, you will see an icon next to your
    player that is basically the right control stick with the athletic play that is
    possible underneath it.  This icon is telling you to flick the right stick in 
    the direction of the ball to attempt the athletic play displayed.  This can be 
    diving for a grounder to stop it from leaving the infield, sliding or diving 
    for a fly ball that is coming down too fast or even climbing on the wall to rob
    a home run.
    Note that even though the icon for an athletic play is displayed, it might not
    be completely necessary to attempt the dive, climb or slide to make the play on
    the ball.  Attempting an athletic play when not necessary can result in an 
    error being comitted.