MLB The Show 21: Beginner’s guide to fielding – Controls, tips, and more

Image via Sony San Diego

A good attack can give you a big lead in baseball, but a strong defense is just as important, if not more important. Strong defense and talent for catching in the field can help save runs and speed up the process of getting players to diamond. If you are new to MLB The Show 21, you may be struggling to fight in this game. Fortunately we have you covered, so let’s read what you need to know about catching in MLB The Show 21.


In MLB The Show 21 you will want to get acquainted with two parts of the controller, regardless of the console: the buttons and the left lever. To move the box, move the left lever on the Xbox or PlayStation controller. To roll to one of the bases (1st base, 2nd base, 3rd base, Home Plate), press one of the four buttons on the remote control, but not just any of them. You will want to press a button that corresponds to a specific base. Let’s go through the buttons for each base:

  • 1st base – B / circle
  • 2nd base – Y / triangle
  • 3rd base – X / square
  • Home – A / X

This button layout may seem foreign at first glance, but over time it will be easy to get used to. If you’re trying in the beginning, imagine this: imagine a baseball diamond. Then imagine the buttons of the controller as a baseball diamond. This can help you bring this mental image to your brain and get used to the layout more.

Note on throwing in the box

If you want to throw the ball as an infielder, you will notice a stick that appears above the player when you try to throw. This meter is an accuracy meter and you will want to press and hold a specific button until the line hits its green part. If the line stops in the green part of the subway, the throw should be online and accurate. However, if you remove your thumb too soon or too late, the line will fall into the orange part of the meter and the throw has a higher chance of error.

And what about potential attempts at theft?

In baseball, runners at the base have the opportunity to steal the base. Firing a basic runner is a little different and we have a more detailed guide to it if you have any problems with a particular mechanic.

Fly with the ball

Let’s talk for a moment about flying balls. Ball balls, as well as pop-ups and line drives, need to be played a little differently compared to ground balls. For ground balls, all you have to do is move the infielder with the left stick until it reaches baseball. For fly balls, the goal is to align the body with where the ball lands, and then stay there to catch it.

Based on the graphics that appear in the field, you will know where the ball is projected. This graphic will be either the baseball that appears or the color block if you have already changed its appearance. For those who may not be aware of it, you can change the way the flying ball graphics appear in Settings.

Should You Use a Drifting Ball or a Track Ball?

Let’s go back to the graphics for a moment. When it comes to catching interfaces, there are two different ones: Drifting Ball and Track Ball. Drifting Ball is a baseball graphic and this particular interface moves according to where the ball actually falls.

The Track Ball, on the other hand, displays a track based on the stretched area of ​​the catch. The size of the area is based on the attributes of the player in the field.

The Track Ball is used quite widely, thanks to its ability to display the area around where the ball will aim. However, this interface requires a little more accuracy, because you will have to follow the path of the ball a little more to catch it. If that’s none of your business, or you want to know exactly where the ball will go, try Drifting Ball. Keep in mind, however, that this interface can be nervous at times and will move based on the changing projection of the ball.

Cut off

In some cases, you may want to pounce on the cut-off man. A cut-off man is usually an infielder or pitcher who is midway between a player in the field and the base. To throw the cut-off man, press LB / L1. Keep in mind, however, that there are some cases, such as short marks at runtime, that you won’t want to throw cut-off men, and instead throw directly into the permit.

And what about robbing circulations?

In some cases, you may be able to rob a potential home run. No, you will not be able to stop any of the undoubted. However, you may be able to prevent some of those balls with a softer stroke from leaving the park. If you need more clarity, we have another guide that explains how to rob home runs in more detail.

A few tips to keep in mind

Here are some tips we’d also like to come across:

Stick to the accuracy of the button

In the basic part of this manual, we told you that you can throw into each base using the buttons on the remote control. However, there are two other Throwing interface options: Buttons and Pure Analog. Buttons are a less accurate version of the throw, while Pure Analog relies on the player moving the right stick depending on where the ball is thrown. Our recommendation for the interface is this: stick to the accuracy of the buttons. It’s simple and easy to use and will save you a lot of headaches in the field. (FYI: Throwing Interface can be changed in the Fielding section of Gameplay settings)

Don’t be too aggressive

If you plan to use the Drifting Ball interface, you may encounter cases where the ball’s graphics are absorbed in red. This suggests a high-risk game. You can either sprint directly to the ball and try a risky catch, or play it carefully and bypass it to prevent the ball from rolling over the defender. Our advice is in most cases to go with another. The only example that we recommend running straight to a high-risk ball is when it’s right in front of you. Otherwise, gently move the left lever to either the northwest or northeast to cut the ball and prevent it from reaching the warning track.

Some other controls

Finally, let’s take a quick look at some of the controls you should know:

  • Switch to the nearest player (without the ball) – LT / L2
  • Draft – RT / R2
  • Jump – RB / R1

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