So, you've mastered the basics of batting and want to move up the levels in the game. Here's the advanced batting system. You will be required to use at least some of this on Pro Difficulty and above.
READING THE FLIGHT
As the bowler delivers the ball you must watch the Ball Marker to determine the line and length it is taking. If the circle is fully coloured it is aiming straight at the middle stump, a gap to the left or right will mean it is either going down leg or off stump. A half circle indicates that the ball is pitching very wide of the stumps.
The colour of the Marker will indicate the ball delivery length. Red indicates a short pitched delivery, Green a good pitch and Yellow a full pitch.
FOOT PLACEMENT
It is extremely important to get your foot placement correct, both in terms of back and front foot, but also in line for the pitch of the ball to allow for maximum shot control.
Left Stick is used to pick your foot placement. Pushing Up on the Left Stick positions the batsman for a front foot shot with the expectation the ball is coming straight at the stumps. Left Stick pushed Up and slightly to the right selects a front foot shot with the expectation the ball will bounce in a line that would be just outside off stump for a right handed batsman, Left Stick Up and slightly to the Left attempts a front foot shot with the expectation the ball will bounce in a line just outside leg stump.
As the difficulty level increases so does the need to be more precise with your footwork to ensure a good connection between bat and ball.
Foot placement may be decided as early as you wish and can be held in place until you execute your shot placement.
SHOT PLACEMENT AND TIMING
Right Stick is used for shot placement and timing, with the timing of the stroke being extremely important in terms of connecting well with the ball. Mistimed shots often cause edges and may result in the loss of a wicket, whereas well timed shots hit the sweet spot of the bat and are more likely to result in boundaries.
The most appropriate shot will be executed relative to the area the on the pitch you wish to hit the ball.
GROUND SHOTS
Ground shots are controlled with foot placement and shot direction. Timing the shot well keeps the ball on the ground unless performing an advanced shot.
AGGRESSIVE SHOTS
After becoming familiar with gameplay using the basic controls skilled players may implement "modifiers" that allow for extended shot types. LT adds extra power to shots but will affect the timing, care should be taken when implementing these types of shots, especially when facing a bowler that mixes up the delivery speed.
The
modifier controls aggressive shots, the greater the pressure on the
button, the more aggressive the shot will be.
DEFENSIVE SHOTS
The
modifier controls defensive shots, the greater the pressure on the
button, the more defensive the shot will be.
AGGRESSIVE GROUND SHOTS
Using Modifiers
and
allows for more aggressive shots that are played along the ground.
Combining modifiers
and
allow aggressive shots to be played along the ground when equally depressed, easing the
modifier results in aggressive lofted shots.
ADVANCE SHOTS
Once confident, players may elect to advance down the pitch and try to dispatch a ball over the boundary. Holding
while executing a shot will make the batsman step down the pitch and hit aggressively. If you wish to play an advanced shot block hold
and pull down on the Right Stick.
These shots need to be taken early on in the delivery for them to succeed.
UNORTHODOX SHOTS
Reverse Sweeps and Scoops are possible by Holding
while executing the shot. As with advance shots, there is a need to be ready early to hit the sweet spot.
CHOOSING BATSMAN
The order of your batting line-up may be changed while in game by using the D-Pad Right which presents a selection of the remaining batsman, whoever is chosen will then be next to bat, this may be used to bring a nightwatchmen in.
RUNNING BETWEEN WICKETS
Controls for when running between the wickets are as follows:
- Call for a run
- Cancel run
- Dive for the crease
– Sprint
Pressing
while close to the crease will queue another run and do a quick turn.