This is a site about Pro Yakyu (Japanese Baseball), not about who the next player to go over to MLB is. It's a community of Pro Yakyu fans who have come together to share their knowledge and opinions with the world. It's a place to follow teams and individuals playing baseball in Japan (and Asia), and to learn about Japanese (and Asian) culture through baseball.
It is my sincere hope that once you learn a bit about what we're about here that you will join the community of contributors.
Michael Westbay
(aka westbaystars)
Founder
-Pitches are faster, and I have been struck out using the control pad.
-Ball is heavy, just like Pawapuro 13, but it's not a bowling ball. It's very improved. You'll get hits and you won't reach a lot of hit balls that would've been caught in previous games. This is why defensive shifts are crucial. The heaviness of the ball is more realistic, and it makes for more realistic defense.
-All pitching/batting forms are unlocked from the start. Some of the new forms I've seen were for Rick Short, Micheal Nakamura, and Kanehisa Arime.
-CPU pitchers will now hit batters every now and then. It's about time, because they haven't done this well for almost a decade.
-Seems there are more walks on both sides.
-You can strike out the computer now, but you have to think more than ever. It's like playing a human online, because you have to mix pitches up. I wondered why I wasn't getting many Ks, despite mixing pitches, but I figured it out. Not only do you mix pitch types and throw for both balls and strikes, but you also have to mix up inside and outside pitches well. This will get you Ks and outs.
-CPU defense no longer throw the ball without purpose. By this I mean that they won't throw home when you're basically two steps from the plate. They also won't throw to any other base needlessly.
-99% of framerate drops from 13 have been fixed.
Just about to finish the Success Mode with the All Japan team, so I'll chime in on that later.