Wii Sports Baseball – Sakura Strategy Guide
March 8, 2007
For the uninitiated Saladeers, Sakura is the evil final boss of the Wii Sports Baseball subgame. Her vicious combination of wild pitching and powerful hitting render her a devastating, nigh unbeatable nemesis. But all is not lost – if you follow my simple guide to domination, you shall find an intimacy with victory that may lead to spooning.
This is where you win. Sakura’s team are all hitting maniacs and if you’re not careful you’ll be mercy ruled in the first inning. You can not throw strikes. If you throw a strike, a base hit or home run will follow. The secret is to throw bad pitches that still draw swings. There’re numerous methods to this, but the simplest algorithm is
Always pitch outside. Always throw as slowly as possible.
You will walk some folks. Go ahead and walk them. Do not throw a strike just because it’s a 3-0 count. Sakura will still get some hits and some runs, but trust the algorithm. Follow the system and she will score between zero and four runs per game.
It can be hard to score runs against Sakura. Thankfully, if you follow the pitching algorithm you won’t have to score many. The true way to destroy Sakura is pitch selection, but as that’s a developed ability and can’t be broken down into a system, I provide a simpler alternative.
Don’t swing until you have two strikes.
Force Sakura to throw a lot of pitches. Your goal in the first two innings should be to draw at least 25 pitches each. At pitch 38 Sakura will begin to sweat and at pitch 50 she’ll begin to sweat hard. When she sweats hard in the third inning, every other pitch will be an error (!) and float over the plate at 73 mph. That’s when it’s time to tee off. If you can score some runs early, great, but it’s more important to draw a lot of pitches out of Sakura. If you get good enough at this she’ll start walking in runs.
Eventually you’ll have earned enough points that you’ll need beat Sakura by Mercy Rule to continue advancing. When that happens you’ll have to learn pitch selection and score runs early – or pat yourself on the back but admit you’ve played a little too much Wii.
Every computer controlled batter will ALWAYS swing at and miss a slow, inside splitter. The risk of using this pitch every time is hanging the splitter and watching it get pounded, but if you’ve already thrown two strikes, think about using this pitch to put the final nail in the coffin.