Powerups

Powerups are divided into two categories, Hitting and Pitching. Each powerup earned gives a player 1-4 uses.
===Hit===
Hitting powerups can be achieved by converting a double play on defense, or hitting an opponent's powerup pitch and the batter being safe. If a powerup pitch that you hit goes out of play for a ground-rule double or ball thrown out of play the powerup is not given to the player.
====Aluminum Power====
If contact is made with this powerup you'll hit a homerun with maximum power. The only way this powerup doesn't work is if there is a tall building in the way, such as at Tin Can Alley or Dirt Yards. However, it sometimes still goes over the seemingly insurmountable walls.
====Screaming Line Drive====
When used, you will hear a scream and the ball will fly quickly towards the outfield. They can be hit for homeruns if the pitch is high in the zone and the fence is short. On the other hand, they can also be caught or knocked down by tall infielders who are in the way.
====Under-Grounder====
The ball is hit under the ground where it will pop out somewhere in the outfield. The ball will often go over the fence for a ground-rule double.
====Crazy Bunt====
The ball is bunted and moves around the infield avoiding the defensive players who chase after it. The ball stops moving erratically after the hitter reaches 1st base or the ball hits a wall. This powerup has potential to tire out the defense.
===Pitching Powerups===
====More Juice====
Not a powerup pitch, but perhaps the most useful. This one-time use powerup will completely replenish the pitcher's juice (stamina). If you have a fielder who is tired, you can substitute them into pitch, use the More Juice, and then put your original pitcher back in.
====Fire Ball====
The Fire Ball is about twice as fast the normal Heat pitch, but on the flip-side, it takes a lot of juice to throw it. Two or three fire balls will take up all of your pitcher's stamina, but it's nearly impossible to hit without mastering the pattern, by the computer or by a human.
====Big Freeze====
The Big Freeze looks like a Slowball (and spinning backwards) as it travels to the plate, but then freezes in midair for about a second right before you should start your swing. This pitch will almost definitely fool the computer on its first use, but after a couple uses, they will start to pick up on it. Players have noted that the ball looks slightly smaller than it should be when a Big Freeze is coming, which may help you time it correctly.
====Crazy Ball====
The Crazy Ball is similar to a real-life knuckleball, with the added bonus of the ball laughing as it crosses the plate. While the speed is rather constant, the location may be hard to pick up. The computer will often hit this pitch if it catches too much of the plate.
====Elevator====
The Elevator pitch slides right above the ground until it suddenly jumps up towards the zone. This pitch is easy to time, but there is no way to tell where its location will end up, so you may often swing at a bad pitch. This pitch is easier for human batters to hit than the computer batters.
====Slo-Mo====
The Slo-Mo looks like a slowball at first, but then it sloooooows down before it reaches the plate. In this way, it is similar to the Big Freeze, where the timing is the reason the pitch is so deceptive. The computer will often swing through this pitch, unless it's thrown a few times in a row.
====Corkscrew====
The Corkscrew travels in the motion of its namesake on its way towards the plate, and will end up approximately in the middle of the spiral. While it is fun to watch, it's not too difficult to hit and it takes up quite a bit of juice.
====Zig-Zag====
The Zig-Zag travels side-to-side from the pitcher to the catcher. After a bit of practice, you can time the pitch by eyeballing the zigs and the zags. You might be able to catch the computer off-guard once, but if it's right down the middle of the plate, it can be hit a long way.
====Spitball====
The Spitball is the least drastic powerup pitch. It travels similar to a real-life knuckleball, and sprays spittle around the edges of the ball during its flight. There are theories that this pitch induces weaker contact than normal pitches, but none have been definitively proven yet. This pitch uses the least amount of juice out of all the powerup pitches.
===Tactics===
* Crazy Bunts can be used to drain outfielders stamina.
* Using hitting powerups to hit pitching powerups can stack your powerups since each powerup you earn can add 1-4 more powerups.
* Walking a player at the start of an inning will give you a better chance at double plays. You can also purposely not get outs during the inning until you can earn a double play.