Mario Champion Sluggers

Mario Champion Sluggers is the direct sequel to Mario Super Sluggers and the third entry in the Mario Baseball subseries of the Super Mario series. Much like Mario Strikers: Battle League, this game strives to offer the same experience as its predecessors, while offering many new features to retain the fun of the Mario Baseball series.
= Modes =
== Exhibition Mode ==
Play ball with a team and stadium of your choosing!
In Exhibition Mode, you simply play a game of baseball against another team with everything tailored to your liking. Below you will see the customization aspects, of this mode.
=== Stadium ===
When selecting the mode, you first must select among the available stadiums to play on. Listed below are the available stadiums, scattered across the Mushroom Kingdom and beyond.
==== Base Stadiums ====
Stadium Name 	Description 	Outfield Size	Special Features 	Gimmicks (Day) 	Gimmicks (Night)
Mario Stadium 	A beachside stadium built for Mario. It has no special features or gimmicks - perfect for a no-nonsense match or just some classic baseball fun! 	Medium 	N/A 	N/A 	N/A
Peach's Castle Town 	The town where the Mushroom Kingdom capital is found, with Peach's Castle towering over the field. The outfield has stairs that create different elevations, and its large size is perfect for powerful batters and fielders! 	Large 	There is a pair of stairs on left and right field, leading to a higher elevation, in the outfield. Fielders must use the stairs to go up, but they can simply jump off a ledge, if wishing to go downwards. 	Tour busses occasionally pass through the outfield, stunning fielders who get hit by them. 	The Toad Brigade (including Captain Toad and Toadette if they are not playing in the game) appear in different spots in the field, occasionally finding Peppas. Both the brigade and the Peppas can stun fielders, the former by stunning them with a headlamp turning on, and the latter by grabbing a fielder and needing to shake the Joy-Con to escape.
Yoshi's Crafty Colosseum 	A colorful stadium full of arts and crafts, some made of yarn, others made with construction paper. Be careful; plenty of the art projects are ready to cause some chaos! The crafted pipes may just be made of toilet paper rolls, but they definitely work! 	Medium 	Crafted Pipes are scattered across the field. If a ball lands in one, then it will pop out of the pipe opposite to it, on the other side of the field. Plays can also jump into these pipes to be launched out of another one, gaining decent height, in the process. 	
* Yarn Yoshi will appear chasing Yarn Poochy in the outfield. If anyone runs into either of them, they'll become dazed.
* A line of Shy Guys march across the outfield; fielders will be dazed, if they get in the way of it.	
* An angry Crafted Wiggler will charge across the field, dazing anyone who gets in the way. (Before the play when he appears, then is a warning for this hazard on the scoreboard seen when batting; "Wiggler On Ramage!")
* A yarn version of Kamek will appear, and rain down some magic dust on the outfield. If anyone comes into contact with this dust, they'll either increase or decrease in size, sharply increasing and decreasing your stats respectively. This change in stats remains until changing sides. (This is also warned on the scoreboard; "Watch Out For Kamek!")
Temple Of Wario 	Legend says that the brave and muscular Wario saved the poor and hungry, and was the rightful owner of all the money in the land...or Wario just defaced this ancient temple! This temple is littered with booby traps and enemies to stun fielders, so watch out! 	Large 	Several tiles of the temple floor have a symbol of a Thwomp on them. If a fielder steps on one, then a Thwomp will come down and crush the fielder if they don't quickly get out of the way.
There are also several trip wires able to be triggered by runners or infielders. Triggering them drops down a bunch of tiny snakes, causing nearby players to flee (Runners will simply run back to the previous base).	Pokeys will emerge from inaccessible corridors on the sides of the stadium. If a ball hits a Pokey, they lose a segment and become less and less troublesome. 	The Pokeys are replaced with Mummy Pokeys.
Two new tiles appear in the far outfield, which have the symbol of a skull and crossbones. If both tiles are pressed by fielders in the same inning, the booby trap will be triggered, and sand will rain from the ceiling, causing the elevation of the outfield to slowly rise, as the game continues.
DK Treetops 	A platform of tree branches and bamboo smack-dab in the middle of DK Island. The outfielders will have to take tricky routes across the thick branches to catch the ball. The field is incredibly small; many batters will hit home runs without even trying! 	Small 	The outfield is comprised of several tree branches which twist and turn into several branching paths, making it tough for fielders to catch the ball. 	Rambi the Rhino will charge along the infield, which may stun runners or infielders.
Winky The Frog hops across the branches on the outfield. He can sometimes grab the ball with his tongue and spit it out somewhere else.	Expresso The Ostrich jumps and glides in a zigzag formation across the field. If a ball hits him, it will fall to the ground.
Squawks the Parrot flies by with a giant spotlight, suddenly turning it on when the spotlight targets the ball. This light will stun players.
Bowser's Baseball Boot Camp	Bowser has set up a baseball training facility within a volcano! Not the most...safe place for training, but it definitely keeps the players on edge! His minion's own foul balls might appear, in the outfield! The lava makes for a tricky hazard, and the place might even erupt, at night!	Medium 	Other baseball games are happening, in surrounding fields. If you hear Lakitu call a foul ball, but the graphic for it doesn't appear on screen, then a foul ball from another game has crossed the stadium's borders and landed in your field. You cannot get runners out with this ball, so don't mistake it for yours.	Charvaargh will occasionally launch out of the lava and travel in an arc, across the field; fielders can be burnt by it. If the ball makes contact with it, it will be burnt up, and it will be considered a dead ball.	Throughout the game, you will occasionally hear rumbling, in your controller, during plays, getting more and more intense. This culminates in the volcano erupting, launching your stadium into the sky, before falling back down in the volcano. While the stadium is falling, the ball is much easier to launch.
==== Unlockable Stadiums ====
Stadium Name 	Description 	Outfield Size	Special Features 	Gimmicks (Day) 	Gimmicks (Night)
The Last Resort 	Luigi and Professor E. Gadd have offered this ghost-friendly hotel to be of use for games of baseball! Sometimes, the stadium is magically transported to another floor! It's rather peaceful at day, but at night...the ghosts get a bit...troublesome. 	Small 	You play on three different floors, which alternate when a third of the game has been completed (after 1 inning for a 3-inning game, after the top of the second inning for a 5-inning game, 3 innings for a 9-inning game). There's The Hotel Shops, The Fitness Center, and the Dance Hall. They are all the same size, each with one gimmick, per time of day. The floors appear in a random order.	Hotel Shops - The escalators always move in a set direction, the leftmost escalator always goes down, while the rightmost always goes up. Running in the same direction as an escalator speeds you up.
Fitness Center - The pool in the right field has a large inner tube within. Fielders can bounce on it after a jump to get high in the air.
Dance Hall - Standing on the tiles that are lit up makes you dance, increasing your running speed. The lit tiles change, every play.	Hotel Shops - The escalators do not move at all. This is until a Goob is seen going inside one. When this happens, the escalators will activate, the following play. Every play, both escalators will now go in a different direction.
Fitness Center - Johnny Deepend occasionally does a cannonball into the pool, creating puddles of water in the outfield that can sometimes trip up fielders.
Dance Hall - The lit up tiles are now red, and they now slow you down, instead of speeding you up.
New Donk Stadium 	Pauline's home stadium is found in the Metro Kingdom. Be careful! Construction on the stadium is still underway! Steel beams and barrels can sometimes get in your way, and rush hour lead to traffic jams, in the outfield! 	Medium 	Several steel beams are seen hanging above the outfield. If a fly ball hits a beam, it will fall to the stadium ground, staying there for the rest of the game. These beams can cause fielders to have to take alternate routes to catch a ball.
Construction workers will sometimes drop barrels from the left or right side of the stadium, rolling through the field until it reaches a wall, where it breaks.	At the top of every inning, a faraway clock rings. Depending on how many dings are heard, the taxis in the outfield will be more or less frequent, with one ding meaning very little taxis, while five dings means it's rush hour, and the lines of taxis can create blocks for fielders. After 5 dings, it loops back to 1. 	The clock now serves as a timer, signifying what inning the Mechawiggler will charge through the outfield. For example, if 5 dings are heard in the first inning, then it will appear. at the top of the sixth inning. When Mechawiggler attacks, it will move very fast and sporadically across the outfield.
Sarasaland Greenhouse	Daisy's home kingdom is in the blistering heat, so this greenhouse helps her keep cool. It's filled with exotic flora not found in the Mushroom Kingdom. Several familiar faces like Goombos and Bombshell Koopas are common here. It's a very small field, but the glass wall makes it a tricky challenge to hit a home run.	Small 	Hitting a home run requires the ball to have enough speed to break a portion of the greenhouse's glass walls. When breaking these walls, the ball's speed and velocity lowers drastically, but the damage in the wall remains, throughout the game. 	At the top of every other inning, in a game (2, 4, 6, 8), the greenhouse sprinklers will water the flowers, on the stadium's borders. This causes the plants to grow. Getting close to these plants after they are watered causes causes a happy sunflower to give the fielder a boost in throwing and running speed, until they must change sides.	The same rules apply for the sprinkles, but now Poison Mushrooms grow, instead of sunflower. These apply the opposite effect to the sunflowers, if touches; a decrease in throwing and running speed.
Comet Observatory 	A large space station filled with Lumas. The low gravity leads to a slower game, but floatier balls! 	Very Large 	The gravity is lowered, causing swings and pitches to be a bit slower, but the ball's height and distance is huge. This is counteracted by this stadium having the biggest outfield in the game, still making it a challenge to hit home runs. 	(Only playable at night) 	Occasionally, Starship Mario flies by, with Lumalee seen on the ship's top holding a baseball mitt. If the Lumalee can catch a fly ball, it will count as a home run. Starship Mario stays above the stadium for three plays, slowly moving from left field to right field, in each play.
Junior's Water Park 	Bowser Junior has a water park all to himself! Players must play in a wave pool, which gets deeper, the further you go into the outfield. When the wave pool starts up, runners and fielders might get knocked over, if they don't keep their footing! 	Large 	The water across the field goes from knee-deep in the infield to making some outfielders have to swim. (Swimming speed is two points lower than the player's regular speed). Sometimes, the wave pool starts up, and if a wave hits a player whose speed is being boosted, then they will fall over. 	Several minions of Bowser such as Goombas and Koopas slide down water slides and crash into the wave pool, creating small waves that can daze the player. The minions remain in the pool, afterwards, moving around with the water and waves in inner tubes. 	The water slides now release a group of enemies together in a giant inner tube for four. This tube slides out of the slide and glides across the field, creating more waves. When it stops moving, a water park employee grabs the inner tube and throws it off the field.
Koopaling Castle 	While Bowser was away, the Koopalings remodeled his castle! With it's high walls and Bowser's Minions charging to and fro, it's a choactic, tricky stadium. 	Medium 	The (vandalized) statue of Bowser on the walls of center field can breathe fire, which can burn fielders; causing them to run around uncontrollably for a while. The statue also makes it very difficult to hit a home run over the center field wall. 	(Only playable at night) 	A Chain Chomp can charge in and attack fielders.
=== Team Captain ===
After selecting the stadium, you must pick a captain for both teams. This is where other players can join in to play with you or against you. If another player plays against you, then they get to select their team captain. Listed below are the available Team Captains and their team names.
Italic texts dictates unlockable Captains whom just pose as regular players until they unlock the status.
* Mario - Odyssey Globe-Trotters
* Luigi - Vicious Vacuums 
* Pauline - New Donk Steel Beams
* Peach - Mighty Mushroom Monarchs
* Daisy - Sarasaland Super Balls
* Rosalina - Soaring Star Bits
* Yoshi - Jolly Rainbows
* Birdo - Subconscious Savages
* Wiggler - Cutie Caterpillars
* Wario - Dastardly Diamonds
* Waluigi - Sneaky Spitballs
* Nabbit - Masked Marauders
* Donkey Kong - Primal Pack
* Diddy Kong - Pocket Rockets
* King K. Rool - Kool Kremlings Klub
* Bowser - Elite Empire
* Bowser Junior - Bossy Bullets
* Kamek - Magic Mongrels
*Mii - Wuhu Island Dingers*
*Although this is the default name of a team led by a Mii, the team itself can be named whatever the player wishes.
=== Players ===
Select among dozens of iconic characters from the Super Mario series to fill up the remaining spots of your team and the opposing player's team, or randomly assign players with the "Random" button. If you wish to see data on all the players, proceed to the Teams section of the article. You cannot have more than 3 captains on a team. This limitation has been added in order for players to rely on regular players and making the captain's powerful abilities a lot more rare.
Unlike the previous two games, however, you do not need to have a full team of nine; you can have anywhere between 3 to 9 team members as long as both teams have the same number of players.
=== Positions ===
You then must select the positions of the players when in the field. The captain is automatically selected to be the pitcher, but this role can be changed by selecting the pitcher, then the player you wish to pitch, and the two characters will swap. This is the only customizable aspect of a game that can be changed in the game, itself.
=== Rules ===
Several Rules and customization options can be set into play, for the game. These include;
* Innings - How many innings the game will last. You can have between one to nine innings, per game. You can also now have an even number of innings.
* Items - Selecting if you wish for the batting side to have the ability to use Buddy Items during plays. If disabled, Buddy Items are turned off.
* Chemistry - Determines if Chemistry will have any effect in the game. If turned off, all characters will have neutral chemistry with each other, not allowing for any Buddy or Rival Moves.
* Mercy - If turned on, the game will end if a team is beating the opposing team by 10 points or more, by the seventh inning. This option is only toggleable if more than seven innings will be played, during the game.
* Close Plays - Have the ability to turn on or off Close Plays. If disabled, then the player reaching the bases is solely based on the ball's and the runner's speed.
* Star Power - Turns on or off the ability to gain Star Power to power up your swings and pitches.
* Hazards - Disables hazards on the field that can stun players, leaving the stadium completely devoid of obstacles outside the player's control.
*Handicap - Have either team automatically start the game with a certain number of points.
*CPU Difficulty - If the opposing team is a CPU, you can select their difficulty, being "Rookie", "Slugger", "Veteran", "Master", and, unlocked after completing Challenge Mode, "Champion".
* Coin Flip - Turn on or off the Coin Flip that randomly determines the order in which the teams will bat and field.
* First Up To Bat - Select which team will bat at the top of the innings. Must be selected if "Coin Flip" is turned off.
== Challenge Mode - The Champion Slugger ==
Gather teammates from six different teams, and go head-to-head in a mysterious baseball tournament to become the Champion Slugger!
In this mode, you will play six different stories, each from a different captain's perspective, all about the captains learning of a strange baseball tournament set up by an unknown group. Each story is about an hour in length, containing many missions to teach new players about the ins and outs of the sport, as well as the game's special features. Each story's missions have one concrete theme, designed to teach the player each aspect of a baseball game. Mario's missions revolve around the basics, Peach's revolve around pitching, Yoshi's about fielding, Wario's about special abilities, DK's about batting, and Bowser's are all about Star Swings and Chemistry. One all six stories are completed, they can be replayed, now being able to use any player you want for the missions.
== Mini-Games ==
Play a multitude of fast-paced games and aim to beat the high score!
Mini-Games, just like in the previous Mario Baseball games, are each attached to a stadium, meaning there are a total of 12 Mini-Games in Mario Champion Sluggers, with a few returning from past games, while most others are brand new. When you unlock a stadium, it's corresponding mini-game is also unlocked. Unlike in Mario Super Sluggers, all Mini-Games can be played regardless if it is day or night. 
All Mini-Games must be played with four players, whether real or CPUs, and beating the high scores of each of the Mini-Games rewards you with 500 Coins and a new player, separated from the main six teams. 
=== Bob-omb Derby ===
Mario Stadium hosts Bob-omb Derby, where the players must hit a Bob-omb that is being launched out of a pitching machine, which explode like fireworks if it out of the park. The game has a relatively simple goal; score as many Home Runs as possible. You will always hit the sweet spot if your bat makes contact with the ball, always leading to a home run (or a foul ball if it goes past the boundary line).
Before you hit the ball, a roulette is spun to determine how fast the Bob-omb will be launched; Mushroom means it will launch rather slowly, Fire Flower is a normal speed, Star is faster, Fireball is incredibly fast, and landing on a Big Bob-omb makes the bomb launched much bigger, allowing for more points.
To gain points, you must simply score Home Runs, but you will gain more points if multiple Home Runs are hit in successions, as you gain what is called a Combo Bonus, multiplying each of your points gained by 1.5. 
While one player is batting, other players can shoot cannonballs at launched Bob-Ombs to stop the batter from getting points.
Each player gets to bat 10 times, and the camera does not pan to focus on the ball after it is launched to save time. After a player has batted 10 times, the next player's turn begins.
The player with the most points at the end of the game wins. If the high score of 1,200 Points is beaten, Bob-omb is unlocked, as a player.
=== Wall Ball ===
Found in Peach's Castle Town, players charge up and throw pitches at a series of walls, with each wall the ball breaks though earning different values of points; the glass wall earns 5 points, the brick wall earns 10 points, the metal wall earns 20 points, and the super Power Star wall earns 100 points. However, if the Bowser Wall is broken, the player will lose 50 points.
The walls vary in durability, so you must charge your pitches at varying levels to break at many walls as possible without breaking a Bowser Wall. The glass and rainbow walls, in particular, break incredibly easily, while the metal and Bowser walls are very durable. If a Bowser Wall is the closest wall to the player, then the wall lineup will advance forward slightly so a player is not required to break it.
Each player has 30 seconds to throw as many balls as possible. When the time is up. the next player repeats the process until all four players have thrown.
The player with the most points at the end of the game wins. If the high score of 2,000 Points is beaten, Wingo is unlocked, as a player.
=== Segment Striker ===
Yoshi's Crafty Coliseum offers the first brand new Mini-Game, where an angry Wiggler (You cannot play as Wiggler, in this Mini-Game) bounces baseballs at the players, so you must time your swings as the ball bounces along Wiggler's segments before bouncing over Home Plate in rhythm with the music. Due to needing to hit multiple balls in succession, there is absolutely no cooldown time, after swinging the bat, allowing you to hit balls one after another very quickly. You also cannot charge up swings or bunt as it would make this fast-paced Mini-Game far slower.
Each player plays a set event and it does not end until the music stops. You will get more points if your swings are in sync with the music, and the player with the most points wins. 
This game is very likely to end in a tie against two experienced players, so a "Tiebreaker" game is available, where the balls are thrown much faster, and both players swing at the same time. The first player to miss a shot loses.
The music used consists of several iconic tunes from the Super Mario and Yoshi series, which are listed here;
Song Name 	Origin 	Difficulty	Description
Main Theme 	Yoshi's Story 	★☆☆☆☆ 	An iconic little ditty sung by the Yoshis!
Athletic Theme 	Super Mario World 	★★☆☆☆ 	This bouncy tune was first heard in Donut Plains!
Inside The Castle Walls	Super Mario 64 	★★★☆☆ 	The perfect music to convince you to jump into priceless art.
Boss Fight 	Yoshi's Crafted World	★★★★☆ 	An intense piece heard on Yoshi's latest adventure!
Jump Up, Super Star! 	Super Mario Odyssey 	★★★★★ 	Mayor Pauline's most popular song! You'd have to be a master to perfect this tune!
If the player perfects all five difficulties of this Mini-Game, then Ukiki is unlocked, as a player.
=== Money Shot ===
Temple Of Wario presents a game with many elements deriving from the Gem Catch Mini-Game seen in Mario Super Sluggers, but with new elements.
The goal of Money Shot is simply to collect the most coins and gems; Coins can be worth 1, 10, or 30 points, while the gems can range between being worth 25 to 200 points. Coins and Gems are scattered across the field, both on the ground and in the air. Some you can just run into to collect, but others require certain special abilities or Buddy Moves to reach.
On their turn, each player is automatically paired up with a character they have Positive Chemistry with, allowing the player to use Buddy Jumps to catch some of the more tricky treasures. Each player is given 45 seconds to run in the field with their partner to collect as much treasure as possible.
Some particularly rare treasures can only be collected via special abilities, such as a Gem attached to a wall, which you must either Wall Jump or Clamber to collect. There is also a P Switch in a random spot on the field which spawn Blue Coins across the field for 10 seconds; they are worth 5 points each.
The treasure collected does not reappear, when the time is up, hence why there is so much treasure on the field; so everyone has a chance of winning. The player to go first is decided randomly, and the player to go last has 60 seconds instead of 45, as a bit of a trade-off. The player with the most points wins.
If the player beats the high score of 3,000 Points, then Goomboss is unlocked, as a player.
=== Animal Rally ===
Found in DK Treetops, DK's Animal Buddies assist fielders to catch Bananas launched by a Kremling. Each player rides either Rambi, Winky, Expresso, or Squawks, each offering different effects for the players; Rambi is the quickest but you cannot jump, Winky's movement is segmented but it allows for great height and distance with his jumps, Expresso is the slowest but he can glide in the air, and Squawks is premantatly airborne, which can be good or bad depending on the situation. The scattered branches are removed in this minigame in place of a normal infield.
The bananas launched can land anywhere in the field, and you are given a notice when a banana has been hit. Each banana caught is worth 1 point, but, rarely, a bunch of 3 bananas can be launched, worth three points, if caught. All players play the same at the same time and the game lasts 3 minutes. The player with the most collected bananas wins.
If the player beats the high score of 50 Bananas collected, then Lanky Kong is unlocked.
=== Shell Bunt ===
Found within Bowser's Baseball Boot Camp, each player bunts a spinning shell back and forth, coming in from the right as the camera is panned at a 2D perspective. Each player has a shell that they must bunt back (It is random which shell you get), while knocking away any other ones. If you bunt the wrong shell or hit away he right one, your turn is over. The shells get faster as the game goes on, making it harder to tell your shell apart from any others. Each bunt is worth one point, and you are maxed out at 100 points, where your turn automatically ends.
Much like Segment Swing, this game also has a "Tiebreaker" game, where both winners must bunt and swing very fast shells at the same time, and the first to mess up loses.
This game also is the only game to have a 2v2 mode; 2 plays rally the shell back and forth, having the same controls as single-player. You can only play in 2v2 if two human players are playing.
If the player manages to rally the shell 100 times, whether in single player or in 2v2, then Pom-Pom is unlocked, as a player. This is by far the hardest Mini-Game to perfect.
=== Ghost-Strikers ===
Although it has undergone a name change, The Last Resort's Mini-Game is identical to Ghost K from Mario Super Sluggers.
Players launch baseballs are constantly appearing ghosts in the lobby of the hotel. If you hit a ghost that is the same color as your player's color (P1 is Blue, P2 is Red, P3 is Green, and P4 is Yellow), you earn double the usual points. Ghosts can also slowly approach players, and if they reach one, they will grab and shake them, either stunning the player (Goob) or making them lose points (Hammer), depending on the ghost.
Sometimes, one of the Boss Ghosts from Luigi's Mansion 3 will stroll in, and they take many shots to go down. When defeated, the player who stuck the final blow will earn a Star, which makes them temporarily invulnerable to ghosts; if ghosts touch them, they get defeated and they get the points from it. Sometimes, however, Gooigi appears. Hitting him just once reflects the ball back at you, stunning the player. 
Regular ghosts are worth one point, ghosts matching your player color are worth 2 points, and Boss Ghosts award 5 points to the player who hit them the most, 3 points for second-most, 1 point for third, and none for last.
If the player beats the high score of 75 Points, Polterpup is unlocked, as a player.
=== Hammer Ball ===
New Donk Stadium presents the city's latest fad; Hammer Ball! One player is given a hammer which can break barrels, while everyone else is left exposed to get hit by them. All players must survive an onslaught of rolling barrels to retrieve a ball held by the hammer-wielder, then run away to get the ball back to home plate.
This game is repeated 4 times before the game ends, each round giving a different player the hammer. Although the hammer can break barrels, you move a bit slower when holding it, and you are downright unable to move when you swing it. Hammer-wielders are also unprotected from the sides and the back. To steal the ball from the player with the hammer, you just need to tag the player without getting hit by the hammer. If a player is hit by the hammer, they're out until the next round.
Once the ball is in hand, you must dash back to home plate to return it to the batter. If you make it back without getting hit once, you earn 10 points, losing one point for every barrel that you hit, during the round. The player with the hammer gets no points, regardless of what they do. The remaining two players then receive half the points they would normally get. For example, if one player did not get the ball back to home plate, and they were hit twice, they would be rewarded 4 points. (Decimals are rounded down)
If the player gets a perfect 30 Points, the maximum number of points possible in this Mini-Game, then Glydon is unlocked, as a player.
=== Shatter Smack ===
In the Sarassaland Greenhouse's Mini-Game, each player must hit a ball one of the three portions of the outfield. If you successfully do so, you are rewarded 1 Point and can either go again for the chance to double the points of the previous round or back out and keep the points you have. If you fail to land a ball in the desired field, you lose half your points, and your turn is over. However, if you break any of the glass walls of the stadium, you lose all your points, and your turn ends. This is a very high-risk-high-reward Mini-Game.
If you manage to get more than 50 Points, then Gooper Blooper is unlocked, as a player.
=== Intergalactic Ball ===
In the Comet Observatory, Lubba will hit a ball, causing it to slowly float across the field, either landing on the edge of the outfield, or just going out of the park. If you catch the ball, you get 100 points. If two players Buddy Jump to catch the ball, both players get 50 points. If no one catches the ball and Lubba scores a Home Run, all players lose 50 points. Lubba will launch out a ball 15 times. This is the most simple Mini-Game, but it can lead to negotiations among players to divide up points or to take it for yourself.
If you beat the high score of 1,000 Points, Lubba is unlocked, as a player.
=== Wavy Lap ===
At Junior's Water Park, the Mini-Game involves jumping over waves as you slowly run the bases. You are able to do a long jump by pressing B, a high jump by pressing A, and shaking your controller to push solid obstacles out of your way. There are long waves,high waves, and inner tubes, each of which can only be dodged by the long jump, the high jump, and pushing respectively. You get 1 point for every complete lap around the bases, (2 Points if you don't get hit during the lap), and you lose one of three hearts, when hit by something. This games continues infinitely until you lose all of your hearts.
If the player beats the high score of 60 Points, then Shadow Mario is unlocked, as a player.
=== Koopaling Pinball ===
A defaced returning Mini-Game found in Koopaling Castle. The player takes the place of the flippers of a pinball table as you hit a spiked ball into one. There are bumper, coins, and Bob-Ombs, all of which reward you with points, if hit. The player's turn lasts 30 seconds and whoever scores the most points wins.
If the player beats the high score of 1,500 Points, Chain Chomp is unlocked, as a player.
=== Mini-Game Medley ===
If all twelve Mini-Game's high scores have been beaten, the Mini-Game Medley will be unlocked, where you quickly alternate between portions of each Mini-Game, similar to a Remix level of a Rhythm Heaven game. Points are carried over between games, and you will get score multipliers if sections of games are performed perfectly. 
This is the only Mini-Game in which you do not unlock a player after beating the high score. Instead, beating the high score grants the chosen player the Star Player status, unless if the player was a Captain or already has the role, in which you will receive 1,000 Coins, instead.
== Training ==
Learn the ins and outs of baseball! From common knowledge of obscure techniques, this is a great place to start!
Training Mode provides many tutorials for most actions in baseball. It's rather similar to the Dictionary found in the Japanese version of Mario Superstar Baseball. These tutorials are categorized by Batting, Pitching. Fielding, and Running, but you are also able to simply search up specific techniques, due to the sheer amount listed.
All tutorials are written, but simply pressing the + Button quickly loads up a training exercise for the action highlighted, first showing a video of a CPU performing the technique, then allowing the player to do it. These exercises are identical to certain missions in Challenge Mode, but the CPUs have much more predictable patterns, and you only must perform the action once. After winning the mission, you are booted back to the menu.
During missions in Challenge Mode, if you don't quite understand the mission, you can press the + Button to quickly load up Training Mode and read up on the techniques required to complete the mission. However, you cannot perform the techniques in Training Mode, when opening the mode like this.
The mode also offers a series of "Baseball Lingo", which don't offer playable tutorials, but simply explain what certain calls mean, as well as lingo not ever said in the game, but are still important to know, such as "line drive" or "dinger".
There are also guides for playing on each of the stadiums, such as how to get out of the way of certain hazards, and advice for players who might excel, in certain positions.
== Records ==
Observe your past achievements and high scores!
=== Achievements ===
Showcases what achievements you have earned and which are not completed. Completing achievements earns you Coins, which you can spend at the Shop. Each achievement rewards the player with an average of 100 coins, but some much harder achievements will earn you upwards of 500 Coins.
=== High Scores ===
Present the top 5 highest scores in all unlocked minigames.
=== Team Builder ===
Here, you can build a team you can select as a preset in Exhibition Mode so you can quickly load up your favorite team when playing a game. You are also able to name your team whatever you want, as well as make an emblem for the team using geometric shapes. You can also select these teams in Online Mode.
=== Story Teams ===
View the members of all six teams seen in Challenge Mode. Pressing + while highlighting a team will load up an Exhibition Match against said team. This section of the Records is only unlocked after completing all six stories in Challenge Mode. 
=== Shop ===
Purchase stadiums, players, and costumes for Coins, which you earn from completing achievements. Listed below are the purchasable items, from the shop.
Name 	Description 	Unlockables 	Cost
Hotel Reservation 	A reservation for a nine-inning stay at a fancy new ballpark! There seems to be a warning on back that the ballpark is "ghost-friendly". 	You can now play on The Last Resort. Ghost-Strikers is also unlocked. 	500 Coins
Mayor's Permit 	A permit from Pauline to play in her city's ballpark! 	You can now play on New Donk Stadium. Hammer Ball is also unlocked. 	500 Coins
Greenhouse Key 	A key to a greenhouse in some faraway kingdom. It's a new ballpark! 	You can now play on Sarasaland Greenhouse. Shatter Smack is also unlocked. 	500 Coins
Launch Star 	A gift from some Lumas. Just one spin, and it'll launch you to an off-planet ballpark! 	You can now play on Comet Observatory. Intergalactic Ball is also unlocked. 	750 Coins
Water Park Pass 	Going to a water park ain't cheap, especially one with a ballpark in the wave pool! 	You can now play on Junior's Water Park. Wavy Lap is also unlocked. 	800 Coins
Castle Entry Fee 	A hefty price for sure, but the Koopalings are sure to give you a ballpark worth the coinage! 	You can now play on Koopaling Castle. Koopaling Pinball is also unlocked. 	1,000 Coins
Classic Clothes 	If you're up for some unprofessional baseball, then this load of familiar garments might help. Have the captains rock their most iconic looks!	The alternate costumes containing the captain's traditional attire are unlocked.	300 Coins
Star Shard 	A shard of a Power Star. It'll allow for more opportunities to use your Star Skills! You can buy two. 	Adds an extra level of Star Power that can be built up. 	500 Coins
Poltergust D1NG3R 	An upgraded Poltergust with capability to trap the ball in a tornado! 	Unlocks Luigi's Star Skills. 	100 Coins
New Donk Microphone	A shiny red microphone clearly meant for a bouncy singer. 	Unlocks Pauline's Star Skills. 	150 Coins
Fertilizer 	A powerful element that can make a garden of flowers appear, in an instant. 	Unlocks Daisy's Star Skills. 	100 Coins
Sling Star 	A weaker Launch Star. It can't launch any players, but it could launch the ball, if in the right hands. 	Unlocks Rosalina's Star Skills. 	150 Coins
Pink Egg 	Birdo typically shoots these eggs out, so she might know what to do with it. 	Unlocks Birdo's Star Skills. 	100 Coins
Wiggler Segment 	These segments have the tendency to pop right off of poor Wiggler. Return it to him right away! 	Unlocks Wiggler's Star Skills. 	150 Coins
Banana Diagram 	It appears to be a diagram detailing a technique for a strong curveball drawn by Diddy Kong. 	Unlocks Diddy King's Star Skills. 	100 Coins
Pirate Cannon 	A dangerous launcher clearly designed by Kremling folk. It might be dangerous to return to them, but it's the right thing to do. 	Unlocks King K. Rool's Star Skills. 	150 Coins
Clown Car Overhaul 	This fee will upgrade Junior's ride so it can spawn Mechakoopas and trap the ball within it! 	Unlocks Bowser Junior's Star Skills. 	100 Coins
Kamek's Wand 	This isn't your bog-standard Magikoopa wand; it can take control of the ball as its falling! 	Unlocks Kamek's Star Skills. 	150 Coins
= Teams =
In the game's Challenge Mode, the six team captains; Mario, Donkey Kong, Wario, Yoshi, Peach, and Bowser each gather teammates to build their baseball teams to compete in the Champion Slugger tournament. Listed below are each team's members, abilities, stats, and alternate costumes.
Unlike the previous two Mario Baseball game, all teams now have exactly 9 unique members, excluding alternate costumes.
The stats listed are as follows;
* Bat - Batting strength; how strong a typical swing is.
* Glove - Throwing strength with the ball. Applies to throwing both as a pitcher and in the outfield. 
* Run - The character's default running speed (Temporarily increases by 2, when shaking the Joy-Con).
== Mario - Odyssey Globe-Trotters ==
Mario travelled all over the world to reunite with some old friends for his baseball team! Nearly all of this team is very balanced in stats so his team can serve any purpose, on the field!
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Mario 	Mario's expertise with both bat and glove make him the clear choice to lead his team as captain. Whether on home plate or in the far outfield, this iconic hero in red can do it all! 	Bat: 6/10
Glove: 6/10
Run: 6/10	Wall Jump - Can wall jump off the walls of the stadium to gain some extra height. 	Fireball - Uses a Fire Flower to light the ball ablaze before pitching it, making it go much faster than normal. 	Fire Swing - An orb of fire surrounds the ball, when hit. If a fielder tries to catch the ball, in this state, they will be stunned, and the fire will dissipate when the ball lands on the ground. 	Baseball Attire, Overalls
Luigi 	With all these new faces from Mario's latest adventure, his own brother barely made it, onto the team. He's a bit slower than his brother, but his pitching is a bit better, in return. 	Bat: 6/10
Glove: 7/10
Run: 5/10	Poltergust Catch - Sucks up a nearby ball with the Poltergust G-00 to catch it from far away. 	Tornado Ball - Summons a tornado to carry the ball to home plate. will zigzag and move sporadically before going over the plate. 	Tornado Swing - Traps the ball in a tornado, during the swing, causing dizziness on any outfielder who makes contact with it. This swing leaves the ball grounded, but makes it travel a far distance very quickly.	Baseball Attire, Overalls
Pauline 	Mario barely managed to drag his old friend away from her mayoral duties in the Metro Kingdom to join his team! Her batting isn't amazing, but fleeing away from gorillas in her youth has made her a great runner! 	Bat: 3/10
Pitch: 5/10
Speed: 8/10	Energetic - This character's stamina drains much slower than normal. 	Jammin' Ball - Pauline sings a little ditty after she throws the ball. The ball slows down and bounces along with the music, before it resumes it's speed and launches foreward.	Jumping Swing - The ball gains very little distance, but a lot of height. After it lands, it will jump back in the air with the same arc and speed as when it was launched. 	Baseball Attire, Dress, Formal.
Cappy 	Mario's good friend from the Cap Kingdom! They once embarked on a worldwide quest to save his sister from Bowser. His stubby arms make for average batting and throwing, but he shines in running the bases. 	Bat: 4/10
Glove: 4/10
Speed: 7/10	Boomerang - If the player must go back to a previous base, they will use their whole body to boomerang back, being much faster than if they simply ran back.
Floating - Due to not being grounded, this character is immune to ground-based hazards.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Pianta 	These jolly folk are from Isle Delfino, a tropical paradise. They use a sturdy tree trunk as a bat. Hey, it may not look good, but it gets results! 	Bat: 8/10
Glove: 4/10
Speed: 2/10	Laser Beam - When the ball is thrown to home base, the throw's speed is greatly increased. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Blue, Pink, Yellow
Tostarenan 	These maraca-shakers are from the Sand Kingdom. Despite their great throw, they insist to use their prized maracas to bat, which doesn't lead to great results. 	Bat: 3/10
Glove: 7/10
Speed: 5/10	Perform - Has a chance of playing their music when on a base, causing nearby fielders to get distracted, during plays. However, they cannot move while they play their music, sacrificing movement for a short while before running.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Blue Skull, Green Skull
Lochlady 	An elegant seamstress from the Lake Kingdom. Their speed is something to behold-both on land and water! 	Bat: 4/10
Glove: 3/10
Speed: 7/10	Swim - This character's speed sharply increases when submerged in water, such as the entirety of Junior's Wave Pool. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Blue Dress, Pink Dress, Red Dress, Silver Dress
Steam Gardener 	These strange automatons are the caretakers of the flowers of the Wooded Kingdom. E. Gadd has reprogrammed this Steam Gardener to be a powerful pitcher, but its lack of legs leave something to be desired, in speed.	Bat: 5/10
Glove: 8/10
Speed: 1/10	Spin Charge - Charging up a fastball takes a bit longer, but the throw itself is far faster and trickier to hit. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Professor E. Gadd	This paranormal genius is a master of technical plays, and has invented a bat with an oddly powerful bunt. 	Bat: 4/10
Glove: 8/10
Speed: 2/10	Bunt-Aton 3000 - When bunting, the ball gains far more distance and height than usual. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
== Peach - Mighty Mushroom Monarchs ==
Peach and her royal court have formed a team of players with masterful throws! Whether pitching or catching, expect an out or two, when you're up against them.
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Peach 	The delicate, uptight Princess of the Mushroom Kingdom has far more arm strength than you might think. Her pitch is so fast that it has broken dozens of speed guns. There is no doubt that she is the best pitcher of them all. 	Bat: 4/10
Glove: 10/10
Speed: 5/10	Quick Throw - This character's throws can go much faster and farther than normal. 	Heart Ball - Obscures the area in between the pitcher mound and home plate with pink hearts, making it difficult to pinpoint the ball's location until it's too late. 	Heart Swing - Unleashes a swarm of pink hearts alongside the ball. Any fielder that makes contact with these hearts will become infatuated, becoming stunned. Characters who are explicitly female (Daisy, Rosalina, Tiara, Pauline, etc.) are completely immune to this and can catch the ball, with no issue. 	Sports Attire, Dress
Daisy 	This stubborn tomboy is a decent batter, but she shines in the outfield, given her great dives and speed. 	Bat: 5/10
Glove: 7/10
Speed: 7/10	Super Dive - Increases the range and slide of the player's dive. 	Flower Ball - Daisy summons several flowers to obscure the view of the ball. The difference between this Star Pitch and "Heart Ball" is that Daisy can take a moment to manually pitch the ball, after using the Star Pitch.	Flower Swing - The ball will launch to the outfield, with a bunch of flowers growing where the ball will land, which the fielders cannot step over due to a fence surrounding them. The flowers will dissipate just before the ball hits the ground. Characters with the "Floating" ability can simply fly over these flowers and grab the ball with no issue.	Sports Attire, Dress
Rosalina 	A newcomer to baseball, Rosalina is a bit inexperienced. However, her cosmic magic allows her to launch the ball and swing the bat without even touching them. Her speed is a bit low, but she's very balanced, otherwise. 	Bat: 7/10
Glove: 7/10
Speed: 3/10	Launch Star - If Rosalina hits the sweet spot on her bat, shaking the Joy-Con immediately after will cause Rosalina to launch forward with a Launch Star, getting her to first base almost instantly.	Sling Ball - Uses a Sling Star to launch the ball towards the batter, moving incredibly quickly, being the fastest pitch in the game. 	Sling Swing - Uses a Sling Star to launch the ball very high up and gaining decent distance, which could lead to a home run, if not tampered with. However, the ball moves very slowly, making it very easy to catch the ball via a Buddy Jump. 	Sports Attire, Dress
Captain Toad	This brave Toad has had many adventures of his own, even once saving Toadette from a greedy bird named Wingo. His heavy backpack gives him a very low speed and makes jumping impossible, but his unique ability makes him a great infielder, and he's one of the best batters around! 	Bat: 9/10
Pitch: 4/10
Speed: 2/10	Headlamp - Can suddenly turn on his headlamp to stun runners.
Grounded - Cannot jump or Buddy Jump. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Toadette 	The right-hand-woman of Captain Toad is incredibly speedy! Her pitching ain't too bad, either! 	Bat: 3/10
Glove:
6/10
Speed: 7/10	Enlarge - During a Close Play, the runner will eat a Super Mushroom to grow big, stunning the base defender, making the play much easier. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Baseball Jersey, Pink Vest, Headlamp
Toadsworth 	Toadsworth taught Peach all he knows about pitching, and is incredibly skilled at it. However, he tires very easily, advised only to be switched in for pitching at the end of a game. 	Bat: 3/10
Glove: 8/10
Speed: 4/10	Last Breath - Toadsworth's stats slowly increase the more stamina he loses. When he runs out of stamina, however, he loses these stat buffs. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Baseball Jersey, Vest
Toad 	These servants of Peach are a lot faster than those legs lead you to believe! There's a reason why there's so many of them; they're very balanced players! 	Bat: 5/10
Glove: 5/10
Speed: 7/10	Enlarge - During a Close Play, the runner will eat a Super Mushroom to grow big, stunning the base defender, making the play much easier. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Baseball Jersey, Red (Blue Vest), Red, Yellow, Green, Blue, Purple
Luma 	Despite their mother's warnings, a bunch of Lumas have joined in on the fun! Lumas are pretty fast, and their special ability makes them vital, in the outfield! 	Bat: 3/10
Glove: 6/10
Run: 6/10	Star Bits - Can launch a burst of Star Bits at an airborne ball. If it makes contact, then the ball's horizontal speed will lower, possibly preventing a home run. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Yellow, Blue, Green, Red, Orange, Apricot, Black (Blue Eyes)
Tiara 	Tiara is a cheerful Bonneter from the Cap Kingdom. She was used as Peach's wedding crown for Bowser's forced marriage with the princess, but both of them were saved by Mario and her brother Cappy. The two siblings are sad to be on different teams, but Tiara's incredible speed may just make up for it.	Bat: 5/10
Pitch:
2/10
Speed: 8/10	Boomerang - If the player must go back to a previous base, they will use their whole body to boomerang back, being much faster than if they simply ran back.
Floating - Due to not being grounded, this character is immune to ground-based hazards.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
== Yoshi - Jolly Rainbows ==
Yoshi's team are all quite quick; they'll lap around the bases, in no time at all! The team's great abilities make them excellent fielders, as well!
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Yoshi 	A speedy captain well known for his jolly attitude! He's great on the bases and in the field! 	Bat: 4/10
Pitch: 5/10
Speed: 9/10	Tongue Catch - When fielding, this player can use their tongue to catch a ball that they otherwise couldn't. 	Rainbow Ball - Yoshi creates a rainbow to obscure the ball as he throws it. 	Egg Swing - Yoshi hides the ball in a laid egg and launches the egg, which bounces sporadically, as it hits the ground. It cannot be grabbed or altered with until the ball breaks after hitting the ground three times. 	Baseball Gear, Green, Red, Blue, Yellow, Light Blue, Pink
Birdo 	An oddity among the speedy members of this team; great with a bat and only decent speed. 	Bat: 8/10
Pitch: 5/10
Speed: 4/10	Suction Catch - Sucks up the ball with her mouth which allows to catch it from a spot that she otherwise couldn't. 	Suction Ball - Throws the ball as normal, but briefly sucks it back to her before it continues towards home plate. 	Cannon Swing - Similar to "Egg Swing", but the ball is now in front of the egg, not within it, leaving it able to be caught with tricky timing. 	Baseball Bow, Pink Bow
Wiggler 	This cute caterpillar has a very short temper. He's got very respectable speed and hitting, and his pitching isn't terrible. 	Bat: 7/10
Glove: 4/10
Speed: 7/10	Caterpillar Rage - With every strike Wiggler gets during a play, he will become more upset, making his speed increase when he actually does hit the ball. The maximum output for increasing his speed is a perfect 10/10, when you successfully hit the ball after two strikes.	Segment Ball - Stands away from home plate on his legs and tosses the ball on his nearest segment. It bounces across each segment before bouncing off off Wiggler and onto home plate, now being able to be hit. This causes the power to the swing to lower exceptionally, due to the lack of speed on the ball.	Segment Swing - Sacrifices three of his segments to launch alongside the ball. These segments are large, incredibly bouncy, and will stun fielders, if hit by them. However, losing segments lowers Wiggler's speed, for the rest of the play.	Baseball Cap, Flower
Baby Yoshi 	This cute little Yoshi isn't very speedy, and, being so young, they can't Tounge Catch like their matured counterpart. They're best placed in the far outfield, thanks to their great chemistry and throwing.	Bat: 1/10
Glove: 9/10
Speed: 4/10	Quick Throw - This character's throws can go much faster and farther than normal. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Balloon (Pink), Bubble (Blue), Glowling (Yellow)
Shy Guy 	A balanced player with a good throw and a love for turnips. 	Bat: 4/10
Glove: 7/10
Run: 6/10	Turnip Ball - Pulls a turnip from the ground and throws it towards a fielder while running the bases. This may fake out the fielders to think the turnip is the ball. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Red, Yellow, Green, Blue, Black
Fly Guy 	A decent speedster with a good bat. 	Bat: 6/10
Glove: 4/10
Speed: 6/10	Quick Throw - This character's throws can go much faster and farther than normal.
Floating - Due to not being grounded, this character is immune to ground-based hazards. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Red, Yellow, Green, Blue, Black
Piranha Plant 	A plant in a torn-away pipe uses its own leaves as a bat! They even pitch with their mouths! It's quite gross, but it gets results! 	Bat: 4/10
Glove: 8/10
Speed: 2/10	Piranha Catch - Extends it's stem to catch the ball from far away in it's mouth. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Normal, Fire, Poison
Chargin' Chuck	This brash fellow seems to be playing the wrong sport! His run is outstanding, but he's never been the best at throwing, regardless of the sport. 	Bat: 6/10
Glove: 2/10
Run: 10/10	Charge - When running the bases, he will sometimes overshoot the base, needing to skid to a stop and run back to it. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Poochy 	Yoshi's own pup is part of his team, holding his bat with his mouth! He's a speedy fella, but rather pathetic at hitting. 	Bat: 1/10
Glove:
6/10
Speed: 9/10	All Fours - Shaking the Joy-Con to briefly increase this character's speed is more effective than it would be with any other player, due to the extra legs. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
== Wario - Dastardly Diamonds ==
Mario's greedy rival leads a sneaky bunch of players! They can fake out their throws and might just steal your wallet, while their at it! 
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Wario 	This sneaky captain has great stamina, despite his mediocre speed. Much like his rival, he's good at both batting and pitching. 	Bat: 8/10
Glove: 5/10
Speed: 4/10	Laser Beam - When the ball is thrown to home base, the throw's speed is greatly increased. 	Phony Ball - Pitches two balls instead of one, one of them poofing away as it goes over home plate. There is no difference between the real ball and the fake one, so it's great to use to trick players. 	Phony Swing - Essentially pitches a Bob-omb instead of a ball; it will explode when it touches the ground. After the explosion the real ball appears where the Bob-omb was. 	Baseball Attire, Overalls, Biker Outfit
Waluigi 	Wario's partner in crime has great arms, making him an excellent thrower, leaving his batting and running to be below average. 	Bat: 4/10
Glove: 8/10
Speed: 5/10	Quick Throw - This character's throws can go much faster and farther than normal. 	Liar Ball - Throws a giant ball at the batter, which dissipates and reveals the actual just before it goes over home plate. 	Liar Swing - The ball will continuously zigzag sporadically across the field, after being hit. 	Baseball Attire, Overalls
Nabbit 	A dastardly thief that has terrorized the Mushroom Kingdom for quite a while. He can make a quick getaway and his sack of loot makes for an oddly great glove. 	Bat: 4/10
Glove: 7/10
Speed: 9/10	Bag Trap - Can throw his bag at a faraway ball to have a chance of the ball landing in it, counting as an out.	Steal Ball - Nabbit disappears in a cloud of smoke after pitching the ball. After the ball is hit, he reappears in the field nearby where the ball is going to land, making it easy for him to steal the ball and get an out.	Steal Swing - Nabbit simply traps the ball in his bag, then runs to first base. If any fielder is to dive into Nabbit, they will get the ball and it will be an automatic out. But, if Nabbit makes it to first base, the play is fair - a very risky Star Swing.	Stolen Baseball Gear, Normal
Goomba 	With a lack of room on Bowser's team, many of Bowser's weaker underlings joined Wario's team, as a second choice. Goomba is a great infielder thanks to his ability, but his batting and speed aren't so good.	Bat: 4/10
Glove: 7/10
Speed: 3/10	Ball Dash - When this player has the ball in hand, they will be much faster. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Brown, Dark Blue, Grey
Paragoomba 	Airborne players like Paragoomba are common on Wario's team, and they're very helpful against certain hazards that grounded players get stunned by. 	Bat: 3/10
Glove: 6/10
Speed: 4/10	Super Jump - Can jump higher than usual, as a fielder.
Floating - Due to not being grounded, this character is immune to ground-based hazards.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Brown, Dark Blue, Grey
Koopa Troopa	This shelled rascal is slow, but has a reliable bat and a great track record with close plays. 	Bat: 6/10
Glove: 4/10
Speed: 3/10	Spin Attack - When succeeding in a Close Play, the runner uses spins around to stun the base player. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Green Shell, Red Shell, Blue Shell, Yellow Shell
Paratroopa 	This flying Koopa Troopa has good speed and great abilities, but not much else. 	Bat: 4/10
Pitch: 4/10
Speed: 7/10	Super Jump - Can jump higher than usual, as a fielder.
Floating - Due to not being grounded, this character is immune to ground-based hazards.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Red Shell, Green Shell, Blue Shell, Yellow Shell
Boo 	A spooky spector with a better arm than you might think. 	Bat: 3/10
Pitch: 9/10
Speed: 5/10	Teleport - If this player is in a Close Play, they teleport directly to the base, skipping it.
Floating - Due to not being grounded, this character is immune to ground-based hazards.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Boo, Boom Boo
Blooper 	A rather average player, but with an exceptional ability to always win Close Plays. 	Bat: 4/10
Glove: 6/10
Speed: 5/10	Ink Dive - Squirts the base player with a jet of ink during a Close Play, causing them to become stunned and not catch the ball, thus always getting to the base.
Swim - This character's speed sharply increases when submerged in water, such as the entirety of Junior's Wave Pool.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Blooper, Poison Blooper
== Donkey Kong - Primal Pack ==
The Kong clan and the Kremlings have formed an uneasy alliance to form a team to power through the competition. They're all about raw strength; almost all of their hits will knock out of the park...but they're not great at much else!
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Donkey Kong 	The leader of the Kongs is so strong, he uses his own fist as a bat! However, his running speed is rather pathetic, while he has average throwing. A big sacifice for hitting, but he can make some easy home runs!	Bat: 9/10
Glove: 5/10
Speed: 2/10	Clamber - Can climb up the walls of the stadium to possibly catch balls that would otherwise lead to home runs. 	Barrel Ball - Donkey Kong hides the ball in a barrel and rolls it towards home plate. The ball is easy to hit, but it cannot launch very far, due to the barrel in the way. 	Barrel Swing - Summons a barrel to roll across the field that can stun fielders trying to catch the ball. 	Torn Baseball Jersey, Red Tie
Diddy Kong 	Donkey Kong's little buddy is the team's pocket rocket! His speed and mastery of the curveball is nothing to scoff at, but his hits aren't very good; a true opposite to his team's typical stats. 	Bat: 3/10
Glove: 5/10
Speed: 7/10	Clamber - Can climb up the walls of the stadium to possibly catch balls that would otherwise lead to home runs. 	Banana Ball - Throws a very extreme curveball, aiming almost perpendicular to the home plate before the ball curves back towards it. The arc of the curve depends on how long the throw is charged. 	Banana Swing - Launches the ball towards the outfield before it quickly curves towards center field, before it hits the ground. 	Baseball Jersey and Baseball Cap, Star Shirt and Nintendo Cap
King K. Rool	DK's sworn rival has, without question, the best batting strength of all the players, hitting home runs left and right...but he's slower than a snail in molasses. 	Bat: 10/10
Glove: 3/10
Speed: 1/10	Laser Beam - When the ball is thrown to home base, the throw's speed is greatly increased. 	Cannon Ball - Fires a large cannonball out of his iconic cannon in place of the regular ball. It is very hard to hit, but could lead to a bean ball, if used improperly. If the cannonball is hit, it will revert the ball back to normal.	Cannon Swing - Sucks up the ball in his pirate cannon and fires it back out as a huge cannonball, gaining almost no air at all, but tons of speed. The cannonball can daze players, if touched. It will revert back to normal, if it hits someone.	Baseball Gear, Royal Gear, Pirate Gear
Dixie Kong 	This master thrower has a ponytail of banana-yellow hair! She has a lack of good strength and speed, so it's best to keep her on the pitcher's mound. 	Bat: 4/10
Glove: 7/10
Speed: 4/10	Hair Catch - Uses her hair to catch a ball that is a decent distance away from her. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Cranky Kong 	This elderly Kong was the original Donkey Kong who captured Pauline, all those years ago. However, his golden years are long past; his batting and running are abysmal, but he's an oddly great pitcher. 	Bat: 2/10
Glove: 7/10
Speed: 1/10	Rambling - If he (somehow) makes a run, he'll annoy the referee so much that his singular run is counted for 2 points. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Funky Kong 	A very cool Kong with strength that rivals his captain. His sweet spot is one of the biggest, due to his huge surfboard he uses as a bat! 	Bat: 8/10
Glove: 4/10
Speed: 6/10	Wave Ride - Identical to "Swim", but now water-related hazards can be surfed on, allowing for extra height to possibly catch a ball. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Tiny Kong 	It's all in the name for his obscure Kong; she can shrink down to the size of a mouse! She very balanced, considering her teammate's focus on only one attribute each. 	Bat: 5/10
Glove: 5/10
Speed: 6/10	Shrink - Shrinks down when increasing the running speed, making her go much faster. However, she cannot catch or throw, until she comes to a stop and reverts back to her normal size.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Chunky Kong 	A friend of Donkey Kong's and a great batter, too! He, in particular, can climb up the stadium walls faster than DK or Diddy. 	Bat: 7/10
Glove: 4/10
Speed: 3/10	Clamber - Can climb up the walls of the stadium to possibly catch balls that would otherwise lead to home runs. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Kremling 	These minions of King K. Rool love batting, but they're rather blunt; they have trouble hitting curveballs. 	Bat: 7/10
Glove: 4/10
Speed: 5/10	Keeper Catch - Increases the range and slide of the player's dive. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Green, Blue, Red, Brown
== Bowser - Elite Empire ==
Bowser and his most powerful minions have formed a team who are masterful at...well...everything! They've got great hitters, pitchers, and runners, so you'll have to play very well to stay ahead of them!
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Bowser 	A powerful king deserving of being captain. His hits dominate, being one of the best batters of them all! His pitching and speed aren't as good, but he's got a whole team who excels at what he doesn't! 	Bat: 10/10
Glove: 5/10
Run: 3/10	Spin Attack - When succeeding in a Close Play, the runner uses spins around to stun the base player. 	Bullet Ball - Throws a Bullet Bill instead of a ball, which does a loop before going over home plate, 	Fire Breath Swing - Launches several fireball that bounce around near where the ball lands. Hitting these fireballs with stun you. 	N/A
Bowser Junior	Bowser's son has very inalenced stats, but has great running speed and serves as a great thrower, thanks to the cannon on his trusty Junior Clown Car! 	Bat: 3/10
Pitch: 9/10
Speed: 7/10	Clown Cannon - Uses a large cannon to throw the ball, making the ball as fast and powerful as a Buddy Toss.
Floating - Due to not being grounded, this character is immune to ground-based hazards. (Disabled after using Star Swing) 	Mechakoopa Ball - Bowser Junior summons a Mechakoopa to eat the ball and stroll toward Home Plate, making the ball easy to bunt, but hard to actually hit. 	Clown Car Swing - Junior grabs the ball, stuffs it in his Clown Car, and jumps out to run the bases as the Clown Car flies in a random direction until it explodes, leaving the ball where the Clown Car was.	Baseball Gear, Fanged Bib
Kamek 	Bowser's right-hand Magikoopa is surprisingly powerful enough to be a captain, himself! His pitching is outstanding, and his special ability makes him one of the best fielders of them all! 	Bat: 4/10
Glove: 9/10
Speed: 3/10	Magical Catch - Uses his wand's magic to catch a ball he otherwise could not reach. Unlike other similar abilities like "Tongue Catch", this version is slower, but has a far bigger range. 	Magic Ball - Instead of throwing the ball, Kamek will magically pick up the ball with his magic wand, and launch it towards home plate, along with several colorful shapes to fake out the batter.	Magic Swing - After Kamek hits the ball, the player is able to slightly control the ball's trajectory by moving the Control Stick. 	Baseball Robe, Blue Robe, Green Robe, Red Robe, White Robe
Dry Bones 	These creepy skeletons are very good at batting and pitching, but their run-if you can even call it "running"- isn't very great. His ability makes him a great target for hazards due to his great recovery!	Bat: 7/10
Glove: 6/10
Run: 2/10	Scatter - If hit by a hazard in the field, instead of becoming dazed, then Dry Bones will scatter into a pile of bones, but reform rather quickly. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Grey, Green, Blue, Black (Dark Bones)
Hammer Bro 	These elite Troopas use their own weaponry as bats! They can also put them to good use as fielders to catch balls with them! 	Bat: 6/10
Pitch: 4/10
Run:
4/10	Hammer Throw - Uses a Hammer/Boomerang/Fireball/Ice Ball to knock the ball closer to them, making it easier to catch it. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Hammer (Green), Fire (Red), Boomerang (Blue), Ice (Light Blue)
Boom Boom 	His power needs no introduction, and he has a great ability to back it up! 	Bat: 8/10
Glove: 1/10
Run: 6/10	Flail - When running the bases, Boom Boom's arms will flail up and down. If a fielder tries to tag him from the side, they will get dazed, dropping the ball. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
King Bob-Omb 	A ginormous Bob-Omb with incredible defense and batting. However, just one spark of fire, and he's out for the count, until the next inning. 	Bat: 9/10
Glove: 5/10
Speed: 1/10	King's Might - Will not be dazed by any hazard. If he is hit by one, it will only slow down his movement. The lone exception is fire attacks, which will light his fuse and make him explode, leaving him unavailable to bat, pitch, or field until the top of the next inning.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
King Boo 	One of the few players who is great at both pitching and hitting! However, his run-or...would it be his "float"?- is sacrificed, in return. 	Bat: 7/10
Glove: 7/10
Speed: 3/10	Teleport - If this player is in a Close Play, they teleport directly to the base, skipping it.
Floating - Due to not being grounded, this character is immune to ground-based hazards. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Petey Piranha	A powerful hitter and great fielding ability makes him a great member of Bowser's team. However, the leaves he uses as a bat have an incredibly small sweet spot. 	Bat: 9/10
Glove: 5/10
Run: 2/10	Piranha Catch - Extends it's stem to catch the ball from far away in its mouth. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
== The Koopalings - The LIM-WRLLs ==
Oh dear...Bowser's top minions have formed a team of their own! They may not be a full team, but their amazing chemistry and wide range of skills make them a struggle to face. Don't ask about their team name, there isn't many good acronyms containing all the first letter of their names.
Name 	Description 	Stats	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Larry 	Larry is the most balanced among the Koopalings, and his special ability can lead to either great or awful results. 	Bat: 7/10
Glove: 6/10
Speed: 5/10	Racket Reflect - Uses a tennis racket to deflect projectiles or small stage hazards. You can even reflect the ball to quickly fire it in a desired direction. 	Default - The ball is thrown much faster.	Default - The ball is launched further.	Umpire Gear, No Gear
Iggy 	A chaotic player with excellent pitching. His special ability leads to this Koopaling being bit distracted, however. 	Bat: 3/10
Glove: 9/10
Speed: 5/10	Keen Eye - When eyeing either the ball or a stage hazard, Iggy will take full attention to it, causing him to ignore any other elements. 	Default - The ball is thrown much faster.	Default - The ball is launched further.	Baseball Glasses, Regular Glasses
Wendy 	The only female member of the Koopalings excels with technical plays, having a strong throw, but poor stamina. 	Bat: 4/10
Glove: 7/10
Speed: 6/10	Ring Catch - Can catch the ball with her rings from far away. 	Default - The ball is thrown much faster.	Default - The ball is launched further.	Baseball Bow, Pink Bow
Lemmy 	It takes some real effort to swing and throw while balancing on a ball, it causes Lemmy to get some serious speed. He can even jump off the ball and use it as a weapon! 	Bat: 5/10
Glove: 3/10
Speed: 8/10	Ball Kick - Holding A causes Lemmy to jump off his ball and kick it in a desired direction. The ball simply bounces people who make contact with it in the opposite direction. Doing this greatly decreases Lemmy's speed, for the rest of the inning (Only usable once, per inning).	Default - The ball is thrown much faster.	Default - The ball is launched further.	Baseball, Yellow Ball
Morton	This rather dim Koopaling is very powerful, and his speciality makes him an excellent tank for powerful hazards! 	Bat: 9/10
Glove: 3/10
Speed: 5/10	Bulky - Morton is only dazed for half the usual time, when hit by a hazard. 	Default - The ball is thrown much faster.	Default - The ball is launched further.	Baseball Gear, No Baseball Gear
Roy 	Instead of simply hitting the ball, Roy pops it into his Bill Blaster and launches it towards the home plate! Despite his extreme power, carrying the blaster around makes him pretty slow.	Bat: 8/10
Glove: 4/10
Speed: 3/10	Bullet Throw: When throwing the ball as a fielder, Roy launches it out of his Bill Blaster, making the throw very fast, almost like a Buddy Throw. 	Default - The ball is thrown much faster.	Default - The ball is launched further.	Baseball Helmet and Shades, Regular Shades
Ludwig	The eldest of the Koopalings is a master of technical plays, with an excellent throw and an even better hairdo. His strength isn't the best, however. 	Bat: 3/10
Glove: 10/10
Speed: 6/10	Regal Throw - Ludwig will have about a half-second of delay before throwing the ball, but his throw ends up being fast and elegant, and the catcher is guaranteed not to miss it. 	Default - The ball is thrown much faster.	Default - The ball is launched further.	Umpire Armor, No Armor
== Extra Players ==
These players are not part of any specific team, as they are unlocked outside of Challenge Mode. However, all players but the Mii are listed to be on specific teams in Records as a substitute for one of the nine base players.
Name 	Description 	Stats 	Special Ability 	Star Pitch 	Star Swing 	Alternate Coustumes
Mii 	These expressive players have had plenty of practice in Baseball, so they're ready to be part of any team and maybe even lead one! Depending on their favorite color, they will have Positive Chemistry with matching players! 	(Can be customized by the player. You have 18 Stat Points you can distribute among the three stats)	(Can pick any already-existing ability to have for 2 Stat Points) 	(Can pick any already-existing Star Pitch for 3 Stat Points. If not given a Star Pitch, it will remain as the default one)	(Can pick any already-existing Star Swing for 3 Stat Points. If not given a Star Swing, it will remain as the default one)	Red, Orange, Yellow, Lime Green, Dark Green, Blue, Cyan, Pink, Purple, Brown, White, Black
Bob-omb 	It seems this wind-up weapon was quite impressed with your Bob-omb Derby skills, so he's decided to join Mario's team! He's pretty average, but light his fuse for a split second of extreme power! 	Bat: 4/10 (7/10 when lit)
Glove: 5/10 (8/10 when lit)
Speed: 7/10 (10/10 when lit) 	KABOOM! - If hit by any fire-related hazard, Bob-omb's fuse will be lit, greatly increasing all of his stats in the following play. However, during said play, he'll explode, and is completely absent from the field until the top of the next inning. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	Black, Blue, Pink (Bob-omb Buddy)
Wingo 	Captain Toad and Toadette aren't too thrilled that this greedy hawk is joining Peach's team, often pushing him away to the far, far outfield. Luckily, that's where he shines! 	Bat: 5/10
Glove: 9/10
Speed: 5/10 	Magic Turnips - If he concentrates via standing still for about 3 seconds, Wingo can summon a giant turnip. It hits the ground and creates big shock waves. However, instead of knocking fielders over, it bounces them up high.
Floating - Due to not being grounded, this character is immune to ground-based hazards.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Ukiki 	Yoshi loves this adorable little chimp, and was happy to let him join his team. However, to any hat-wearing plumbers, he is a malicious evil-doer. 	Bat: 4/10
Glove: 4/10
Speed: 4/10 	Hat Steal - Whether on the same team or not, Ukiki can swipe Mario, Luigi, Wario, or Waluigi's hat and put it on. If you do so, Ukiki's stats will mimic that of the player they stole the hat from. The victim will retrieve their hat when the teams switch sides. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Goomboss 	The King of the Goombas joined Wario's team after being impressed by the treasure he had collected. He's a powerful hitter with pathetic speed. If paired up with his minions, Buddy Moves will be more powerful. 	Bat: 8/10
Glove: 5/10
Speed: 2/10 	Obedience - If Goomboss performs a Buddy Move with Goomba or Paragoomba, they will have increased speed and airtime. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Lanky Kong 	After finding so many Bananas, Lanky has offered his special talents to DK's team! His stretchy limbs allow him to catch the ball very easily. 	Bat: 3/10
Glove: 8/10
Speed: 6/10 	Arm Stretch: Streches out his arms to catch balls that are faraway from him. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Pom Pom 	It seems after volleying so many shells, Pom Pom got so invested that she joined Bowser's squad! She's a great runner who specializes in trickery. 	Bat: 4/10
Glove: 3/10
Speed: 9/10 	Duplicates - Pom Pom can create two duplicates of herself while running the bases. These duplicates can jump in front of a thrown ball to block it from reaching a basemen. If anything touches these duplicates, they disappear in a cloud of smoke. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Polterpup 	Polterpup loved watching Luigi's ghost-hunting shenanigans that he begged to join Mario's team! A master of playing fetch, Polterpup shines in the outfield. 	Bat: 2/10
Glove: 8/10
Speed: 9/10 	All Fours - Shaking the Joy-Con to briefly increase this character's speed is more effective than it would be with any other player, due to the extra legs. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Glydon 	This world tourist is a big Hammer Ball fan, and decided to join Mario's team to play alongside them. He's not the best player, but his skills in gliding allow for amazing aerial catches! 	Bat: 4/10
Glove: 5/10
Speed: 3/10 	Glide - Can hover in the air while slowly falling, when Buddy Jumping, allowing for more airtime, when using a Buddy Jump. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Gooper Blooper	It's not very clear how this enormous Blooper joined Peach's team, but it's probably best not to ask, given his sheer power. 	Bat: 10/10
Glove: 2/10
Speed: 1/10 	Ink Dive - Squirts the base player with a jet of ink during a Close Play, causing them to become stunned and not catch the ball, thus always getting to the base.
Swim - This character's speed sharply increases when submerged in water, such as the entirety of Junior's Wave Pool. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Lubba 	After having so much fun hitting and catching on the Comet Observatory, Lubba has decided to join Peach's team and join his Luma brethren! With his strong hit sand fast speed, he's one of the most balanced players around. 	Bat: 7/10
Glove: 5/10
Speed: 7/10 	Star Bits - Can launch a burst of Star Bits at an airborne ball. If it makes contact, then the ball's horizontal speed will lower, possibly preventing a home run. Lubba's version of this ability launches more Star Bits than the Luma's, but they move a bit slower. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Shadow Mario 	Isle Delfino was once left in shambles thanks to this overall-clad menace who unfortunately bears a very close resemblance to Mario. The culprit was none other than Bowser Junior. When wearing this, he trades his Clown Car for a paintbrush, losing his floating, but allowing for more balanced stats and a great ability!	Bat: 7/10
Glove: 7/10
Speed: 6/10 	Graffiti - When catching an airborne ball, Shadow Mario pulls out his Magic Paintbrush and splatters a ring of colorful ink on the field that slows down and sometimes trips all players who run over it, excluding Shadow Mario himself. This ink remains on the field for two innings, after it is set.	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
Chain Chomp 	An incredibly unbalanced player who swings the bat using his sharp teeth! Don't expect him to throw very well. 	Bat: 8/10
Glove: 1/10
Speed: 10/10 	Prepare - Whenever throwing the ball, even when pitching, there is a 1-second delay after the player inputs the throw. 	Default - The ball is thrown much faster. 	Default - The ball is launched further. 	N/A
= Gameplay Elements =
== Chemistry ==
Chemistry is an effect that relies on the relationship between two players.
=== Positive Chemistry ===
Positive Chemistry occurs between a pair who are typically allies in other Super Mario games, such as Mario & Luigi, Peach & Daisy, or Bowser & Bowser Junior. Positive Chemistry allows for three special effects when the pair works together. Positive Chemistry is represented by a red note on the character-selection screen.
==== Buddy Jump ====
If two players with Positive Chemistry are next to each other, pressing the A Button twice in succession will cause one of the players to Jump atop the other, launching them into the air before they fall back down. This allows for fielders to catch balls which would normally launch out of the park. A nerf from the previous iteration of this ability is that you don't stay in the air for as long, and your maximum height is a bit lower.
==== Buddy Toss ====
If players with Positive Chemistry toss the ball between one another, the throw itself will be incredibly fast and can be thrown much further. The catcher will also always catch the ball.
==== Buddy Item ====
If two players with Positive Chemistry are lined up back-to-back in the batting order, the first of these players will receive a Buddy Item to use after they bat. They can fire this item at fielders to possibly stop them from catching the ball.
=== Neutral Chemistry ===
Neutral Chemistry is the most common and occurs between players who either have varying relationships, in other Super Mario games, or have just rarely interacted with each other, if at all. No special effects can occur between a pair with Neutral Chemistry.
=== Negative Chemistry ===
Negative Chemistry occurs between pairs who are rivals or enemies, in other Super Mario games, such as Mario and Bowser. Unlike in the previous Mario Baseball games, the effects of Negative Chemistry are now listed and named, being called Rival Moves. Negative Chemistry is represented by a broken blue note on the character-selection screen.
==== Rival Miss ====
If a player throws the ball to a player that they have Negative Chemistry with, there is a high chance they will purposefully miss the ball, not catching it.
==== Rival Squabble ====
If positioned near each other, a pair with Negative Chemistry can occasionally begin to argue with each other, creating a delay in their movement before they can run to catch the ball.
==== Rival Steal ====
If a pair with Negative Chemistry are running the bases, then the one ahead of the other may stay on a base to mess with the other player, requiring them to run back to the previous base.
== Star Player ==
If a certain player has overcome certain thresholds, they will become a Star Player, causing a small star to appear on their picture in the character-selection screen. Pressing the + Button while hovering over them turns the star from white to gold and increases all the stats of the player by 2.
Each Captain has a unique requirement to gain the status of Star Player, but you can also have any player become an MVP in a game against a CPU at "Master" difficult or higher. This unlock method works for all players.
=== Unlock Requirements ===
Captain 	Requirement
Mario 	Beat the final boss of Challenge Mode with Mario on your team.
Luigi 	Catch an airborne ball via jumping a total of 50 times.
Pauline 	Avoid being hit by any of the hazards on New Donk Stadium for the entirety of a 5-inning game.
Peach 	Beat the final boss of Challenge Mode with Peach on your team.
Daisy 	Catch an airborne ball via diving a total of 50 times.
Rosalina 	Successfully perform an Inside-The-Park Home Run after using Rosalina's Star Swing.
Yoshi 	Beat the final boss of Challenge Mode with Yoshi on your team.
Birdo 	On Yoshi's Crafty Coliseum, jump into one of the Warp Pipes and then catch an airborne ball, after being launched out of another one.
Wiggler 	Get to third base or further after using Wiggler's Star Swing.
Wario 	Beat the final boss of Challenge Mode with Wario on your team.
Waluigi 	On Temple Of Wario, knock all of the segments off of three Pokeys with balls that Waluigi either threw or caught, in a single game.
Nabbit 	Successfully catch the ball with Nabbit after using his Star Pitch five times, in a single game.
Donkey Kong 	Beat the final boss of Challenge Mode with Donkey Kong on your team.
Diddy Kong 	Catch an airborne ball by using the Clamber Ability a total of 25 times.
King K. Rool 	Hit two Grand Slams, in a single game.
Bowser 	Beat the final boss of Challenge Mode with Bowser on your team.
Bowser Junior	Perform a Grand Slam on Bowser's Baseball Boot Camp while the field is airborne.
Kamek 	Knock the ball out of the park using Kamek's Star Swing.
== Star Power ==
Star Power is built up during a game by correctly performing certain commands or landing the ball in special features, on the stadiums. Regular players all have the same Star Swing; simply increasing the power and speed of your swing/pitch. However, Captains each have their own unique Star Swings and Star Pitchers. All captain's Star Swings and Pitches and listed above in Teams. Unlike Mario Super Sluggers, Star Power is much harder to build up, taking nearly triple the time to gain a single Star Skill, making them far more rare and valuable. 
== Close Play ==
If a player is about to get on a base while the ball is about to be caught by a nearby fielder, a Close Play will occur, where both sides are given a button to press, and whoever presses it first performs their action first; the runner will safely land on the base, or the fielder will catch the ball and tag the player out.
Some players like Koopa Troopa have abilities that make performing Close Plays have an extra effect; stunning the catcher so another fielder has to grab the ball. Blooper and Gooper Blooper also have a unique effect where they will always win Close Plays, thanks to their special abilities.
= Controls =
Mario Champion Sluggers offers both methods of control seen in the past two entries in the Mario Baseball series; that being Button Controls and Motion Controls.
== Button Controls ==
=== Batting ===
* Press the A Button to swing the bat.
** Hold the A Button to charge up a swing, then release A to swing.
* Hold the Y Button to get in position to bunt.
* Hold the B Button while swinging to use your Star Swing (if you have enough Star Power).
* Press or Hold the L and R Buttons to move left and right, respectively. 
=== Pitching ===
* Press the A Button to throw the ball.
** Hold the A Button to charge up a throw, then release A to throw.
* Press the Y Button to throw a Changeup Pitch.
* Hold the B Button while throwing to use your Star Pitch (if you have enough Star Power).
* Hold the L or R Button to move left and right, respectively.
=== Fielding ===
* If you have the ball, Press the A Button to throw the ball to another fielder. The player whom the ball is thrown towards is automatically selected, and a graphic of a thought bubble with the catcher will appear, before they throw.
** Hold the A Button to pick the fielder to throw the ball to with the Control Stick. Once you have selected the catcher, releasing the A Button will play out the throw.
* Press the B Button to perform a Dive.
* Hold the B Button to skid to a stop.
* Press the Y Button to jump.
** Under the correct circumstances, press the Y Button twice in succession to Buddy Jump.
*The fielder the player controls automatically changes, depending how close they are to the ball, but pressing the L and R Buttons allows you to manually change the fielder you are playing as.
* A random button will be prompted to press, during Close Plays.
=== Running ===
* Tilt the Control Stick in the desired direction to run.
** Mash the A Button to run faster.
* Press the B Button to perform a Dive.
* Hold the B Button to skid to a stop.
* Press the Y Button to jump.
* A random button will be prompted to press, dring Close Plays.
=== Items ===
* If an item is available, the batting side can tilt the Control Stick in the spot they wish for the item to be launched.
== Motion Controls ==
In order to use Motion Controls, the player must only use one Joy-Con.
=== Batting ===
* Swing the Joy-Con to swing the bat.
** Stay in the charging position to charge up a swing, then resume the motion to swing.
* Hold the L/R Button to get in position to bunt.
* Hold the ZL/ZR Button while swinging to use your Star Swing (if you have enough Star Power).
* Press or Hold the SL and SR Buttons to move left and right, respectively. 
=== Pitching ===
* Swing the Joy-Con to throw the ball.
** Stay in the charging position to charge up a throw, then resume the motion to throw.
* Press the L/R Button to throw a Changeup Pitch.
* Hold the ZR/ZR Button while throwing to use your Star Pitch (if you have enough Star Power).
* Hold the SL or SR Buttons to move left and right, respectively.
=== Fielding ===
* If you have the ball, Swing the Joy-Con to throw the ball to another fielder. The player whom the ball is thrown towards is automatically selected, and a graphic of a thought bubble with the catcher will appear, before they throw.
** Hold the ZL/ZR Button to pick the fielder to throw the ball to with the Control Stick. Once you have selected the catcher, releasing the ZL/ZR Button will play out the throw.
* Press the SL/SR Buttons to perform a Dive.
* Hold both the SL and SR Buttons to skid to a stop.
* Press any of the face buttons to jump.
** Under the correct circumstances, press any of the face buttons twice in succession to Buddy Jump.
* A random button will be prompted to press, dring Close Plays.
=== Running ===
* When playing with Motion Controls, runners move automatically.
** Shake the Joy-Con to run faster.
* Press the SL/SR Buttons to perform a Dive.
* Hold both the SL and SR Buttons to skid to a stop.
* Press any of the face buttons to jump.
* A random button will be prompted to press, dring Close Plays.
=== Items ===
* If an item is available, the batting side can Tilt the Joy-Con in the spot they wish for the item to be launched.
Category:Games