In MLB The Show 26, the challenge with 99 OVR Spooky J.R. Richard is keeping hitters from settling into one speed-and-location picture. A four-seamer that earns late swings can lose its edge if every at-bat starts the same way. If you are weighing
MLB 26 stubs as part of a roster decision, keep that cost separate from the on-field problem: Richard's four pitches reward deliberate sequencing, not an automatic win.
Use the four-seamer to establish a credible threat Start near an edge of the strike zone rather than aiming down the middle just to get ahead. A fastball upstairs can show whether the hitter is ready for velocity, while moving across the plate changes the look without requiring a perfect corner. Your goal is to make the next pitch less predictable, not to force every fastball into a tiny target.
Early in an at-bat, vary the fastball's location with a purpose. These choices help you learn what the hitter is covering.
Try a high four-seamer to test the hitter's readiness for speed.
Move the next fastball across the plate to change the visual angle.
Favor an edge over the middle when you need a competitive strike.
Changing location can make the pitch harder to time, but aiming too narrowly can cost you command. If the ball drifts toward the heart of the plate, the hitter gets a chance to punish your mistake. A well-placed strike is more useful than a missed corner that leaves you behind in the count.
Give the slider, cutter, and sinker distinct jobs Once the fastball has established its speed, use movement to disrupt the hitter's timing or expected contact point. A high heater followed by a slider near the lower outside corner gives a right-handed batter a different look. Keep the slider close enough to invite a swing; if it repeatedly finishes well below the zone, a patient hitter can simply take it.
Choose the secondary pitch based on what the previous pitch showed, rather than cycling through the repertoire automatically.
Use the slider to change eye level after showing the four-seamer.
Bring in the cutter when the hitter appears ready for the fastball's usual contact point.
Choose the sinker when its movement and location suit a ground-ball attempt.
Each pitch still depends on execution. A cutter or sinker left over the middle can be hit hard, and neither one reliably rescues a poor spot. The count matters, too: when you need a strike, pick a location you can control instead of reaching for movement alone.
Adjust to contact and protect the outing Use swing feedback as evidence, not as a command to follow a fixed sequence. A hitter arriving late on the fastball may still be vulnerable to velocity, so there is no need to switch to a slower pitch automatically. If the hitter is out in front, the slider may disrupt the timing; if they keep taking pitches, make the next offering credible rather than wasting another one outside.
Richard's 125 stamina can support a long outing, but the energy meter does not tell the whole story. Watch the quality of contact and whether hitters are missing less often. When you see signs that your patterns are becoming familiar, change the pitch or location before a manageable inning gets away from you. With runners aboard, select a target you can execute comfortably; his pitching clutch rating helps, but it does not replace sound location.
Before spending
MLB The Show 26 Stubs on a roster change, ask whether Richard is actually the problem or whether your sequencing has become too easy to read. Try a different pitch order, pay attention to the next swing, and make a roster decision only if it addresses a separate need.