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Lost Judgment: Batting Center, every pitch pattern and the twelve-set Competition

· Games/Lost Judgment

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Lost Judgment: Batting Center, every pitch pattern and the twelve-set Competition The batting centers in Kamurocho and Ijincho share course progress, points, and rewards. You can complete the entire list at either Yoshida Batting Center or MIRAI Batting Center. There are four Home Run courses, twelve Challenge courses, and a looping Home Run Competition. The destinations below are for Lost Judgment, so keep them separate from any notes you have for the first Judgment. Approach a batting cage to choose a mode and course. The manager handles the prize exchange and the Competition once you unlock it. Passing scores and bats Home Run courses require at least eight home runs from ten pitches. Challenge courses require at least eight runs; singles, doubles, and triples can move runners around the bases, so a non-home-run hit can still contribute. Eight is the A-rank passing target. For full TownGo completion: - Clear all four Home Run courses. - Clear all twelve Challenge courses, including Global Goliath 1–3. - Clear twelve consecutive sets of the Home Run Competition in one attempt. A rank is enough for the course clears. You do not need a perfect score. The individual clears also complete the entries for conquering each mode and all courses. Buy the Serenity Bat from Ebisu Pawn in Kamurocho for ¥200. It makes contact and home-run timing more forgiving, at the cost of reducing earned points to 0.7×. The normal bat gives 1× points. The Expert Bat costs 15,000 casino chips at Heaven’s Door, unlocked through the Casino School Story. It pays 1.5× points, but makes the timing and contact window smaller. Select the bat you want in the batting menu after buying it. All three use the same passing requirement; their multipliers apply to the points you earn. Serenity is the sensible choice for the long Competition streak. The Batting Gloves accessory does not improve this minigame. Its bonus is to the Grip Gauge used for climbing. All four Home Run courses are available from the start. Challenge courses begin with the three Local Legend levels. Clear a group to unlock the next group, working through Titan of Tokyo and Ace of Japan. Global Goliath unlocks level by level. Completing the Ace of Japan Home Run course opens the Home Run Competition; speak to the manager when the notification appears. Reading the pitch lists The grid uses a computer number-pad layout: Top row: 7, 8, 9. Middle row: 4, 5, 6. Bottom row: 1, 2, 3. Each number is an aiming square, not a button press. Move your cursor to the listed final square with the left stick, then swing with Cross on PlayStation or A on Xbox as the shrinking circle reaches the ball and the target changes color. Aim at where the ball will finish, not where its marker first appears. With these patterns, you can position the cursor early and concentrate on timing. The pitch sequences are fixed. Read each list left to right from pitch 1 through pitch 10. The notes below each sequence flag the changes most likely to throw off your timing. Watch the timing cue on every pitch. A change-up needs a later swing than a fastball, even when both finish in the same square. Home Run courses Local Legend Positions: 5, 4, 1, 3, 8, 9, 6, 7, 9, 3. Timing: Pitch 5 is a curveball. Pitches 2, 7, and 9 are sliders; the others are fastballs. S-rank reward before bat modifiers: 300 batting points. Titan of Tokyo Positions: 7, 6, 1, 2, 4, 5, 9, 8, 5, 3. Timing: Wait for the change-ups on pitches 5 and 8. The hard sliders on pitches 3 and 9 move two squares right, so aim at the final box early. S-rank reward before bat modifiers: 600 batting points. Ace of Japan Positions: 6, 3, 1, 6, 4, 5, 1, 9, 8, 5. Timing: Pitch 4 drops two full rows. Pitch 6 is a slow change-up, and pitches 7 and 9 are sinkers that move down and left. S-rank reward before bat modifiers: 800 batting points. Global Goliath Positions: 6, 2, 4, 5, 3, 8, 5, 9, 3, 3. Timing: Power sliders arrive on pitches 1, 8, and 10. They move right and down. Pitch 7 is the slow change-up, followed immediately by another power slider. S-rank reward before bat modifiers: 1,000 batting points. Challenge courses Local Legend 1 Positions: 5, 9, 6, 4, 7, 2, 7, 6, 1, 5. Timing: Use this course to get comfortable with the shrinking-circle cue. Set the cursor early and watch for the moment to swing. S-rank reward before bat modifiers: 150 batting points. Local Legend 2 Positions: 6, 7, 2, 1, 4, 6, 8, 1, 4, 8. Timing: Pitches 2, 4, 5, 8, and 9 are curveballs. The other five are fastballs, so keep watching the timing cue as the pace changes. S-rank reward before bat modifiers: 200 batting points. Local Legend 3 Positions: 6, 1, 7, 5, 8, 2, 2, 3, 4, 9. Timing: Pitches 3, 5, 8, and 10 are sinkers. They finish down and left of their starting point. Pitches 2 and 7 are fastballs. S-rank reward before bat modifiers: 250 batting points. Titan of Tokyo 1 Positions: 1, 5, 4, 6, 9, 8, 8, 5, 7, 3. Timing: Pitches 1 and 8 are cutters. Watch for sliders on 3, 6, and 10, especially after the fastball on pitch 5. S-rank reward before bat modifiers: 350 batting points. Titan of Tokyo 2 Positions: 9, 4, 8, 3, 1, 5, 2, 4, 3, 8. Timing: Pitches 1 and 6 are curveballs. Sliders arrive on 2, 7, and 10; fastballs arrive on 3, 5, and 9. S-rank reward before bat modifiers: 400 batting points. Titan of Tokyo 3 Positions: 4, 1, 7, 6, 5, 3, 5, 8, 7, 6. Timing: The slow change-ups are pitches 4 and 10. Hard sliders arrive on 3, 5, and 8, so avoid carrying the same swing rhythm from one pitch to the next. S-rank reward before bat modifiers: 450 batting points. Ace of Japan 1 Positions: 4, 6, 9, 7, 5, 4, 2, 7, 5, 3. Timing: Pitches 3, 6, and 9 are splitters. Set the cursor below the starting marker and wait for the drop. Pitches 2, 4, and 8 are fastballs. S-rank reward before bat modifiers: 550 batting points. Ace of Japan 2 Positions: 4, 9, 1, 6, 7, 1, 4, 5, 8, 5. Timing: Watch the forkballs on pitches 2 and 8. Pitch 9 is a shootball that breaks left; pitches 1, 4, 7, and 10 are sinkers. S-rank reward before bat modifiers: 600 batting points. Ace of Japan 3 Positions: 5, 8, 9, 8, 8, 3, 5, 1, 3, 7. Timing: Pitches 3 and 6 drop two full rows. Fastballs on 2, 4, 7, and 10 make it easy to swing too early when the next breaking ball arrives. S-rank reward before bat modifiers: 650 batting points. Global Goliath 1 Positions: 4, 5, 1, 3, 5, 2, 7, 4, 2, 4. Timing: Pitches 2 and 8 are change-ups. Pitch 4 is a one-seamer, while the final forkball drops into square 4. S-rank reward before bat modifiers: 700 batting points. Global Goliath 2 Positions: 1, 8, 4, 7, 6, 2, 5, 8, 8, 6. Timing: The change-ups on pitches 7 and 10 are especially slow. Pitches 3 and 9 are shootballs, so allow for the leftward break. S-rank reward before bat modifiers: 750 batting points. Global Goliath 3 Positions: 8, 9, 6, 1, 6, 2, 9, 1, 8, 3. Timing: Pitches 1 and 6 are hard sliders. Wait for the slow change-up on pitch 9, then be ready for the fastball on pitch 10. S-rank reward before bat modifiers: 800 batting points. Home Run Competition Unlock this mode by clearing the Ace of Japan Home Run course, then speak to the manager. Each set requires eight home runs from at most ten pitches. The game advances immediately after the eighth home run, so a perfect set ends before pitches nine and ten. The twelve sets reuse the twelve Challenge patterns in the order printed above: 1. Local Legend 1: 100 base points. Positions: 5, 9, 6, 4, 7, 2, 7, 6, 1, 5. 2. Local Legend 2: 200 base points. Positions: 6, 7, 2, 1, 4, 6, 8, 1, 4, 8. 3. Local Legend 3: 300 base points. Positions: 6, 1, 7, 5, 8, 2, 2, 3, 4, 9. 4. Titan of Tokyo 1: 400 base points. Positions: 1, 5, 4, 6, 9, 8, 8, 5, 7, 3. 5. Titan of Tokyo 2: 600 base points. Positions: 9, 4, 8, 3, 1, 5, 2, 4, 3, 8. 6. Titan of Tokyo 3: 800 base points. Positions: 4, 1, 7, 6, 5, 3, 5, 8, 7, 6. 7. Ace of Japan 1: 1,000 base points. Positions: 4, 6, 9, 7, 5, 4, 2, 7, 5, 3. 8. Ace of Japan 2: 1,200 base points. Positions: 4, 9, 1, 6, 7, 1, 4, 5, 8, 5. 9. Ace of Japan 3: 1,500 base points. Positions: 5, 8, 9, 8, 8, 3, 5, 1, 3, 7. 10. Global Goliath 1: 2,000 base points. Positions: 4, 5, 1, 3, 5, 2, 7, 4, 2, 4. 11. Global Goliath 2: 2,500 base points. Positions: 1, 8, 4, 7, 6, 2, 5, 8, 8, 6. 12. Global Goliath 3: 3,000 base points. Positions: 8, 9, 6, 1, 6, 2, 9, 1, 8, 3. A twelve-set cycle pays 13,600 base points, or 9,520 with the Serenity Bat. It then loops back to Local Legend 1. Once you have cleared the twelfth set, let the next set fail to reach the results screen, collect your points, and check TownGo. Do not quit directly from the pause menu before the results are recorded. For TownGo, keep the streak going through Global Goliath 3. You can miss twice per set and still reach eight home runs. A third pitch without a home run ends the attempt, even if it was a single, double, or triple. The Serenity Bat’s wider timing window helps avoid having to start the streak again. Pitch movement reference - Fastball: straight. - Two-seamer: breaks left from a grid line. - Curveball: down one square and right one. - Cutter: breaks right from a grid line. - Slider: right one square. - Hard slider: right two squares. - Splitter: drops from a grid line into the square below. - Two-square splitter: starts on a square and falls two rows. This label distinguishes the deeper drop in the Ace of Japan patterns. - Sinker: down one square and left one. - Forkball: drops into the square below. - Change-up: down one full square, with slower timing. - One-seamer: moves from a grid corner toward the lower-left square. - Shootball: left one square. - Power slider: right two squares and down one. Set your cursor on the listed final square and wait for the ball to reach it. Reward exchange - Dog Food: 150 points. - Tauriner: 500. - High-Tech Shin Guards: 1,250. - Sacred Rot: 1,500. - Showa Duel Records: Man: 2,000. - Ankle Booster: 2,100. - Hug Bomb: 2,500. - Royal Joker Card: 2,500. - Sacred Wood: 3,000. - Play Pass: 4,000. - Sacred Tree: 4,500. - EX Maintainer Belt: 10,000. Showa Duel Records: Man unlocks the purchase of EX De-Bludgeon in the Snake skill tree. The book costs 2,000 batting points; learning the move afterward costs another 5,000 SP. The book and all three equipment prizes cost 15,350 batting points together. Buy the book and any equipment you still need before spending spare points on Play Passes. If you come up short, another Competition run is the quickest way to add points once you know the patterns. Finishing the batting checklist 1. Buy and select the Serenity Bat. 2. Clear the four Home Run courses and all twelve Challenge courses with A rank or better. 3. Complete one twelve-set Competition streak, then let the next set fail so the results are saved. 4. Check TownGo and collect the skill book and any prizes you want. If a pitch keeps beating you, practice its Challenge course before another Competition attempt. The final boxes stay the same, so once the aiming is familiar, concentrate on the slower change-ups and the deep-dropping pitches.

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