U4GM MLB The Show 26 Guide: How to Pitch With Ray Kerr

  • A clean strikeout montage skips the messy part of using Ray Kerr in MLB The Show 26: missed locations, readable patterns, and opponents who refuse to chase. If you are budgeting MLB 26 stubs around bullpen upgrades, separate the appeal of a 99 OVR card from the work required to pitch effectively. Kerr's central challenge is making his breaking pitches and harder offerings support one another without turning every at-bat into the same sequence.

    Build Around the Speed Gap, Not the Rating

    The 2026 Postseason Kerr described here pairs an 81 mph Slurve with a 91 mph Cutter and 94 mph Sinker. That separation gives you a useful timing contrast, but only when the hitter has reason to respect both speeds.

    Starting every hitter with the Slurve quickly turns your strongest weapon into advance notice. Establish a harder strike when the opponent appears comfortable waiting, then bring the slower movement back into the conversation. Against someone consistently early, you may have more room to work with the Slurve without immediately returning to velocity.

    His listed 125 H/9 against right-handed hitters and 117 against left-handed hitters support considering him beyond same-handed matchups. They do not tell you which pitch your opponent reads best. Their swings provide that answer.

    Give the Cutter and Sinker Different Jobs

    The Cutter and Sinker should not become interchangeable pitches aimed at one comfortable spot. Their value comes from asking the hitter to cover different movement and locations, not simply alternating names on the pitch menu.

    ◆ Use the Cutter near the hands when the matchup and your command make that location sensible.

    ◆ Work the Sinker toward a lower lane rather than repeatedly leaving it at a hittable height.

    ◆ Change location when an opponent repeatedly squares up one area, even if the pitch itself remains useful.

    Handedness matters here. A location that crowds one hitter can move toward the barrel of another. Treat these as pitch roles rather than fixed aiming instructions, and avoid forcing an inside pitch when your placement has been unreliable.

    Make Tunneling Serve a Credible Strike Threat

    Pitch tunneling is useful only if the opponent must make a difficult decision. Alternating speeds does little when the slower pitch always starts outside a believable strike path or finishes in an obvious take location.

    Try pairing offerings that appear similar early before separating through movement or speed. Judge the result through swing timing and takes rather than assuming two pitches automatically share a convincing tunnel. Kerr's five-pitch mix gives you options, not a guaranteed sequence.

    The Four-Seam Fastball can interrupt an opponent waiting for movement. The 12-6 Curve offers another timing change, but adding it simply to use all five pitches is unnecessary. Keep it available when its different shape solves a problem your current sequence is not solving.

    Protect the Inning Before Chasing the Finish

    Kerr's listed 99 Control, 99 Break, and 125 Pitching Clutch make this version appealing, but none removes the cost of a predictable pitch with runners aboard. If the opponent stops chasing, restore a credible strike instead of repeating the same low breaking ball and surrendering the count.

    Before committing more MLB stubs to your bullpen, decide whether you need Kerr's speed contrast and left-handed delivery or simply better sequencing with your existing options. In MLB The Show 26, his best use is to disrupt an opponent's timing while keeping contact manageable, not to force a Slurve strikeout against every hitter.