From 15f6d2c59acd6654eb2888e62e09269b82503f9a Mon Sep 17 00:00:00 2001 From: Branden J Brown Date: Fri, 4 Sep 2026 21:47:32 -0400 Subject: [PATCH] zenno/doc/frbm: update for GL --- zenno/src/routes/doc/frbm/+page.svelte | 546 +++++++------------------ 1 file changed, 138 insertions(+), 408 deletions(-) diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte index 9fb3c66..7ecf4ef 100644 --- a/zenno/src/routes/doc/frbm/+page.svelte +++ b/zenno/src/routes/doc/frbm/+page.svelte @@ -67,6 +67,7 @@ encroaching: allSkills.get(200641), spurt: allSkills.get(200642), turboSprint: allSkills.get(200651), + maven: allSkills.get(200681), tunes: allSkills.get(200721), greed: allSkills.get(201081), speedEater: allSkills.get(201082), @@ -91,23 +92,31 @@ loneWolf: allSkills.get(201641), slipstream: allSkills.get(201651), pto: allSkills.get(201661), + syl: allSkills.get(201662), headon: allSkills.get(201902), risky: allSkills.get(202032), runaway: allSkills.get(202051), + madDash: allSkills.get(202392), + claw: allSkills.get(202421), fr: allSkills.get(202462), burningPOW: allSkills.get(210031), burningWIT: allSkills.get(210051), ignitedWIT: allSkills.get(210052), radiant: allSkills.get(210061), + wwyou: allSkills.get(210071), + rsmood: allSkills.get(210141), redshiftInherit: allSkills.get(900041), pulseInherit: allSkills.get(900061), anglingInherit: allSkills.get(900201), + ogbourbonInherit: allSkills.get(900261), pumpInherit: allSkills.get(900271), inesInherit: allSkills.get(900311), uma2Inherit: allSkills.get(900321), beyondInherit: allSkills.get(900591), vcInherit: allSkills.get(900681), pastaInherit: allSkills.get(900141), + blossomInherit: allSkills.get(900511), + machanInherit: allSkills.get(900871), kfcInherit: allSkills.get(910041), barcaroleInherit: allSkills.get(910151), cacaoInherit: allSkills.get(910261), @@ -341,9 +350,9 @@ >Phase Speed

- Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is - different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that - makes pace chaser promotion scary in late race (for those not using any of the correct running style). + Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is + different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that makes + pace chaser promotion scary in late race.

Front runners, and even moreso runaways, have particularly punishing SSPC for late race. This makes sense; if they weren't @@ -373,12 +382,11 @@ the acceleration value.

  • - On those sprints where Angling is dead, the front-specific option is (VPP, or Pasta). Multi-front - builds also have access to (HCreek). It takes both of them to equal Angling, so such - sprints may be better served gambling on , , and possibly instead. Front runners are especially strong on sprints for + For 1200m sprints, (Machan inherit) is always a good option. Whenever Angling is dead on + a sprint, (VPP, or Pasta) is the next best thing. Multi-front builds also have access to + (HCreek). It takes two of these three to equal Angling in acceleration, so such sprints + will also need to gamble on , , and + possibly instead. Front runners are especially strong on sprints for other reasons anyway.
  • @@ -430,19 +438,19 @@ >Pace Down Mode

    - The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates + The running modes for all other running styles are pace-up, which is similar to speed-up, and pace-down, which activates whenever a horse gets what their style defines as too close to first place.

    - Watch a UC late surger with 1200+ power and wit in a daily legend race. As long as they don't get blocked, they should slide forward throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest of the late surgers, often near the back of the group. That's PDM.

    On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP - conservation. The thing that really makes front runners strong is that they don't have to worry about that – they aren't - subject to PDM at all. Their mid race speed skills always gain distance. + conservation. One of the things that really make front runners strong is that they don't have to worry about that – they + aren't subject to PDM at all. Their mid race speed skills always gain distance.

    red-light green-light pretty much guarantees that horse won't full spurt.

    In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than @@ -478,9 +486,11 @@ precise analysis.

    - However, while the details aren't yet known, it appears that spot struggle reduces conserved power, - which means that front runners who spot struggle are less likely to full charge, and the probability falls as the spot - struggle duration rises. + While the details aren't yet known, it appears that spot struggle reduces conserved power. This + means that front runners who spot struggle are less likely to full charge, and the probability falls as the spot struggle + duration rises. In my experience, this stops being a problem for 1600m and longer; my CM18 Chocobon with qualifying power + fully charged whenever she wasn't rushed. Perhaps fortunately, full charge is weakest on sprint, where spot struggle is + strongest. So, if you can make the build work, it may still be worth trying a guts build for short races.

    The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and spot struggle both reduce the chance for it to fire. Since spot struggle duration scales with guts, it appears that taking high guts to benefit - from the strength of spot struggle has become likely to deprive you of an even stronger mechanic. + > both reduce the chance for it to fire.

    Lane Combo @@ -626,7 +635,8 @@

    Entering downhill accel mode requires passing a wit check. The success rate scales linearly with wit. Style aptitude does affect the chance to pass the check. Its duration is random with a geometric distribution; it does not scale with stats. + > affect the chance to pass the check. Its duration is random with a geometric distribution (win an RNG roll every second); it does + not scale with stats.

    is likely to fire before entering the no-overtake zone, helping to propel her into a lead that other front runners can't challenge until the corner begins – which is especially strong because it's harder to - pass on corners, and on those tracks, that corner lasts all the way into late race. + pass on corners, and on those tracks, that corner lasts all the way into late race. Later front runners like Ballroom Helios will + get kits even more suited to taking advantage of this mechanic.

    Skills -

    Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.

    +

    Since competitive horses in the current era tend to have similar stat lines, skills are especially important.

    Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth special mention. @@ -740,7 +751,8 @@

  • and are mechanically similar full-strength speed skills with cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted if it triggers - during the no-overtake zone, so it's marginally weaker. Both want multi-front builds. + during the no-overtake zone, so it's marginally weaker. Both want multi-front builds. PTO is + especially relevant in Grand Concert, since Light Hello gives its gold version,
  • @@ -750,8 +762,8 @@ as well as all green skills including (but excluding ). These skills activate the moment the race starts. Other running styles can largely ignore them, but for front runners, - they are critical. + /> and ). These skills activate the moment the race starts. Other running styles can + largely ignore them, but for front runners, they are critical.

    GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed @@ -774,24 +786,27 @@ of EL, , is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In practice, I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed skill. It is still absolutely good, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra energy on - wit), but I don't consider it mandatory anymore. + wit), but I don't consider it mandatory on normal fronts. Runaways may choose to borrow Palmer Stam for a better source of + TTL, along with a bit of extra stamina that they are likely to need.

    Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On the other hand, its white version, , is bad; its only real use is as a backup gate skill for GW - when you don't have enough greens available. + when you don't have enough greens available. During GL, we happen to be in the interesting position that Mihono Bourbon's + scenario link gives Conc, meaning Bourbon Wit can give 2/3 of a gate kit on her own.

    Spurt Skills

    Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners. - Notable exceptions are , and, on Tokyo turf, - These are good inherits for those who don't have easy access to and and the inherits , and, on Tokyo turf, + The latter three are good inherits for those who don't have easy access to and . + /> – OG Bourbon particularly for runaways or solo front builds, since its powered up version requires never dropping below + 2nd.

    is another spurt skill that may come up sometimes and is interesting to think about. It's @@ -803,8 +818,8 @@ Angling, they are almost certainly a different running style.

    - The spurt speed calculator analyzes this situation. A 1200 speed front runner with a 0.25 speed - skill active has speed equivalent to an 1187 speed pace chaser. In other words, as long as that pace chaser is built the way Global + The spurt speed calculator analyzes this situation. A 1600 speed front runner with a 0.25 speed + skill active has speed equivalent to a 1581 speed pace chaser. In other words, as long as that pace chaser is built the way Global players tend to build, Pulse does not allow the front runner to pass back. So, if you happen to inherit it off a grandparent, it is not worth taking.

    @@ -864,10 +879,6 @@ Obviously, CM is run in teams of three. While spamming the highest stats you can manage is a valid strategy that will get wins, building a team holistically will lead to higher win rates.

    -

    - N.B. This section has only partially been updated for the 1 Jul balance patch, which means that some of the advice especially - relating to runaways and spot struggle is out of date. A full update here probably won't come until after CM17 Virgo Cup. -

    Zero Front

    @@ -881,25 +892,13 @@ chasers tend to see their highest win rates in zero front races.

    - If you feel a given CM will have a low population of front runners, you can build specifically for pace promo. Burgh on - the GameTora Discord server - ran extensive tests - and found that and were the only skills to produce a - statistically significant difference in pace promotion ability. More precisely, achieving pace promo is decided by start delay, - any target speed skill activating, and section speed for the first section (i.e. wit stat), in - decreasing order of importance. (Notably, contrary to common advice, and are not effective for pace promo.) + It used to be possible to build pace chasers specifically for promotion, but the changes to position keep in the 1 Jul balance + patch seem to have made this too random.

    - On the other hand, if you want to run an end closer or late surger as your ace, but front runners may be rare and Christmas Oguri Cap a pace chaser is meta for the race, preventing pace promotion could be a reason to run a solo front build instead. + If you want to run an end closer or late surger as your ace, but front runners may be rare and Christmas Oguri Cap a pace + chaser is meta for the race (or COC is the meta end closer), preventing pace promotion could be a reason to run a solo front build + instead.

    Solo Front @@ -963,9 +962,11 @@

    Building for second place to bunny with NN does not mean manipulating stats and skills to force one of the front runners into second. Both fronts need to be strong enough to be adjacent at late race start, and you have to beat other people's front - runners, too. (Especially since VC and are currently the only consistent accels for - long distance; front runners are common generally here.) So, double front for long is ultimately about the same as double front - for other distances, just with different goals when choosing the legacy. + runners, too. (Especially since VC, , and the stamina-burning are currently the only consistent accels for long distance; front runners are common generally here.) So, double front for long + is ultimately about the same as double front for other distances, just with different goals when choosing the legacy.

    If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace @@ -1013,13 +1014,7 @@ showing. In addition to the normal front win cons, it's potentially strong to take unconditional gambles like , , and . -

    -

    - Now that conserving power is a game mechanic, SS supports have the problem that spot struggle risks - taking away full charge, which means losing a strong accel. This can be alleviated to some degree by managing - Dodging Danger to keep your ace out of the spot struggle – either the ace has lane combo and the - other two don't, or the ace doesn't have it and the other two do. + />, , and .

    @@ -1042,18 +1037,12 @@ />, so the normal fronts (typically UG1 or better) pass them during early race.

    - If this build ever had an era, it was during the first pass of Unity Cup, when NSM was essentially free and there was no VC. - We have reworked UC for one CM before Our Grand Concert releases, but it's a sprint CM that overwhelmingly favors pace - chasers. I don't think it's viable now. + If this build ever had an era, it was during the first pass of Unity Cup, when NSM was essentially free and there was no VC. I + don't think it's viable now.

    Career

    Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.

    -

    - Currently, this chapter is about MANT (a.k.a. Trackblazer). Current data for CM16 following the URA and UC reworks suggests - that MANT horses win approximately just as much as UC horses relative to their respective populations, despite the lower stat - caps. So, I am going to leave this section largely untouched until the next scenario releases. -

    Support Cards

    @@ -1061,24 +1050,28 @@ have changed a bit.

      +
    • + Maruzensky is the ultimate front runner speed card for a long time. She has hints for and + most front runner speed skills, + as her gold skill, + on a non-chain event, and a massive 25% training effectiveness during summer. +
    • Ines Fujin gives , , and . Her guts SSR is the Kitasan Black of guts cards, with 15% training effectiveness and 80 specialty priority. She also has - a relatively new wit SR that is decently strong even at LB0, though still objectively beaten by Marv SR until MLB. + />. Her wit SR has high hint frequency, making it decent for auto mode.
    • Marvelous Sunday, both power SSR and wit SR versions, give and as hints. The SSR has 15% race bonus, while the SR has 10% race bonus and gives +3 hints. The numbers on both are otherwise - disappointing, but those elements alone are enough to justify using them. + /> as hints. The SSR is one of the highest stat total cards in auto mode.
    • Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front - runners. Since is strong, Kitasan Black is still around despite only 5% race bonus. - El Condor Pasa gives . + runners. Since is strong, Kitasan Black is especially valuable. El Condor Pasa gives + and Taiki Shuttle gives . That kind of deal.
    • For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed in her chain, and her @@ -1087,25 +1080,20 @@ from inheritance and use the card slot for a strong speed skill.
    • - Seiun Sky SSR is another good parent card for parents. Her chain starts with and ends with + Seiun Sky Stam is another good parent card for parents. Her chain starts with and ends with (albeit agemasen). She also carries a hint. Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
    • Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.
    -

    - A future sight advisory: Maruzensky's speed SSR is coming in early July. At this point, you should probably be saving all your - carats for her. She is an extremely strong stat stick and gives , the gold version - of . -

    Taking Skills

    Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills mid-run without Fast Learner, and you happen to get it later, you effectively lose 10% of the SP you spent to that point. However, you also prune hints: taking the first level of a skill removes it from the pools for support card hint bubbles, - MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own improves - your chance of getting skills you don't have hints for. + GL shops, MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own + improves your chance of getting skills you don't have hints for.

    is a snap take skill. The only time to sit on EL is when you happen to get the first @@ -1117,10 +1105,10 @@ potential 12 SP to save 18. It's incredibly good to take early.

    - On parent runs, or exactly one of your three CM horses, is another snap take. Base cost of 60 - SP for +40 speed, which can secure a lot of races, especially early in career. Be extremely careful not to take it on multiple horses - on a team. Save and quit from the career if you need to check. It's technically better to have it on two horses than zero, but it's - tremendously better than that to have it on one. + On exactly one of your three CM horses, is another snap take. Base cost of 60 SP for +40 speed, + which can secure races early in career. Be extremely careful not to take it on multiple horses on a team. Save and quit from the + career if you need to check. It's technically better to have it on two horses than zero, but it's tremendously better than that + to have it on one.

    is a strong consideration as a mid-career take. Inheritance events are more likely to activate @@ -1128,42 +1116,34 @@ win condition for career (outside of 3Ks and Niigata 1600). Taking Angling early can save a lot of clocks, and it can rescue runs that don't get what is normally the minimum speed to win races before summer.

    -

    - I've had debate about this one, but I feel that is a skill you will pretty much always want at least - the first level of. Wit is a strong stat for front runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest - front-specific skill, after Dodging Danger. On parent runs, it could arguably be worth sitting on it until the +2 or +3 hint, because - taking the second level gives a slightly boosted chance to generate the spark, and hints save twice as much SP on the double circle. -

    and are strong and cheap. If you've taken Early Lead and Angling, - they probably won't change the outcomes of any races, but it's still reasonable to take the first level to prune. As a corollary, + they probably won't change the outcomes of any career races, but it's still reasonable to take the first level to prune. As a corollary, outside parent runs, you should have a specific distance in mind, so your distance straights/corners should usually be even quicker takes.

    Niigata Junior Stakes

    - Niigata Junior Stakes is the first non-sprint graded race in career, which means it's very likely to be one you run in MANT. - It's also an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have - any skills that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.) + Niigata Junior Stakes is the first non-sprint graded race in career, so if you're committed enough to do parent runs in MANT, + it's very likely to be one you run. Howeevr, it's an oddly anti-front race. Late race starts a good bit past the final corner, + which means front runners don't have any skills that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a + good take mid-career.)

    - An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. If you're doing a guts - build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get - the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front. + An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. Having that happen will give + quite a good chunk of accel and speed for the entire spurt, which is usually enough to get the win. Because career races have + more runners, duels are also pretty likely—except for fronts.

    +

    If you do commit to the race, consider switching to pace.

    - If you do commit to the race and find yourself as the only front runner, consider switching to pace. Moreso than other races, - you are unlikely to win this race as a solo front. Even one or two other fronts will be rough. -

    -

    - As a corollary, you also cannot win this race with B mile. A miraculous start can get to 350 speed for this race; a B mile - runner with 350 speed is equivalent to an A mile runner with only 207 speed in career. See the spurt calculator. (This race is why I made it.)

    - JBC Sprint + JBC Sprint (Ooi ver.)

    An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a corner, but the portion before the stretch is a special neither corner nor straight property. That means Angling won't activate, @@ -1171,34 +1151,38 @@

    Fortunately, JBC Sprint is after summer, which means you should be able to stat diff your opponents. If you are planning to - win this race, e.g. for the +30 stat epithet for doing it twice, you may want to prioritize a bit of extra speed training, or - take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival. + win this race, you may want to prioritize a bit of extra speed training, or take Front Straights/Corners. If MANT, don't be + too surprised if you lose a clock or five to a Taiki Shuttle rival. +

    +

    + Since the 1 Jul update, the JBC races take place at a randomly selected one of the NAR courses (Ooi, Kawasaki, Funabashi, + Morioka) each year. If you're hunting for a completionist title on a front runner, you have the option of just not picking an + Ooi JBC Sprint; the others are all Angling tracks.

    Kikuka Sho & Tenno Sho (Spring)

    - The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to - HP less efficiently than other styles, and because Spot Struggle drains an extra chunk. + The main concern with 3K races is always stamina. Front runners tend to be punished on long distances because they convert + stamina to HP less efficiently than late or end, and because Spot Struggle drains an extra chunk.

    - A stat line like x/400/x/500/600 should be enough for a guts/wit build to win Kikuka Sho against most rivals, possibly at the - expense of a clock or two. TSS seems to need something more like x/700/x/700/700 if you don't have any recoveries; I haven't - tested much without them, because I don't like throwing away my runs. + A stat line like x/400/x/400/600 should be enough to win Kikuka Sho. TSS seems to need something more like x/650/x/500/800 if + you don't have any recoveries; I haven't tested much without them, because I don't like throwing away my runs.

    - is the only front-specific recovery skill you can get from MANT rivals. It also is a guaranteed option - in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if you end up overstam at the end - of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount. + is the only front-specific recovery skill you can get from mechanics like GL shops or MANT rivals. + It also is a guaranteed option in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if + you end up overstam at the end of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount.

    An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300 stamina this way.

    - All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Matikanetannhäuser, Mejiro - McQueen, or Rice Shower. As rivals, those four will have very strong HP-oriented builds: on TSS, 650 stamina and at least one - gold recovery, in addition to the recovery unique in Creek's and Mambo's cases. You will burn clocks rolling for them to fail - wit checks unless you also have a gold. + In MANT, the stamina requirement is instantly much higher if the rival is Super Creek, Matikanetannhäuser, Mejiro McQueen, or + Rice Shower. As rivals, those four will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold + recovery, in addition to the recovery unique in Creek's and Mambo's cases. You will burn clocks rolling for them to fail wit + checks unless you also have a gold.

    One last consideration for front runners on 3K races: Angling is a dead skill. If you're borderline on stamina, you'll have a @@ -1209,14 +1193,9 @@

    Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you probably don't have Sei as a parent since their uniques don't mesh (except on Nakayama 2500). Kitasan's own unique is also - very weak outside of long races and unable to even activate on some miles, notably Niigata 1600. And for early races, notably - Niigata 1600, you likely won't even have the opportunity to get Front Straights/Corners, especially since you don't need - Bourbon Wit. -

    -

    - Kitasan benefits a lot from running as a Pace Chaser early on, just for the higher effective speed. Rivals are best defeated - with your intended style, but in career, winning is more important than front running. + very weak outside of long races and unable to even activate on some miles.

    +

    Kitasan benefits from running as a Pace Chaser early on, just for the higher effective speed.

    Front Runners
      @@ -1246,12 +1225,16 @@ is the gold version of , which is extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of Blast). +
    • + Aston Machan is an exceptionally strong front running sprinter who has TTL and GW built in. Once we get evolved skills, she + will have an unusual TTL pink that increases its duration to 4s, which is enormously stronger than the usual TTL evo of + increasing accel to 0.5. +
    • Silence Suzuka and Mejiro Palmer are currently the only runaways in the game. Both of them have uniques that are inconsistent normally but very consistent as runaways: - and . Outside of Team Trials, runaways - aren't very useful in the MANT era. (My Suzuka runaway remains my #1 top scorer in TT, though. Runaway and Conc are both - busted for points.) + and . Suzuka in particular is notable for + having Conc built in, which along with Runaway makes her the highest scoring horse in Team Trials.

    @@ -1291,7 +1274,7 @@ Legacies

    - Now that MANT lets well-equipped players make SS horses at will, there are two broad approaches to building veterans for + Now that auto mode lets well-equipped players make SS horses at will, there are two broad approaches to building veterans for inheritance. The first is to take the cards that lead to SS, because that gives white sparks (only) a dramatically higher chance to be 2★ or 3★. The other option is to take cards for their skills regardless of their stats, enabling choices like Seiun Sky stamina and Silence Suzuka gacha SSR even at LB0, with the goal being to maximize the number of sparks in the short @@ -1309,8 +1292,8 @@

    Front runners are uniquely capable of making good use of wit sparks, since wit governs early- and mid-race speed, which is unusually important for them. Power sparks are typically still best, and stamina sparks can help to forgo a stamina card or - two for 2400m+ builds. Fronts have a disproportionate representation of horses with high speed talent, which makes speed - sparks a bit less valuable. + two for 2400m+ builds. Fronts have a disproportionate representation of horses with high speed talent, which arguably makes + speed sparks a bit less valuable.

    Pink sparks are more interesting, because – at least until other styles finish catching up on accels – they're @@ -1322,8 +1305,8 @@

    • Building a full legacy is the first step to front runner training. Fronts without it are non-competitive - even as supports. The cards that give it aren't great for ace builds. There is no gold version of it yet, so getting it from inheritance - is truly ideal. + even as supports. Aside from Maruzensky, who has ten skill hints, the cards that give it aren't great for ace builds. There is + no gold version of it yet, so getting it from inheritance is truly ideal.
    • similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of @@ -1344,7 +1327,7 @@ but while guts is better on front runners than other styles, it isn't good. is good if you like to do triple front builds, because it activates when there are four of the runner's style in CM. - is slightly less valuable as an inherit, since it can come from rivals. + is slightly less valuable as an inherit, since it's more available from other sources.
    • All generic speed skills that aren't strictly late race are good inherits. @@ -1355,9 +1338,14 @@ /> are also strong, but available as hints or chain skills from some usable-to-good cards.
    • - Getting front-runner-specific skills from inheritance has become especially important now that reworked UC doesn't give - skills according to aptitudes. This is a significant reason for MANT to remain the parenting scenario, arguably even more so - than the higher affinity potential. + Getting sparks for front-runner-specific skills like Straights, Corners, , , and so on has become especially important now that the MANT era is behind us. GL shops can still give these, but it's + usually better to buy stats instead. + and are new front runner skills that are especially strong and lean + toward rare; the former has its gold version on Turbo Guts, but the latter has Kitasan Black's Triple Crown event as its only + fixed source.
    @@ -1394,269 +1382,11 @@ TM Opera O is technically a pace chaser parent, but she still has good compatibility with most front runners, and her unique is strong for them. +
  • + For triple front teams on sprints and most miles, Nishino Flower's can be especially strong. My CM18 team used a runaway Suzuka along with Chocobon and Taiki both with Angling + Blossom to reach + an overall 80% win rate including first place finals. +
  • - - {#each ['stats', 'stats-speed', 'stats-stamina', 'stats-power', 'stats-guts', 'stats-wit', 'stats-surface', 'stats-style'] as id (id)} - - {/each} - - My CM Teams - - CM16 – Leo Cup (Sprinters Stakes) -

    - The 1 Jul balance patch redefined everything for everyone, and front runners are suddenly actually quite bad. - I guess the stakes are lower for my triple front mandate. -

    -

    - An additional interesting detail is that this track has no straights before late race. That means straight velos are much less - important. -

    -

    - I had some amazing luck with support card pulls and got both Maruzensky and Nakayama Festa to MLB in 400. Are these runs what - it feels like to not be F2P? -

    -
      -
    1. Suzuka gets to be a runaway again!
    2. -
    3. Chocobon's Sprint C is easy to fix!
    4. -
    5. - Taiki Shuttle has a very-nearly-perfect 3-4 unique, which will be great with her as a front runner. Given her lack of - relevant built-in skills, I'm building her in MANT. -
    6. -
    -

    - This CM is interesting as the first opportunity to use multiple runaways and not have them be vaporized by spot struggle. - However, after getting a high roll with an S Sprint Palmer, I found that using two runaways was actually pretty bad. Even with - 1300 power, , and , runaways spend over two thirds of - early race accelerating, so they lose the majority of their strongest race phase. Normal front runners can hardly compete with - the newly buffed in late race, which means runaways who never got the lead they're known - for have virtually no chance. Suzuka can still fight because is also strong, but Palmer - doesn't make the cut. -

    - - CM15 – Cancer Cup (Takarazuka Kinen) -

    - Kitasan's unique ends about a sixth of a second before late race starts, which means massive carryover potential (although - being just a 0.25 skill is sad). I see on Hakuraku that runaways are unusually prevalent, and as much as I think it's a bad - build, I kind of want to try rabbiting this time. -

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    1. - Suzuka. I'll try building her as a runaway with TTL, GW, Conc, lane combo, and no other skills except debuffs, and see - whether I can make two aces that can consistently pass in mid race. If that doesn't work out, I'll do a spot struggle - support instead. -
    2. -
    3. - Kitasan Black. She won't get to run often, so I'm going to run her while I have the opportunity. She's pretty difficult to - build a deck for, though. No Professor, and only one of Tunes and Escape Artist, since I have neither Pasta nor Helios SSR. - (The latter is proving non-functional anyway. Five runs with agemasen every time.) -
    4. -
    5. - Chocobon. Part of me wants to do Seiun Sky here, but if Kitasan has carryover potential on her unique, then so does Bourbon - if she whiffs on the first half corners. Since Kitasan won't have as good of a mid race, I really need a proper front runner - ace, and that's what Chocobon does best. -
    6. -
    -

    Win rates are a bit messy because I experimented with a few different comps and Throne reworks. After 80:

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    • VBourbon: 28-15-17-20
    • -
    • Kitasan: 12-14-11-38 (of 75)
    • -
    • Suzuka: 8-5-7-60 = 8-4-6-37 + 0-1-1-23 (replaced after 25; I ended up not using a runaway either time)
    • -
    • Seiun Sky: 0-0-2-3 (of 5)
    • -
    -

    Lost finals to two COCs, one getting Pump and the other NSM, while Chocobon blew velos during accel.

    - - CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile) -

    - The ultimate lane combo map, and also the ultimate no-overtake zone map, and also the ultimate dueling map. - Dueling is so good that everyone needs guts builds, not just front runners. Kinda hoping that message doesn't get out, because duels - generally benefit other styles more than fronts. We get VPP instead, though, which gives similar accel to 1000 guts dueling. -

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      -
    1. - Suzuka! - 1109/563/935/1140/1200 A/A/A. I might revisit this if I have time, but just this took four - days of grinding, and Suzuka likes guts builds. -
    2. -
    3. - Wouldn't you just know it, VBourbon appears as an ace again. Not especially happy with it, but 1048/728/1113/1190/866 A/A/A. Imagine if 200 of that stam had been anything else... -
    4. -
    5. - Since I know that I don't have the cards for a guts build on Seiun Sky, I'm going to try it on Smart Falcon instead and see - how good this no-overtake thing really is. 1200/662/1094/902/932 S/A/S with lane combo. -
    6. -
    -

    - Win rates after 40: Falco 47.5%, Bourbon 27.5%, Suzuka 5%. While this is my best round 1 by a substantial margin, I'm pretty - sure I'm going to get torn up in round 2; my stats aren't good enough to beat correctly built end closers. -

    -

    - Win rates after 80: Falco 36.25%, Bourbon 22.5%, Suzuka 6.25%. Not as bad as I expected; most round 2 entries finished with - three wins. I'll take it. -

    -

    - Unfortunately lost to a bad mid race and a Taishin getting a perfect Radiant. At least it was only one this time. Second - place. -

    - - CM13 – Taurus Cup (Tokyo Derby) -

    - Maruzensky's unique, , is live for approximately everyone. Filling the ranks - with front runners should be a strong means to delay it for later positions, especially COC. -

    -

    - Ended up running the same composition as in CM12, for the same reasons. This time, I knew better than to waste runs on guts - builds for Sei and VBourbon. -

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    1. - VBourbon is the primary ace. It's a bit worrying to need to pass wit checks on both Angling and Red Shift, but eh, I'm sure - it'll be fine. - 1200/727/1103/619/1088 S/A/A with lane combo. -
    2. -
    3. - Sei is the gambler. I forced a wacky build with my LB2 Top Road and got the highest roll conceivable, with double rainbows - or better on every turn of senior summer, fast learner, and approximately every desirable skill hint. - 1200/955/1200/540/1020 A/A/S with lane combo. First UG that wasn't just letting Taiki Shuttle - guts build happen. -
    4. -
    5. - Suzuka is a spot struggle support. Got 1200/814/731/1034/1200 A/A/A quickly; I could have kept - trying for higher, but I didn't. The low power is fine anyway, since the uphills are after position keep ends. -
    6. -
    -

    - Win rates after 40: I didn't actually record it anywhere, but I had a 3/3/3/5 day 1 and got five-win streaks on both VBourbon - and Sei, so pretty good. I want to say it was something like VBourbon 35%, Sei 25%, Suzuka 15%. -

    -

    - Win rates after 80: Sei 30%, VBourbon 25%, Suzuka 7.5%. Very confusing 3/5/1/1 - 1/1/4/4 records in round 2. -

    -

    Finals saw two COCs both get perfect ults and Radiant during accel. You can always simply lose to better luck.

    - - CM12 – Aries Cup (Satsuki Sho) -

    - One of COC's best tracks, because U=ma2 is at worst only slightly less good than 777 as a trigger. If there is any other front - runner, triple front pushes pace COC out of range for U=ma2, making her at best as reliable as the usual. -

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    1. - Seiun Sky's Angling is a 0.4 accel that lasts for the entire accel period, better than COC's 0.3 that's only up for 2/3 of - it. I want her to be my ace in front, so capped wit, high power, strong spot struggles, huge mid-race skills. Didn't get a - guts build to come together after three weeks of attempts, so switched to a standard speed/power/wit build and got a high - roll on the first try. 1181/786/1185/474/1185 A/A/S. -
    2. -
    3. - VBourbon is a horse that exists. She can beat other people's front runners, so great as a backup. Ideally she lets Sei in - front, but it's better to let this happen naturally off the lack of TTL than to force low stats. Second attempt got charming - and fast learner for free, medium S, and manageable stats. Skill hints were a bit sparse, but not worth rolling more. - 1164/662/1010/599/1167 A/S/A. -
    4. -
    5. - Silence Suzuka is my favorite front runner, so I will run her. Her primary task is to be in third or fourth so COC can't be, - so I don't need amazing stats. To maximize her effectiveness, there are two possible plans: I could make her a debuffer, - which needs 1200 power and wit but no other stats matter, or I could experiment with something wacky like NSM into duels. - The latter sounds more fun, even if it is obviously bad. First attempt didn't get aptitudes but did get Lone Wolf to disable - it for everyone else and surprisingly decent stats, which is good enough for me; her job isn't to win anyway. - 1200/623/1042/910/1165 A/A/A. -
    6. -
    -

    Win rates after 40: VBourbon 35%, Sei 17.5%, Suzuka 15%. Not quite executing the plan, but I'll take the wins.

    -

    - Win rates after 80: VBourbon 30%, Sei 22.5%, Suzuka 12.5%. I believe this is my best round 2 performance ever. I lose more to - other fronts than to COC. "Most dominant racing horse for a year" continues to get trounced by the wacky triple front build. -

    - - CM11 – Pisces Cup (Hanshin 3200 Heavy Rain) -

    N.B. This CM was before I started writing this document, so henceforth, there is much less info.

    -

    Late race starts on the back stretch, which means the end closers are out to play.

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    1. - Kitasan Black is a snap take. Her unique is the only reliable accel outside of Straightaway Spurt, and it's quite a lot - better. 1200/1200/816/777/742 A/S/A. -
    2. -
    3. - VBourbon's unique has a built-in recovery, which makes her the perfect choice as the survivor if stamina debuffers show up. - 1200/902/1022/704/816 A/S/A. -
    4. -
    5. Silence Suzuka is coming. 1200/1145/653/608/1000 A/A/A.
    6. -
    -

    - I floundered on parenting and ended up with not enough time to make runners. Suzuka had more wit than Kitasan could handle, so - I rarely got Kitasan uniques. -

    -

    Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.

    -

    Extremely unlucky finals gave me third place for the first time ever.

    - - CM10 – Aquarius Cup (February Stakes) -

    - Everyone is terrified of Taiki Shuttle, who has a 3-4 ult. Triple fronts would like to have a word. It's a dirt track, but - every horse can run dirt if you're brave enough. -

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      -
    1. - Smart Falcon is the obvious choice, being the only actual dirt front runner to exist. Her unique isn't terribly strong for - this track, but her gold skills are – Trending makes it extremely difficult for others to overtake her. - 1200/467/920/410/930 A/S/A. -
    2. -
    3. - Silence Suzuka in runaway mode will make positioning much easier. I don't have to think about Unrestrained on my other - horses because they won't be able to get in position for it anyway. Other Suzukas will be rare because she has G dirt and - people don't realize distance aptitude hardly matters for runaways. 1200/674/820/470/774 B/A/A. -
    4. -
    5. - Taiki Shuttle is a front runner now. She has B dirt and C front at base. Very easy to fix. Falco's mid-race is probably - stronger than Taiki's between her unique and Trending, so Taiki should often be in position for her ult in this build. - 1200/447/825/423/1195 A/A/A. -
    6. -
    -

    - This is probably the strongest gameplan I've been able to use, but I failed to execute it properly. In particular, this was - the CM that taught me through experience how important mid race speed skills are for front runners. Final win rate was a bit - over 50%. Insane luck with Unrestrained at the same time as Angling made Suzuka the champion of the Aquarius Cup. -

    - - CM9 – Capricorn Cup (Takamatsunomiya Kinen) -

    - A race with no Angling, and also with the largest proportion of downhill in any race. If you build wit, you literally cannot - finish a career without enough stamina for a full spurt. -

    -

    As a sprint, this is also where spot struggle shines. Time for Unity Cup guts builds.

    -

    - I forgot that requires being in first place, so I thought it would be reasonable to - base my team around gambling on it. That turned out not to be a great decision. -

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      -
    1. - Silence Suzuka has Unrestrained built in, and she's my favorite front runner. Welcome to the team. - 1013/289/790/1177/1008 A/A/S. Absolutely nailed the target stat line. We didn't even know - yet that spot struggle scales with front aptitude, but I got that, too. -
    2. -
    3. - Smart Falcon has an accel ult that can fire on the 1m portion of mid race stretch before the start of late race. This - requires her not getting into second place before the corner, and then overtaking during it. Fixing the aptitudes is a bit - tough with the parents I have, but it's doable. - 1155/373/930/388/1072 A/S/S. I could do better on the stat line and the skills, but I'm - never going to see those aptitudes again. -
    4. -
    5. - Everyone is afraid of Curren Chan's pace chaser nonsense, so I'll use her as a front runner instead. - 1055/390/858/1098/780 S/A/A. -
    6. -
    -

    - The plan worked exactly as I hoped, but what the plan lacked was . While I was - suppressing it on other teams' front runners with my outstanding mid race, they were also gambling on and , and I didn't have enough accel to beat them. I found a mention in my chat - history that, as of round 2 day 1, I had a 78% top two rate with a 32% win rate. Lessons learned. Still managed to get 2nd in - the finals, and also my first ever group A round 2 sweep. -