zenno/doc/frbm: update for GL
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2026-09-04 21:47:32 -04:00
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commit 15f6d2c59a
+138 -408
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@@ -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</Sec
>
<p>
Race base speed is multiplied by the speed strategy&ndash;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 <i>speed strategy&ndash;phase coefficient</i> 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.
</p>
<p>
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.
</li>
<li>
On those sprints where Angling is dead, the front-specific option is <Skill skill={skills.pastaInherit} /> (VPP, or Pasta). Multi-front
builds also have access to <Skill skill={skills.mummyCreekInherit} /> (HCreek). It takes both of them to equal Angling, so such
sprints may be better served gambling on <Skill skill={skills.turboSprint} mention />, <Skill
skill={skills.rushingGale}
mention
/>, and possibly <Skill skill={skills.unrestrained} mention /> instead. Front runners are especially strong on sprints for
For 1200m sprints, <Skill skill={skills.machanInherit} /> (Machan inherit) is always a good option. Whenever Angling is dead on
a sprint, <Skill skill={skills.pastaInherit} /> (VPP, or Pasta) is the next best thing. Multi-front builds also have access to
<Skill skill={skills.mummyCreekInherit} /> (HCreek). It takes two of these three to equal Angling in acceleration, so such sprints
will also need to gamble on <Skill skill={skills.turboSprint} mention />, <Skill skill={skills.rushingGale} mention />, and
possibly <Skill skill={skills.unrestrained} mention /> instead. Front runners are especially strong on sprints for
<a href="#spot-struggle">other reasons</a> anyway.
</li>
</ul>
@@ -430,19 +438,19 @@
>Pace Down Mode</Sec
>
<p>
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.
</p>
<p>
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 <a
Watch a late surger with 1200+ power and wit in a daily legend race. As long as they don't get blocked, they should <a
href="#section-speed">slide forward</a
> 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.
</p>
<p>
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 &ndash; 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 &ndash; they
aren't subject to PDM at all. Their mid race speed skills always gain distance.
</p>
<Sec
@@ -469,7 +477,7 @@
Spot struggle also greatly increases HP consumption. For normal front runners, the rate is slightly less than Rushed. For
runaways, it's more than double Rushed. (This is the reason people say you can't get enough stamina for runaways on Global.)
Actually getting Rushed during spot struggle dramatically increases HP consumption, much more than just adding them together;
red-light green-light pretty much guarantees that horse won't full spurt.
<i>red-light green-light</i> pretty much guarantees that horse won't full spurt.
</p>
<p>
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.
</p>
<p>
However, while the details aren't yet known, it appears that spot struggle reduces <a href="#full-charge">conserved power</a>,
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 <a href="#full-charge">conserved power</a>. 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.
</p>
<Sec
@@ -520,8 +530,7 @@
<p>
The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and <a
href="#spot-struggle">spot struggle</a
> 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.
</p>
<Sec h={3} id="lane-combo">Lane Combo</Sec>
@@ -626,7 +635,8 @@
<p>
Entering downhill accel mode requires passing a wit check. The success rate scales linearly with wit. Style aptitude <i
>does</i
> 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.
</p>
<div class="mb-4 h-60 w-full md:h-96">
<StatChart
@@ -710,11 +720,12 @@
a speed unique that can fire on any mid race straight. On Tokyo 1600 (both turf and dirt), the first corner is far enough into
mid race that <Skill skill={skills.falcoUlt} /> 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 &ndash; 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.
</p>
<Sec h={2} id="skills">Skills</Sec>
<p>Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.</p>
<p>Since competitive horses in the current era tend to have similar stat lines, skills are especially important.</p>
<p>
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 @@
<li>
<Skill skill={skills.pto} /> and <Skill skill={skills.slipstream} /> 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 <a href="#no-zone">no-overtake zone</a>, so it's marginally weaker. Both want multi-front builds.
during the <a href="#no-zone">no-overtake zone</a>, so it's marginally weaker. Both want multi-front builds. PTO is
especially relevant in Grand Concert, since Light Hello gives its gold version, <Skill skill={skills.syl} />
</li>
</ul>
@@ -750,8 +762,8 @@
as well as all green skills including <Skill skill={skills.runaway} mention /> (but excluding <Skill
skill={skills.lucky7}
mention
/>). These skills activate the moment the race starts. Other running styles can largely ignore them, but for front runners,
they are critical.
/> and <Skill skill={skills.rsmood} mention />). These skills activate the moment the race starts. Other running styles can
largely ignore them, but for front runners, they are critical.
</p>
<p>
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, <Skill skill={skills.ttl} />, 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 <i>good</i>, 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.
</p>
<p>
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, <Skill skill={skills.focus} />, 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.
</p>
<Sec h={3} id="spurt-skills">Spurt Skills</Sec>
<p>
Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
Notable exceptions are <Skill skill={skills.fr} />, <Skill skill={skills.barcaroleInherit} /> and, on Tokyo turf, <Skill
skill={skills.inesInherit}
/><!-- skill name ends with ! -->
These are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
Notable exceptions are <Skill skill={skills.fr} /> and the inherits <Skill skill={skills.ogbourbonInherit} />, <Skill
skill={skills.barcaroleInherit}
/> and, on Tokyo turf, <Skill skill={skills.inesInherit} /><!-- skill name ends with ! -->
The latter three are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
skill={skills.kfcInherit}
mention
/>.
/> &ndash; OG Bourbon particularly for runaways or solo front builds, since its powered up version requires never dropping below
2nd.
</p>
<p>
<Skill skill={skills.pulseInherit} /> 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.
</p>
<p>
The <a href={resolve('/race/spurt')}>spurt speed calculator</a> 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 <a href={resolve('/race/spurt')}>spurt speed calculator</a> 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.
</p>
@@ -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.
</p>
<p>
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.
</p>
<Sec h={3} id="pace-promo">Zero Front</Sec>
<p>
@@ -881,25 +892,13 @@
chasers tend to see their highest win rates in zero front races.
</p>
<p>
If you feel a given CM will have a low population of front runners, you can build specifically <i>for</i> pace promo. Burgh on
the GameTora Discord server
<a
href="https://discord.com/channels/879780247137050684/879780820116721665/1472986531529752637"
target="_blank"
rel="noopener noreferrer">ran extensive tests</a
>
and found that <Skill skill={skills.conc} mention /> and <Skill skill={skills.stan} mention /> 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 <a href="#section-speed">section speed</a> for the first section (i.e. wit stat), in
decreasing order of importance. (Notably, contrary to common advice, <Skill skill={skills.gw} mention /> and <Skill
skill={skills.shrewd}
mention
/> are <i>not</i> 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.
</p>
<p>
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 <s
>Christmas Oguri Cap</s
> 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 <s>Christmas Oguri Cap</s> 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.
</p>
<Sec h={3} id="solo-front">Solo Front</Sec>
@@ -963,9 +962,11 @@
<p>
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 <Skill skill={skills.encroaching} mention /> 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, <Skill skill={skills.encroaching} mention />, and the stamina-burning <Skill
skill={skills.claw}
mention
/> 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.
</p>
<p>
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 <Skill
skill={skills.cornerConn}
mention
/>, <Skill skill={skills.burningPOW} mention />, and <Skill skill={skills.radiant} mention />.
</p>
<p>
Now that <a href="#full-charge">conserving power</a> 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
<a href="#lane-combo">Dodging Danger</a> to keep your ace out of the spot struggle &ndash; either the ace has lane combo and the
other two don't, or the ace doesn't have it and the other two do.
/>, <Skill skill={skills.burningPOW} mention />, and <Skill skill={skills.wwyou} mention />.
</p>
<div class="hidden" id="chariot"></div>
@@ -1042,18 +1037,12 @@
/>, so the normal fronts (typically UG1 or better) pass them during early race.
</p>
<p>
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.
</p>
<Sec h={2} id="career">Career</Sec>
<p>Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.</p>
<p>
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.
</p>
<Sec h={3} id="support-cards">Support Cards</Sec>
<p>
@@ -1061,24 +1050,28 @@
have changed a bit.
</p>
<ul class="mb-4 list-disc pl-4">
<li>
Maruzensky is the ultimate front runner speed card for a long time. She has hints for <Skill skill={skills.gw} mention /> and
most front runner speed skills,
<Skill skill={skills.topRunner} mention /> as her gold skill,
<Skill skill={skills.earlyLead} mention /> on a non-chain event, and a massive 25% training effectiveness during summer.
</li>
<li>
Ines Fujin gives <Skill skill={skills.speedEater} mention />, <Skill skill={skills.pto} mention />, and <Skill
skill={skills.slipstream}
mention
/>. 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.
</li>
<li>
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={skills.ramp} mention /> and <Skill
skill={skills.thh}
mention
/> 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.
</li>
<li>
Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front
runners. Since <Skill skill={skills.professor} mention /> is strong, Kitasan Black is still around despite only 5% race bonus.
El Condor Pasa gives <Skill skill={skills.tunes} mention />.
runners. Since <Skill skill={skills.professor} mention /> is strong, Kitasan Black is especially valuable. El Condor Pasa gives
<Skill skill={skills.tunes} mention /> and Taiki Shuttle gives <Skill skill={skills.maven} mention />. That kind of deal.
</li>
<li>
For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={skills.gw} mention /> in her chain, and her
@@ -1087,25 +1080,20 @@
from inheritance and use the card slot for a strong speed skill.
</li>
<li>
Seiun Sky SSR is another good parent card for parents. Her chain starts with <Skill skill={skills.dd} mention /> and ends with
Seiun Sky Stam is another good parent card for parents. Her chain starts with <Skill skill={skills.dd} mention /> and ends with
<Skill skill={skills.escapeArtist} mention /> (albeit agemasen). She also carries a <Skill skill={skills.thh} mention /> hint.
Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
</li>
<li>Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.</li>
</ul>
<p>
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 <Skill skill={skills.topRunner} mention />, the gold version
of <Skill skill={skills.leadersPride} mention />.
</p>
<Sec h={3} id="career-skills">Taking Skills</Sec>
<p>
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 <i>prune</i> 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.
</p>
<p>
<Skill skill={skills.earlyLead} /> is a snap take skill. The <i>only</i> 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.
</p>
<p>
On parent runs, or exactly one of your three CM horses, <Skill skill={skills.loneWolf} /> 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, <Skill skill={skills.loneWolf} /> 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.
</p>
<p>
<Skill skill={skills.anglingInherit} /> 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 <a href="#3k">3Ks</a> and <a href="#niigata-1600">Niigata 1600</a>). 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.
</p>
<p>
I've had debate about this one, but I feel that <Skill skill={skills.savvy} /> 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.
</p>
<p>
<Skill skill={skills.straights} /> and <Skill skill={skills.corners} /> 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.
</p>
<Sec h={3} id="niigata-1600">Niigata Junior Stakes</Sec>
<p>
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.)
</p>
<p>
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&mdash;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&mdash;except for fronts.
</p>
<p>If you do commit to the race, consider switching to pace.</p>
<p>
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.
</p>
<p>
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 <a
As a corollary, you also cannot win this race with B mile. A miraculous start in MANT 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 <a
href={resolve('/race/spurt')}>spurt calculator</a
>. (This race is why I made it.)
</p>
<Sec h={3} id="jbc-sprint">JBC Sprint</Sec>
<Sec h={3} id="jbc-sprint">JBC Sprint (Ooi ver.)</Sec>
<p>
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 <i>neither corner nor straight</i> property. That means Angling won't activate,
@@ -1171,34 +1151,38 @@
</p>
<p>
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.
</p>
<p>
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.
</p>
<Sec h={3} id="3k">Kikuka Sho &amp; Tenno Sho (Spring)</Sec>
<p>
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.
</p>
<p>
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.
</p>
<p>
<Skill skill={skills.moxie} /> 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.
<Skill skill={skills.moxie} /> 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.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
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 @@
<p>
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.
</p>
<p>
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.
</p>
<p>Kitasan benefits from running as a Pace Chaser early on, just for the higher effective speed.</p>
<Sec h={2} id="umas">Front Runners</Sec>
<ul class="mb-4 list-disc pl-4">
@@ -1246,12 +1225,16 @@
<Skill skill={skills.blast} mention /> is the gold version of <Skill skill={skills.longStraights} mention />, which is
extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of Blast).
</li>
<li>
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.
</li>
<li>
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:
<Skill skill={skills.view} mention /> and <Skill skill={skills.palmerUlt} mention />. 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.)
<Skill skill={skills.view} mention /> and <Skill skill={skills.palmerUlt} mention />. Suzuka in particular is notable for
having Conc built in, which along with Runaway makes her the highest scoring horse in Team Trials.
</li>
</ul>
<p>
@@ -1291,7 +1274,7 @@
<Sec h={2} id="legacies">Legacies</Sec>
<p>
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 @@
<p>
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.
</p>
<p>
Pink sparks are more interesting, because &ndash; at least until other styles finish catching up on accels &ndash; they're
@@ -1322,8 +1305,8 @@
<ul class="mb-4 list-disc pl-4">
<li>
Building a full <Skill skill={skills.gw} /> 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.
</li>
<li>
<Skill skill={skills.pp} /> 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.
<Skill skill={skills.compSpirit} /> is good if you like to do <a href="#triple-front">triple front</a> builds, because it
activates when there are four of the runner's style in CM.
<Skill skill={skills.savvy} /> is slightly less valuable as an inherit, since it can come from rivals.
<Skill skill={skills.savvy} /> is slightly less valuable as an inherit, since it's more available from other sources.
</li>
<li>
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.
</li>
<li>
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, <Skill skill={skills.fastPaced} mention />, <Skill
skill={skills.leadersPride}
mention
/>, 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.
<Skill skill={skills.madDash} /> and <Skill skill={skills.fr} /> 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.
</li>
</ul>
@@ -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.
</li>
<li>
For <a href="#triple-front">triple front</a> teams on sprints and most miles, Nishino Flower's <Skill
skill={skills.blossomInherit}
/> 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.
</li>
</ul>
{#each ['stats', 'stats-speed', 'stats-stamina', 'stats-power', 'stats-guts', 'stats-wit', 'stats-surface', 'stats-style'] as id (id)}
<h2 class="hidden target:block target:py-32" {id}>
Stat Reference: This chapter moved to <a href={resolve('/doc/race')}>its own article</a>.
</h2>
{/each}
<Sec h={2} id="cm">My CM Teams</Sec>
<Sec h={3} id="cm16">CM16 &ndash; Leo Cup (Sprinters Stakes)</Sec>
<p>
The <a href="#7-1">1 Jul balance patch</a> redefined everything for everyone, and front runners are suddenly actually quite bad.
I guess the stakes are lower for my triple front mandate.
</p>
<p>
An additional interesting detail is that this track has no straights before late race. That means straight velos are much less
important.
</p>
<p>
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?
</p>
<ol class="mb-4 list-decimal pl-4">
<li>Suzuka gets to be a runaway again!</li>
<li>Chocobon's Sprint C is easy to fix!</li>
<li>
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.
</li>
</ol>
<p>
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, <Skill skill={skills.gw} mention />, and <Skill skill={skills.ttl} mention />, 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 <Skill skill={skills.headon} mention /> in late race, which means runaways who never got the lead they're known
for have virtually no chance. Suzuka can still fight because <Skill skill={skills.unrestrained} mention /> is also strong, but Palmer
doesn't make the cut.
</p>
<Sec h={3} id="cm15">CM15 &ndash; Cancer Cup (Takarazuka Kinen)</Sec>
<p>
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.
</p>
<ol class="mb-4 list-decimal pl-4">
<li>
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.
</li>
<li>
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.)
</li>
<li>
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.
</li>
</ol>
<p>Win rates are a bit messy because I experimented with a few different comps and Throne reworks. After 80:</p>
<ul class="mb-4 list-disc pl-4">
<li>VBourbon: 28-15-17-20</li>
<li>Kitasan: 12-14-11-38 (of 75)</li>
<li>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)</li>
<li>Seiun Sky: 0-0-2-3 (of 5)</li>
</ul>
<p>Lost finals to two COCs, one getting Pump and the other NSM, while Chocobon blew velos during accel.</p>
<Sec h={3} id="cm14">CM14 &ndash; Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
<p>
The ultimate lane combo map, and also the ultimate <a href="#no-zone">no-overtake zone</a> 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.
</p>
<ol class="mb-4 list-decimal pl-4">
<li>
Suzuka!
<span class="inline-block">1109/563/935/1140/1200 A/A/A</span>. I might revisit this if I have time, but just this took four
days of grinding, and Suzuka likes guts builds.
</li>
<li>
Wouldn't you just know it, VBourbon appears as an ace again. Not especially happy with it, but <span class="inline-block"
>1048/728/1113/1190/866 A/A/A</span
>. Imagine if 200 of that stam had been anything else...
</li>
<li>
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. <span class="inline-block">1200/662/1094/902/932 S/A/S</span> with lane combo.
</li>
</ol>
<p>
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.
</p>
<p>
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.
</p>
<p>
Unfortunately lost to a bad mid race and a Taishin getting a perfect Radiant. At least it was only one this time. Second
place.
</p>
<Sec h={3} id="cm13">CM13 &ndash; Taurus Cup (Tokyo Derby)</Sec>
<p>
Maruzensky's unique, <Skill skill={skills.redshiftInherit} mention />, is live for approximately everyone. Filling the ranks
with front runners should be a strong means to delay it for later positions, especially COC.
</p>
<p>
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.
</p>
<ol class="mb-4 list-decimal pl-4">
<li>
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.
<span class="inline-block">1200/727/1103/619/1088 S/A/A</span> with lane combo.
</li>
<li>
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.
<span class="inline-block">1200/955/1200/540/1020 A/A/S</span> with lane combo. First UG that wasn't just letting Taiki Shuttle
guts build happen.
</li>
<li>
Suzuka is a spot struggle support. Got <span class="inline-block">1200/814/731/1034/1200 A/A/A</span> 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.
</li>
</ol>
<p>
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%.
</p>
<p>
Win rates after 80: Sei 30%, VBourbon 25%, Suzuka 7.5%. Very confusing <span class="inline-block">3/5/1/1</span>
<span class="inline-block">1/1/4/4</span> records in round 2.
</p>
<p>Finals saw two COCs both get perfect ults and Radiant during accel. You can always simply lose to better luck.</p>
<Sec h={3} id="cm12">CM12 &ndash; Aries Cup (Satsuki Sho)</Sec>
<p>
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.
</p>
<ol class="mb-4 list-decimal pl-4">
<li>
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. <span class="inline-block">1181/786/1185/474/1185 A/A/S</span>.
</li>
<li>
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.
<span class="inline-block">1164/662/1010/599/1167 A/S/A</span>.
</li>
<li>
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.
<span class="inline-block">1200/623/1042/910/1165 A/A/A</span>.
</li>
</ol>
<p>Win rates after 40: VBourbon 35%, Sei 17.5%, Suzuka 15%. Not quite executing the plan, but I'll take the wins.</p>
<p>
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.
</p>
<Sec h={3} id="cm11">CM11 &ndash; Pisces Cup (Hanshin 3200 Heavy Rain)</Sec>
<p>N.B. This CM was before I started writing this document, so henceforth, there is much less info.</p>
<p>Late race starts on the back stretch, which means the end closers are out to play.</p>
<ol class="mb-4 list-decimal pl-4">
<li>
Kitasan Black is a snap take. Her unique is the only reliable accel outside of Straightaway Spurt, and it's quite a lot
better. <span class="inline-block">1200/1200/816/777/742 A/S/A</span>.
</li>
<li>
VBourbon's unique has a built-in recovery, which makes her the perfect choice as the survivor if stamina debuffers show up.
<span class="inline-block">1200/902/1022/704/816 A/S/A</span>.
</li>
<li>Silence Suzuka is coming. <span class="inline-block">1200/1145/653/608/1000 A/A/A.</span></li>
</ol>
<p>
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.
</p>
<p>Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.</p>
<p>Extremely unlucky finals gave me third place for the first time ever.</p>
<Sec h={3} id="cm10">CM10 &ndash; Aquarius Cup (February Stakes)</Sec>
<p>
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.
</p>
<ol class="mb-4 list-decimal pl-4">
<li>
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 &ndash; Trending makes it extremely difficult for others to overtake her.
<span class="inline-block">1200/467/920/410/930 A/S/A</span>.
</li>
<li>
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. <span class="inline-block"
>1200/674/820/470/774 B/A/A</span
>.
</li>
<li>
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.
<span class="inline-block">1200/447/825/423/1195 A/A/A</span>.
</li>
</ol>
<p>
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.
</p>
<Sec h={3} id="cm9">CM9 &ndash; Capricorn Cup (Takamatsunomiya Kinen)</Sec>
<p>
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.
</p>
<p>As a sprint, this is also where spot struggle shines. Time for Unity Cup guts builds.</p>
<p>
I forgot that <Skill skill={skills.unrestrained} mention /> 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.
</p>
<ol class="mb-4 list-decimal pl-4">
<li>
Silence Suzuka has Unrestrained built in, and she's my favorite front runner. Welcome to the team.
<span class="inline-block">1013/289/790/1177/1008 A/A/S</span>. Absolutely nailed the target stat line. We didn't even know
yet that spot struggle scales with front aptitude, but I got that, too.
</li>
<li>
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.
<span class="inline-block">1155/373/930/388/1072 A/S/S</span>. I could do better on the stat line and the skills, but I'm
never going to see those aptitudes again.
</li>
<li>
Everyone is afraid of Curren Chan's pace chaser nonsense, so I'll use her as a front runner instead.
<span class="inline-block">1055/390/858/1098/780 S/A/A</span>.
</li>
</ol>
<p>
The plan worked exactly as I hoped, but what the plan lacked was <Skill skill={skills.pastaInherit} mention />. While I was
suppressing it on other teams' front runners with my outstanding mid race, they were also gambling on <Skill
skill={skills.turboSprint}
mention
/> and <Skill skill={skills.rushingGale} mention />, 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.
</p>
</Article>