zenno/doc/frbm: update for GL
This commit is contained in:
@@ -67,6 +67,7 @@
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encroaching: allSkills.get(200641),
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encroaching: allSkills.get(200641),
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spurt: allSkills.get(200642),
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spurt: allSkills.get(200642),
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turboSprint: allSkills.get(200651),
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turboSprint: allSkills.get(200651),
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maven: allSkills.get(200681),
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tunes: allSkills.get(200721),
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tunes: allSkills.get(200721),
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greed: allSkills.get(201081),
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greed: allSkills.get(201081),
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speedEater: allSkills.get(201082),
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speedEater: allSkills.get(201082),
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@@ -91,23 +92,31 @@
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loneWolf: allSkills.get(201641),
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loneWolf: allSkills.get(201641),
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slipstream: allSkills.get(201651),
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slipstream: allSkills.get(201651),
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pto: allSkills.get(201661),
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pto: allSkills.get(201661),
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syl: allSkills.get(201662),
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headon: allSkills.get(201902),
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headon: allSkills.get(201902),
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risky: allSkills.get(202032),
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risky: allSkills.get(202032),
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runaway: allSkills.get(202051),
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runaway: allSkills.get(202051),
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madDash: allSkills.get(202392),
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claw: allSkills.get(202421),
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fr: allSkills.get(202462),
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fr: allSkills.get(202462),
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burningPOW: allSkills.get(210031),
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burningPOW: allSkills.get(210031),
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burningWIT: allSkills.get(210051),
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burningWIT: allSkills.get(210051),
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ignitedWIT: allSkills.get(210052),
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ignitedWIT: allSkills.get(210052),
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radiant: allSkills.get(210061),
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radiant: allSkills.get(210061),
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wwyou: allSkills.get(210071),
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rsmood: allSkills.get(210141),
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redshiftInherit: allSkills.get(900041),
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redshiftInherit: allSkills.get(900041),
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pulseInherit: allSkills.get(900061),
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pulseInherit: allSkills.get(900061),
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anglingInherit: allSkills.get(900201),
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anglingInherit: allSkills.get(900201),
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ogbourbonInherit: allSkills.get(900261),
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pumpInherit: allSkills.get(900271),
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pumpInherit: allSkills.get(900271),
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inesInherit: allSkills.get(900311),
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inesInherit: allSkills.get(900311),
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uma2Inherit: allSkills.get(900321),
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uma2Inherit: allSkills.get(900321),
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beyondInherit: allSkills.get(900591),
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beyondInherit: allSkills.get(900591),
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vcInherit: allSkills.get(900681),
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vcInherit: allSkills.get(900681),
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pastaInherit: allSkills.get(900141),
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pastaInherit: allSkills.get(900141),
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blossomInherit: allSkills.get(900511),
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machanInherit: allSkills.get(900871),
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kfcInherit: allSkills.get(910041),
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kfcInherit: allSkills.get(910041),
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barcaroleInherit: allSkills.get(910151),
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barcaroleInherit: allSkills.get(910151),
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cacaoInherit: allSkills.get(910261),
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cacaoInherit: allSkills.get(910261),
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@@ -341,9 +350,9 @@
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>Phase Speed</Sec
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>Phase Speed</Sec
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>
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>
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<p>
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<p>
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Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is
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Race base speed is multiplied by the <i>speed strategy–phase coefficient</i> for each horse. As the name suggests, SSPC is
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different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that
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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
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makes pace chaser promotion scary in late race (for those not using any of the correct running style).
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pace chaser promotion scary in late race.
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</p>
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</p>
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<p>
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<p>
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Front runners, and even moreso runaways, have particularly punishing SSPC for late race. This makes sense; if they weren't
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Front runners, and even moreso runaways, have particularly punishing SSPC for late race. This makes sense; if they weren't
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@@ -373,12 +382,11 @@
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the acceleration value.
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the acceleration value.
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</li>
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</li>
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<li>
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<li>
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On those sprints where Angling is dead, the front-specific option is <Skill skill={skills.pastaInherit} /> (VPP, or Pasta). Multi-front
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For 1200m sprints, <Skill skill={skills.machanInherit} /> (Machan inherit) is always a good option. Whenever Angling is dead on
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builds also have access to <Skill skill={skills.mummyCreekInherit} /> (HCreek). It takes both of them to equal Angling, so such
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a sprint, <Skill skill={skills.pastaInherit} /> (VPP, or Pasta) is the next best thing. Multi-front builds also have access to
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sprints may be better served gambling on <Skill skill={skills.turboSprint} mention />, <Skill
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<Skill skill={skills.mummyCreekInherit} /> (HCreek). It takes two of these three to equal Angling in acceleration, so such sprints
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skill={skills.rushingGale}
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will also need to gamble on <Skill skill={skills.turboSprint} mention />, <Skill skill={skills.rushingGale} mention />, and
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mention
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possibly <Skill skill={skills.unrestrained} mention /> instead. Front runners are especially strong on sprints for
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/>, and possibly <Skill skill={skills.unrestrained} mention /> instead. Front runners are especially strong on sprints for
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<a href="#spot-struggle">other reasons</a> anyway.
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<a href="#spot-struggle">other reasons</a> anyway.
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</li>
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</li>
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</ul>
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</ul>
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@@ -430,19 +438,19 @@
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>Pace Down Mode</Sec
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>Pace Down Mode</Sec
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>
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>
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<p>
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<p>
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The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates
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The running modes for all other running styles are pace-up, which is similar to speed-up, and pace-down, which activates
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whenever a horse gets what their style defines as too close to first place.
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whenever a horse gets what their style defines as too close to first place.
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</p>
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</p>
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<p>
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<p>
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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
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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
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href="#section-speed">slide forward</a
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href="#section-speed">slide forward</a
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> throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest
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> throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest
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of the late surgers, often near the back of the group. That's PDM.
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of the late surgers, often near the back of the group. That's PDM.
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</p>
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</p>
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<p>
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<p>
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On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
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On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
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conservation. The thing that really makes front runners strong is that they don't have to worry about that – they aren't
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conservation. One of the things that really make front runners strong is that they don't have to worry about that – they
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subject to PDM at all. Their mid race speed skills always gain distance.
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aren't subject to PDM at all. Their mid race speed skills always gain distance.
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</p>
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</p>
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<Sec
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<Sec
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@@ -469,7 +477,7 @@
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Spot struggle also greatly increases HP consumption. For normal front runners, the rate is slightly less than Rushed. For
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Spot struggle also greatly increases HP consumption. For normal front runners, the rate is slightly less than Rushed. For
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runaways, it's more than double Rushed. (This is the reason people say you can't get enough stamina for runaways on Global.)
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runaways, it's more than double Rushed. (This is the reason people say you can't get enough stamina for runaways on Global.)
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Actually getting Rushed during spot struggle dramatically increases HP consumption, much more than just adding them together;
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Actually getting Rushed during spot struggle dramatically increases HP consumption, much more than just adding them together;
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red-light green-light pretty much guarantees that horse won't full spurt.
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<i>red-light green-light</i> pretty much guarantees that horse won't full spurt.
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</p>
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</p>
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<p>
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<p>
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In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than
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In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than
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@@ -478,9 +486,11 @@
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precise analysis.
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precise analysis.
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</p>
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</p>
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<p>
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<p>
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However, while the details aren't yet known, it appears that spot struggle reduces <a href="#full-charge">conserved power</a>,
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While the details aren't yet known, it appears that spot struggle reduces <a href="#full-charge">conserved power</a>. This
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which means that front runners who spot struggle are less likely to full charge, and the probability falls as the spot
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means that front runners who spot struggle are less likely to full charge, and the probability falls as the spot struggle
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struggle duration rises.
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duration rises. In my experience, this stops being a problem for 1600m and longer; my CM18 Chocobon with qualifying power
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fully charged whenever she wasn't rushed. Perhaps fortunately, full charge is weakest on sprint, where spot struggle is
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strongest. So, if you can make the build work, it may still be worth trying a guts build for short races.
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</p>
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</p>
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<Sec
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<Sec
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@@ -520,8 +530,7 @@
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<p>
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<p>
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The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and <a
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The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and <a
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href="#spot-struggle">spot struggle</a
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href="#spot-struggle">spot struggle</a
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> both reduce the chance for it to fire. Since spot struggle duration scales with guts, it appears that taking high guts to benefit
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> both reduce the chance for it to fire.
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from the strength of spot struggle has become likely to deprive you of an even stronger mechanic.
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</p>
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</p>
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<Sec h={3} id="lane-combo">Lane Combo</Sec>
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<Sec h={3} id="lane-combo">Lane Combo</Sec>
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@@ -626,7 +635,8 @@
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<p>
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<p>
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Entering downhill accel mode requires passing a wit check. The success rate scales linearly with wit. Style aptitude <i
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Entering downhill accel mode requires passing a wit check. The success rate scales linearly with wit. Style aptitude <i
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>does</i
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>does</i
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> affect the chance to pass the check. Its duration is random with a geometric distribution; it does not scale with stats.
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> affect the chance to pass the check. Its duration is random with a geometric distribution (win an RNG roll every second); it does
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not scale with stats.
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</p>
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</p>
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<div class="mb-4 h-60 w-full md:h-96">
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<div class="mb-4 h-60 w-full md:h-96">
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<StatChart
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<StatChart
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@@ -710,11 +720,12 @@
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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
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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
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mid race that <Skill skill={skills.falcoUlt} /> is likely to fire before entering the no-overtake zone, helping to propel her into
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mid race that <Skill skill={skills.falcoUlt} /> is likely to fire before entering the no-overtake zone, helping to propel her into
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a lead that other front runners can't challenge until the corner begins – which is especially strong because it's harder to
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a lead that other front runners can't challenge until the corner begins – which is especially strong because it's harder to
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pass on corners, and on those tracks, that corner lasts all the way into late race.
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pass on corners, and on those tracks, that corner lasts all the way into late race. Later front runners like Ballroom Helios will
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get kits even more suited to taking advantage of this mechanic.
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</p>
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</p>
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<Sec h={2} id="skills">Skills</Sec>
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<Sec h={2} id="skills">Skills</Sec>
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<p>Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.</p>
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<p>Since competitive horses in the current era tend to have similar stat lines, skills are especially important.</p>
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<p>
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<p>
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Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth
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Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth
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special mention.
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special mention.
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@@ -740,7 +751,8 @@
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<li>
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<li>
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<Skill skill={skills.pto} /> and <Skill skill={skills.slipstream} /> are mechanically similar full-strength speed skills with
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<Skill skill={skills.pto} /> and <Skill skill={skills.slipstream} /> are mechanically similar full-strength speed skills with
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cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted if it triggers
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cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted if it triggers
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during the <a href="#no-zone">no-overtake zone</a>, so it's marginally weaker. Both want multi-front builds.
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during the <a href="#no-zone">no-overtake zone</a>, so it's marginally weaker. Both want multi-front builds. PTO is
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especially relevant in Grand Concert, since Light Hello gives its gold version, <Skill skill={skills.syl} />
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</li>
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</li>
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</ul>
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</ul>
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@@ -750,8 +762,8 @@
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as well as all green skills including <Skill skill={skills.runaway} mention /> (but excluding <Skill
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as well as all green skills including <Skill skill={skills.runaway} mention /> (but excluding <Skill
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skill={skills.lucky7}
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skill={skills.lucky7}
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mention
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mention
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/>). These skills activate the moment the race starts. Other running styles can largely ignore them, but for front runners,
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/> and <Skill skill={skills.rsmood} mention />). These skills activate the moment the race starts. Other running styles can
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they are critical.
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largely ignore them, but for front runners, they are critical.
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</p>
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</p>
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<p>
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<p>
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GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
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GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
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@@ -774,24 +786,27 @@
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of EL, <Skill skill={skills.ttl} />, is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In practice,
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of EL, <Skill skill={skills.ttl} />, is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In practice,
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I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed skill. It is
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I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed skill. It is
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still absolutely <i>good</i>, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra energy on
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still absolutely <i>good</i>, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra energy on
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wit), but I don't consider it mandatory anymore.
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wit), but I don't consider it mandatory on normal fronts. Runaways may choose to borrow Palmer Stam for a better source of
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TTL, along with a bit of extra stamina that they are likely to need.
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</p>
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</p>
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<p>
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<p>
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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
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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
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the other hand, its white version, <Skill skill={skills.focus} />, is bad; its only real use is as a backup gate skill for GW
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the other hand, its white version, <Skill skill={skills.focus} />, is bad; its only real use is as a backup gate skill for GW
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when you don't have enough greens available.
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when you don't have enough greens available. During GL, we happen to be in the interesting position that Mihono Bourbon's
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scenario link gives Conc, meaning Bourbon Wit can give 2/3 of a gate kit on her own.
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</p>
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</p>
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|
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<Sec h={3} id="spurt-skills">Spurt Skills</Sec>
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<Sec h={3} id="spurt-skills">Spurt Skills</Sec>
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<p>
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<p>
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Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
|
Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
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Notable exceptions are <Skill skill={skills.fr} />, <Skill skill={skills.barcaroleInherit} /> and, on Tokyo turf, <Skill
|
Notable exceptions are <Skill skill={skills.fr} /> and the inherits <Skill skill={skills.ogbourbonInherit} />, <Skill
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skill={skills.inesInherit}
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skill={skills.barcaroleInherit}
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/><!-- skill name ends with ! -->
|
/> and, on Tokyo turf, <Skill skill={skills.inesInherit} /><!-- skill name ends with ! -->
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These are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
|
The latter three are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
|
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skill={skills.kfcInherit}
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skill={skills.kfcInherit}
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mention
|
mention
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/>.
|
/> – OG Bourbon particularly for runaways or solo front builds, since its powered up version requires never dropping below
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2nd.
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</p>
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</p>
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<p>
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<p>
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<Skill skill={skills.pulseInherit} /> is another spurt skill that may come up sometimes and is interesting to think about. It's
|
<Skill skill={skills.pulseInherit} /> is another spurt skill that may come up sometimes and is interesting to think about. It's
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@@ -803,8 +818,8 @@
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Angling, they are almost certainly a different running style.
|
Angling, they are almost certainly a different running style.
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</p>
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</p>
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<p>
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<p>
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The <a href={resolve('/race/spurt')}>spurt speed calculator</a> analyzes this situation. A 1200 speed front runner with a 0.25 speed
|
The <a href={resolve('/race/spurt')}>spurt speed calculator</a> analyzes this situation. A 1600 speed front runner with a 0.25 speed
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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
|
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
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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
|
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
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is not worth taking.
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is not worth taking.
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</p>
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</p>
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@@ -864,10 +879,6 @@
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Obviously, CM is run in teams of three. While spamming the highest stats you can manage is a valid strategy that will get
|
Obviously, CM is run in teams of three. While spamming the highest stats you can manage is a valid strategy that will get
|
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wins, building a team holistically will lead to higher win rates.
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wins, building a team holistically will lead to higher win rates.
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</p>
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</p>
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<p>
|
|
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N.B. This section has only partially been updated for the 1 Jul balance patch, which means that some of the advice especially
|
|
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relating to runaways and spot struggle is out of date. A full update here probably won't come until after CM17 Virgo Cup.
|
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</p>
|
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<Sec h={3} id="pace-promo">Zero Front</Sec>
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<Sec h={3} id="pace-promo">Zero Front</Sec>
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<p>
|
<p>
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@@ -881,25 +892,13 @@
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|||||||
chasers tend to see their highest win rates in zero front races.
|
chasers tend to see their highest win rates in zero front races.
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||||||
</p>
|
</p>
|
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<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
|
It used to be possible to build pace chasers specifically for promotion, but the changes to position keep in the 1 Jul balance
|
||||||
the GameTora Discord server
|
patch seem to have made this too random.
|
||||||
<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.)
|
|
||||||
</p>
|
</p>
|
||||||
<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
|
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
|
||||||
>Christmas Oguri Cap</s
|
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
|
||||||
> a pace chaser is meta for the race, preventing pace promotion could be a reason to run a solo front build instead.
|
instead.
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<Sec h={3} id="solo-front">Solo Front</Sec>
|
<Sec h={3} id="solo-front">Solo Front</Sec>
|
||||||
@@ -963,9 +962,11 @@
|
|||||||
<p>
|
<p>
|
||||||
Building for second place to bunny with NN does not mean manipulating stats and skills to force one of the front runners into
|
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
|
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
|
runners, too. (Especially since VC, <Skill skill={skills.encroaching} mention />, and the stamina-burning <Skill
|
||||||
long distance; front runners are common generally here.) So, double front for long is ultimately about the same as double front
|
skill={skills.claw}
|
||||||
for other distances, just with different goals when choosing the legacy.
|
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>
|
||||||
<p>
|
<p>
|
||||||
If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace
|
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
|
showing. In addition to the normal front win cons, it's potentially strong to take unconditional gambles like <Skill
|
||||||
skill={skills.cornerConn}
|
skill={skills.cornerConn}
|
||||||
mention
|
mention
|
||||||
/>, <Skill skill={skills.burningPOW} mention />, and <Skill skill={skills.radiant} mention />.
|
/>, <Skill skill={skills.burningPOW} mention />, and <Skill skill={skills.wwyou} 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 – either the ace has lane combo and the
|
|
||||||
other two don't, or the ace doesn't have it and the other two do.
|
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<div class="hidden" id="chariot"></div>
|
<div class="hidden" id="chariot"></div>
|
||||||
@@ -1042,18 +1037,12 @@
|
|||||||
/>, so the normal fronts (typically UG1 or better) pass them during early race.
|
/>, so the normal fronts (typically UG1 or better) pass them during early race.
|
||||||
</p>
|
</p>
|
||||||
<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.
|
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
|
||||||
We have reworked UC for one CM before Our Grand Concert releases, but it's a sprint CM that overwhelmingly favors pace
|
don't think it's viable now.
|
||||||
chasers. I don't think it's viable now.
|
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<Sec h={2} id="career">Career</Sec>
|
<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>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>
|
<Sec h={3} id="support-cards">Support Cards</Sec>
|
||||||
<p>
|
<p>
|
||||||
@@ -1061,24 +1050,28 @@
|
|||||||
have changed a bit.
|
have changed a bit.
|
||||||
</p>
|
</p>
|
||||||
<ul class="mb-4 list-disc pl-4">
|
<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>
|
<li>
|
||||||
Ines Fujin gives <Skill skill={skills.speedEater} mention />, <Skill skill={skills.pto} mention />, and <Skill
|
Ines Fujin gives <Skill skill={skills.speedEater} mention />, <Skill skill={skills.pto} mention />, and <Skill
|
||||||
skill={skills.slipstream}
|
skill={skills.slipstream}
|
||||||
mention
|
mention
|
||||||
/>. Her guts SSR is the Kitasan Black of guts cards, with 15% training effectiveness and 80 specialty priority. She also has
|
/>. Her wit SR has high hint frequency, making it decent for auto mode.
|
||||||
a relatively new wit SR that is decently strong even at LB0, though still objectively beaten by Marv SR until MLB.
|
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={skills.ramp} mention /> and <Skill
|
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={skills.ramp} mention /> and <Skill
|
||||||
skill={skills.thh}
|
skill={skills.thh}
|
||||||
mention
|
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
|
/> as hints. The SSR is one of the highest stat total cards in auto mode.
|
||||||
disappointing, but those elements alone are enough to justify using them.
|
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front
|
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.
|
runners. Since <Skill skill={skills.professor} mention /> is strong, Kitasan Black is especially valuable. El Condor Pasa gives
|
||||||
El Condor Pasa gives <Skill skill={skills.tunes} mention />.
|
<Skill skill={skills.tunes} mention /> and Taiki Shuttle gives <Skill skill={skills.maven} mention />. That kind of deal.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={skills.gw} mention /> in her chain, and her
|
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.
|
from inheritance and use the card slot for a strong speed skill.
|
||||||
</li>
|
</li>
|
||||||
<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.
|
<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.
|
Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
|
||||||
</li>
|
</li>
|
||||||
<li>Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.</li>
|
<li>Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.</li>
|
||||||
</ul>
|
</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>
|
<Sec h={3} id="career-skills">Taking Skills</Sec>
|
||||||
<p>
|
<p>
|
||||||
Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take 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.
|
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,
|
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
|
GL shops, MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own
|
||||||
your chance of getting skills you don't have hints for.
|
improves your chance of getting skills you don't have hints for.
|
||||||
</p>
|
</p>
|
||||||
<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
|
<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.
|
potential 12 SP to save 18. It's incredibly good to take early.
|
||||||
</p>
|
</p>
|
||||||
<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
|
On exactly one of your three CM horses, <Skill skill={skills.loneWolf} /> is another snap take. Base cost of 60 SP for +40 speed,
|
||||||
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
|
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
|
||||||
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
|
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
|
||||||
tremendously better than that to have it on one.
|
to have it on one.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
<Skill skill={skills.anglingInherit} /> is a strong consideration as a mid-career take. Inheritance events are more likely to activate
|
<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
|
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.
|
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>
|
||||||
<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>
|
<p>
|
||||||
<Skill skill={skills.straights} /> and <Skill skill={skills.corners} /> are strong and cheap. If you've taken Early Lead and Angling,
|
<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
|
outside parent runs, you should have a specific distance in mind, so your distance straights/corners should usually be even quicker
|
||||||
takes.
|
takes.
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<Sec h={3} id="niigata-1600">Niigata Junior Stakes</Sec>
|
<Sec h={3} id="niigata-1600">Niigata Junior Stakes</Sec>
|
||||||
<p>
|
<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.
|
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 also an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have
|
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,
|
||||||
any skills that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
|
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>
|
||||||
<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
|
An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. Having that happen will give
|
||||||
build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get
|
quite a good chunk of accel and speed for the entire spurt, which is usually enough to get the win. Because career races have
|
||||||
the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front.
|
more runners, duels are also pretty likely—except for fronts.
|
||||||
</p>
|
</p>
|
||||||
|
<p>If you do commit to the race, consider switching to pace.</p>
|
||||||
<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,
|
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
|
||||||
you are unlikely to win this race as a solo front. Even one or two other fronts will be rough.
|
mile runner with 350 speed is equivalent to an A mile runner with only 207 speed in career. See the <a
|
||||||
</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
|
|
||||||
href={resolve('/race/spurt')}>spurt calculator</a
|
href={resolve('/race/spurt')}>spurt calculator</a
|
||||||
>. (This race is why I made it.)
|
>. (This race is why I made it.)
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<Sec h={3} id="jbc-sprint">JBC Sprint</Sec>
|
<Sec h={3} id="jbc-sprint">JBC Sprint (Ooi ver.)</Sec>
|
||||||
<p>
|
<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
|
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,
|
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>
|
||||||
<p>
|
<p>
|
||||||
Fortunately, JBC Sprint is after summer, which means you should be able to stat diff your opponents. If you are planning to
|
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
|
win this race, you may want to prioritize a bit of extra speed training, or take Front Straights/Corners. If MANT, don't be
|
||||||
take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.
|
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>
|
</p>
|
||||||
|
|
||||||
<Sec h={3} id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
|
<Sec h={3} id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
|
||||||
<p>
|
<p>
|
||||||
The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to
|
The main concern with 3K races is always stamina. Front runners tend to be punished on long distances because they convert
|
||||||
HP less efficiently than other styles, and because Spot Struggle drains an extra chunk.
|
stamina to HP less efficiently than late or end, and because Spot Struggle drains an extra chunk.
|
||||||
</p>
|
</p>
|
||||||
<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
|
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
|
||||||
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
|
you don't have any recoveries; I haven't tested much without them, because I don't like throwing away my runs.
|
||||||
tested much without them, because I don't like throwing away my runs.
|
|
||||||
</p>
|
</p>
|
||||||
<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
|
<Skill skill={skills.moxie} /> is the only front-specific recovery skill you can get from mechanics like GL shops or MANT rivals.
|
||||||
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
|
It also is a guaranteed option in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if
|
||||||
of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount.
|
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>
|
||||||
<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
|
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.
|
stamina this way.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Matikanetannhäuser, Mejiro
|
In MANT, the stamina requirement is instantly much higher if the rival is Super Creek, Matikanetannhäuser, Mejiro McQueen, or
|
||||||
McQueen, or Rice Shower. As rivals, those four will have very strong HP-oriented builds: on TSS, 650 stamina and at least one
|
Rice Shower. As rivals, those four will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold
|
||||||
gold recovery, in addition to the recovery unique in Creek's and Mambo's cases. You will burn clocks rolling for them to fail
|
recovery, in addition to the recovery unique in Creek's and Mambo's cases. You will burn clocks rolling for them to fail wit
|
||||||
wit checks unless you also have a gold.
|
checks unless you also have a gold.
|
||||||
</p>
|
</p>
|
||||||
<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
|
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>
|
<p>
|
||||||
Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you
|
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
|
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
|
very weak outside of long races and unable to even activate on some miles.
|
||||||
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.
|
|
||||||
</p>
|
</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>
|
<Sec h={2} id="umas">Front Runners</Sec>
|
||||||
<ul class="mb-4 list-disc pl-4">
|
<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
|
<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).
|
extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of Blast).
|
||||||
</li>
|
</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>
|
<li>
|
||||||
Silence Suzuka and Mejiro Palmer are currently the only runaways in the game. Both of them have uniques that are
|
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:
|
inconsistent normally but very consistent as runaways:
|
||||||
<Skill skill={skills.view} mention /> and <Skill skill={skills.palmerUlt} mention />. Outside of Team Trials, runaways
|
<Skill skill={skills.view} mention /> and <Skill skill={skills.palmerUlt} mention />. Suzuka in particular is notable for
|
||||||
aren't very useful in the MANT era. (My Suzuka runaway remains my #1 top scorer in TT, though. Runaway and Conc are both
|
having Conc built in, which along with Runaway makes her the highest scoring horse in Team Trials.
|
||||||
busted for points.)
|
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>
|
<p>
|
||||||
@@ -1291,7 +1274,7 @@
|
|||||||
|
|
||||||
<Sec h={2} id="legacies">Legacies</Sec>
|
<Sec h={2} id="legacies">Legacies</Sec>
|
||||||
<p>
|
<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
|
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
|
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
|
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>
|
<p>
|
||||||
Front runners are uniquely capable of making good use of wit sparks, since wit governs early- and mid-race speed, which is
|
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
|
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
|
two for 2400m+ builds. Fronts have a disproportionate representation of horses with high speed talent, which arguably makes
|
||||||
sparks a bit less valuable.
|
speed sparks a bit less valuable.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Pink sparks are more interesting, because – at least until other styles finish catching up on accels – they're
|
Pink sparks are more interesting, because – at least until other styles finish catching up on accels – they're
|
||||||
@@ -1322,8 +1305,8 @@
|
|||||||
<ul class="mb-4 list-disc pl-4">
|
<ul class="mb-4 list-disc pl-4">
|
||||||
<li>
|
<li>
|
||||||
Building a full <Skill skill={skills.gw} /> legacy is the first step to front runner training. Fronts without it are non-competitive
|
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
|
even as supports. Aside from Maruzensky, who has ten skill hints, the cards that give it aren't great for ace builds. There is
|
||||||
is truly ideal.
|
no gold version of it yet, so getting it from inheritance is truly ideal.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<Skill skill={skills.pp} /> similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of
|
<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.
|
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
|
<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.
|
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>
|
||||||
<li>
|
<li>
|
||||||
All generic speed skills that aren't strictly late race are good inherits.
|
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.
|
/> are also strong, but available as hints or chain skills from some usable-to-good cards.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
Getting front-runner-specific skills from inheritance has become especially important now that reworked UC doesn't give
|
Getting sparks for front-runner-specific skills like Straights, Corners, <Skill skill={skills.fastPaced} mention />, <Skill
|
||||||
skills according to aptitudes. This is a significant reason for MANT to remain the parenting scenario, arguably even more so
|
skill={skills.leadersPride}
|
||||||
than the higher affinity potential.
|
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>
|
</li>
|
||||||
</ul>
|
</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
|
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.
|
is strong for them.
|
||||||
</li>
|
</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>
|
</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 – 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 – 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 – 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 – 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 – 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 – 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 – 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 – 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 – 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>
|
</Article>
|
||||||
|
|||||||
Reference in New Issue
Block a user