zenno/doc/frbm: add some support cards to career
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@@ -139,11 +139,17 @@
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strong at training: players who can take a target stat line and skill set and turn it into a horse. This document is about the
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mechanics that determine what those stat lines and skill sets should be.
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</p>
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<p>
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It is taken as a premise that the reader of this document is familiar with
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<a href="https://gametora.com/umamusume" target="_blank" rel="noopener noreferrer">GameTora</a>
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and
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<a href="https://uma.moe/" target="_blank" rel="noopener noreferrer">uma.moe</a>.
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</p>
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<Sec h="2" id="me">About Me</Sec>
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<p>
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About three weeks after Global launched, my friend told me to get a job, so I sent him a screenshot of me clicking the install
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button on Umamusume. Since then, I have been a mostly-F2P player, with the single exception of the First Anniversary SSR pick
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button on Umamusume. Since then, I have been an F2P player, with the single exception of the First Anniversary SSR pick
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ticket. (I haven't even spent the accompanying paid carats.)
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</p>
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<p>
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@@ -152,7 +158,12 @@
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with the most white sparks on global. I have a lot of experience training, running, and watching front runners.
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</p>
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<p>
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That said, most of the information here is ultimately my interpretations of <a
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I want to share the knowledge I've accrued about front runners, because teaching is my favorite thing. Definitely not just to
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rationalize running triple fronts for every CM even though it's not actually very good and most of my favorite horses are late
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surgers.
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</p>
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<p>
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That said, most of the information in this document is ultimately my interpretations of <a
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href="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?usp=sharing"
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target="_blank"
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rel="noopener noreferrer">kuromiAK's Race Mechanics doc</a
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@@ -161,11 +172,6 @@
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some of the information from the race mechanics doc in chart form, but I will generally leave out exact mechanic numbers and
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conditions; the doc is already the place for that information.
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</p>
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<p>
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I want to share the knowledge I've accrued about front runners, because teaching is my favorite thing. Definitely not just to
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rationalize running triple fronts for every CM even though it's not actually very good and most of my favorite horses are late
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surgers.
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</p>
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<Sec h="2" id="mechanics">Race Mechanics</Sec>
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<p>
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@@ -725,7 +731,7 @@
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<Sec h="3" id="triple-front">Triple Front</Sec>
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<p>
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Triple front is pretty similar to running double front; the difference is that your support is also using the correct running
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style. That said, you don't really want a front debuffer. The support you want is not the same.
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style. That said, you don't really want a front debuffer; different types of support are better.
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</p>
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<p>
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One type of support that all front runners do automatically is helping to kill position-based pace chaser skills. Such skills
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@@ -741,7 +747,8 @@
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The fact that triple front tries to occupy positions 3-4 lets you do some very interesting team comps where you run pace
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chasers as front runners. E.g., I ran Taiki Shuttle as front in dirt CM and Curren Chan as front in sprint CM. This is not
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terribly consistent because they're readily equipped to get into first just as easily as third, but then they just get Angling
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instead and follow the normal front runner game plan.
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instead and follow the normal front runner game plan. If you see people talking about a pace chaser being especially strong
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for a given CM, consider running them as a front runner in a triple front build instead.
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</p>
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<p>
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A more mechanical type of support is to build for <a href="#spot-struggle">spot struggle</a> and have her pull your less gutsy fronts
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@@ -774,25 +781,66 @@
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/><!-- ends with ! -->
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</p>
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<p>
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If this build ever had an era, it was during Unity Cup, when NSM was essentially free. I saw a team using it in CM13 round 2
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day 2; that team had an overall eleven wins at the time.
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I saw a team using a chariot in CM13 round 2 day 2; that team had an overall eleven wins at the time. Maybe their horses just
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weren't strong enough. I'm not sure. My opinion is that this build gives up the consistency of front runners to pursue a game
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plan that is hardly stronger when it does work.
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</p>
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<p>
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Maybe a stronger build would have worked better for them. My opinion is that this build gives up the consistency of front
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runners to pursue a game plan that is hardly stronger when it does work.
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If this build ever had an era, it was during Unity Cup, when NSM was essentially free and there was no VC. I don't think it's
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viable now.
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</p>
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<Sec h="2" id="umas">Front Runners</Sec>
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<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
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<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
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<Sec h="3" id="future-fronts">Future Important Fronts</Sec>
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<!-- rickey, kitasan white, halloween mayano? -->
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<Sec h="3" id="future-runaways">Future Runaways</Sec>
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<Sec h="2" id="career">Career</Sec>
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<p>Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.</p>
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<p>
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Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked. This chapter details the minutia
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of training fronts, especially in MANT.
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Currently, this chapter is about MANT (a.k.a. Trackblazer). Unity Cup is still useful – obviously for runaways, but also
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for spinning up an <Skill skill={210052} hint="ignited wit" mention /> legacy.
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</p>
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<Sec h="3" id="support-cards">Support Cards</Sec>
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<p>
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In MANT, it's relatively easy to get front-specific skills from rivals, so the support cards that are best for front runners
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have changed a bit.
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</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={200642} hint="ramp" mention /> and <Skill
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skill={201611}
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hint="thh"
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mention
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/> 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
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disappointing, but those elements alone are enough to justify using them.
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</li>
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<li>
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Ines Fujin gives <Skill skill={201082} hint="speed eater" mention />, <Skill skill={201661} hint="pto" mention />, and <Skill
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skill={201651}
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hint="slipstream"
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mention
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/>. Her guts SSR is the Kitasan Black of guts cards, with 15% training effectiveness and 80 specialty priority. She also has
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a relatively new wit SR that is decently strong even at LB0, though still objectively beaten by Marv SR until MLB.
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</li>
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<li>
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Cards that give generic or distance-specific gold speed skills are very valuable to front runners. Kitasan Black hasn't gone
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away despite only 5% race bonus. El Condor Pasa gives <Skill skill={200721} hint="tunes" mention />.
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</li>
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<li>
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For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={201601} hint="gw" mention /> in her chain,
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and her gold skill is <Skill skill={200451} hint="gold pp" mention />, which you want for building a
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<a href="#lane-combo">lane combo</a> legacy. On ace runs, she is acceptable if you own her at MLB, but you'd rather get her skills
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from inheritance and use the card slot for a strong speed skill.
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</li>
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<li>
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Seiun Sky SSR is another good parent run card. Her chain starts with <Skill skill={201262} hint="dd" mention /> and ends with
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<Skill skill={200451} hint="escape artist" mention /> (albeit agemasen).
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</li>
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<li>
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Other parent run cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.
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</li>
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</ul>
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<p>
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A future sight advisory: Maruzensky's speed SSR is coming in early July. At this point, you should probably be saving all your
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carats for her. She is an extremely strong stat stick and gives <Skill skill={201271} hint="top runner" mention />, the gold
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version of <Skill skill={201272} hint="leader's pride" mention />.
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</p>
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<Sec h="3" id="career-skills">Taking Skills</Sec>
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@@ -920,6 +968,86 @@
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Kitasan benefits a lot from running as a Pace Chaser early on, just for the higher effective speed. Rivals are best defeated
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with your intended style, but in career, winning is more important than front running.
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</p>
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<Sec h="2" id="umas">Front Runners</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li>
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Valentine's Mihono Bourbon (VBourbon) is the easiest font runner to train because she has <Skill
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skill={201601}
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hint="gw"
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mention
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/> built in, whereas most others have to get it from either inheritance or cards that aren't terribly strong. She is also the
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strongest front runner, because <Skill skill={110261} hint="cacao" mention /> is full strength, mid race, extremely forgiving
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in activation, and even has a heal. And she has <Skill skill={200431} hint="conc" mention /> and <Skill
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skill={200541}
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hint="escape artist"
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mention
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/> built in, both strong distance-agnostic front runner skills with awkward sources otherwise. And she's a great parent for all
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the same reasons that her unique is strong (except that the heal becomes irrelevant).
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</li>
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<li>
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Summer Maruzensky (SMaru or KFC) is just shy of VBourbon in strength with her unique, <Skill
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skill={110041}
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hint="kfc"
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mention
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/>. It uses a heal to trigger instead of having a heal built in, but that means it sometimes has carryover potential. Using
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VBourbon as a parent for SMaru works as a trigger, too, which is especially good for shorter distances that don't want to
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spend SP on pure recoveries.
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</li>
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<li>
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Seiun Sky is the source of <Skill skill={900201} hint="angling" mention /> and therefore the best horse for front runner parenting
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in the game, forever. As a runner, she is outshone by the former two and others who will come later, but she is an excellent choice
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for a <a href="#double-front">second front runner</a> in a team comp.
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</li>
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<li>
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Kitasan Black is the definitive front runner of long distance, both as a parent and as a competitor.
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<Skill skill={201173} hint="blast" mention /> is the gold version of <Skill skill={201172} hint="long straights" mention />,
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which is extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of
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Blast).
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</li>
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<li>
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Silence Suzuka and Mejiro Palmer are currently the only runaways in the game. Both of them have uniques that are
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inconsistent normally but very consistent as runaways:
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<Skill skill={100021} hint="view" mention /> and <Skill skill={100641} hint="palmer" mention />. Outside of Team Trials,
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runaways aren't very useful in the MANT era. (My Suzuka runaway remains my #1 top scorer in TT, though. Runaway and Conc are
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both busted for points.)
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</li>
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</ul>
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<p>
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Aside from these, there are some less obvious front runners, which is to say horses who function well even after fixing
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aptitudes.
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</p>
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<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
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<p>
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As is perhaps expected, Christmas Oguri Cap (COC) is very strong as a front runner on specific tracks. The front-specific heal
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is <Skill skill={201282} hint="moxie" mention />, which activates at the very start of the first uphill. When that first
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uphill is at the start of late race, as in the case of Tokyo 1600 Dirt, COC is online as a front runner.
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</p>
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<p>
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I've been told COC is very hard to train as a front runner. Something about aptitudes. I don't have any variety of Oguri, but
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how hard could it be?
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</p>
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<p>
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Another rare manifestation of Front COC is as a third place horse in a <a href="#triple-front">triple front</a> build where <Skill
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skill={900321}
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hint="u=ma2"
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mention
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/> is strong. I convinced Werseter, the Umadump guy, to try this for CM12 after he accidentally made an 8★ front Tachyon parent.
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He reported a 7% win rate for her. (But a much higher win rate overall – after all, he was using triple front.)
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</p>
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<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
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<p>
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When building <a href="#triple-front">triple fronts</a>, you will naturally have a horse in third. This presents an
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opportunity to use a horse who is normally a pace chaser as a type of gambler.
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</p>
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<p>
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Taiki Shuttle and original Curren Chan are notable for having C and B front, respectively, which is quite reasonable to fix.
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Most other paces that could otherwise be called good are not so fortunate, or the things that make them good won't function as
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fronts e.g. due to requiring other nearby horses on the final straight.
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</p>
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<Sec h="2" id="cm">My CM Teams</Sec>
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<Sec h="3" id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
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<p>
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