From 2e5a78e1d8790025f29bd074f1e8e9c15bfa8a3c Mon Sep 17 00:00:00 2001 From: Branden J Brown Date: Fri, 29 May 2026 01:33:16 -0400 Subject: [PATCH] zenno/doc/frbm: implement additional feedback --- zenno/src/routes/doc/frbm/+page.svelte | 193 ++++++++++++++----------- 1 file changed, 110 insertions(+), 83 deletions(-) diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte index 9393fcd..c5514a4 100644 --- a/zenno/src/routes/doc/frbm/+page.svelte +++ b/zenno/src/routes/doc/frbm/+page.svelte @@ -364,25 +364,30 @@ lane combo.

- Lane combo is only viable on tracks where early race ends before or at most very early into the first corner. Since PP and - Ignited WIT are phase_random==0 skills, they can activate at the very end of early race. If there's - a corner there, and your horse is still on the outside from DD, you are now physically running a longer distance than those on the - inside. That can more than undo the gain from the lane combo itself. + Lane combo is best on tracks where early race ends before or at most very early into the first corner. PP and Ignited WIT can + activate at the very end of early race. If there's a corner there, and your horse is still on the outside from DD, you are now + physically running a longer distance than those on the inside. That can more than undo the gain from the lane combo itself.

- The mechanical speed calculator has an approximation of lane combo's benefit. A more precise - lane combo simulator exists, but I am not - sufficiently confident in my Japanese to try to guide readers through it. - + For similar reasons, DD without PP or Ignited WIT is likely to be a net negative on some tracks, especially Nakayama 2500, + Kyoto 3000, and Chukyo 1800 dirt. In sprints, it gives no benefit because it can't outlast early race accel. Otherwise, DD can be + an efficient pickup as a short burst of high speed to gain position.

- The gold versions of lane combo skills, , , , , are excellent to take on parents, but they make lane combo itself - less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely to - make it last a shorter time, since the horse will return to the rail more quickly. + />, – are excellent to take on parents, but they generally make lane combo + itself less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely + to make it last a shorter time, since the horse will return to the rail more quickly. +

+

+ The mechanical speed calculator has an approximation of lane combo's benefit. A more precise + lane combo simulator exists at + 危険回避シミュ, but I am not sufficiently + confident in my Japanese to try to guide readers through it. +

Uphills @@ -488,7 +493,7 @@

Inside the NO zone, if a horse is blocked in front, the only action available to her is to slow down. Speed skills are - generally wasted when they fire in the NO zone, unless they are either in the lead or still on the outside from DD or gate + generally wasted when they fire in the NO zone, unless the horse is either in the lead or still on the outside from DD or gate position.

@@ -512,7 +517,8 @@ Every front runner should have it on every mile. Speed Eater technically has a gold version, , but it's so wildly strong that JP still has no source of it even as a built-in skill. + />, but Cygames apparently recognized that it must not ever be allowed to exist, because there's still no source of it on + JP.

  • is a full strength speed skill that is triggered by other skills, so it excels at stacking @@ -683,6 +689,11 @@ and are arguably more appropriate inherits than Angling, but the argument isn't strong if you're still able to hit a good stat line on your runaway.

    +

    + Runaway blockers come with some caveats. Because they're so far ahead during the first half of the race, they essentially + disable pace-down mode for everyone. That especially benefits pace chasers, who have more forgiving PDM limits + in the first place, and it disfavors late surgers and end closers who are less equipped to move forward during position keep. +

    Double Front

    @@ -709,7 +720,7 @@

    At long distances, double front has different implications. is the front runner win condition, and the front two horses both get it. With late race being - before the final corner and hence extra move lane not having taken place, you can take advantage of to turn the second place front runner into the winner. @@ -725,7 +736,20 @@ Given that NN is good, it's also worth considering the gold version, NSM is a better skill for the long double front build, but for now, the only way to get it while running MANT is from Yukino Bijin Wit. That card's numbers are not great. It's still possible to get a good stat line using her, but it will take more careers to - get there than using Fine Motion, who has NN as a hint. + get there than to just get NN from Fine Motion. +

    +

    + If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace + (hopefully) still gets VC, but the runaway paces up the race. As mentioned in the solo front + section, this especially punishes end closers, who tend to be popular on long tracks because of . It also keeps your ace in overtake mode, which is better than speed-up mode, for position keep. +

    +

    + I haven't tried a long runaway, but I probably will next time it comes up, especially since I pulled for Palmer. My worry is + that it will trade off fronts' consistency for meta hate, when I'd rather just be stronger.

    Triple Front @@ -820,9 +844,9 @@ disappointing, but those elements alone are enough to justify using them.
  • - Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front runners. - Since is strong, Kitasan Black is still around - despite only 5% race bonus. El Condor Pasa gives . + Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front + runners. Since is strong, Kitasan Black is still around despite only 5% race + bonus. El Condor Pasa gives .
  • For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed in her chain, @@ -831,13 +855,15 @@ from inheritance and use the card slot for a strong speed skill.
  • - Seiun Sky SSR is another good parent card for parents. Her chain starts with and ends with - (albeit agemasen). She also carries a hint. - Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs. -
  • -
  • - Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills. + Seiun Sky SSR is another good parent card for parents. Her chain starts with and ends + with + (albeit agemasen). She also carries a hint. Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
  • +
  • Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.
  • A future sight advisory: Maruzensky's speed SSR is coming in early July. At this point, you should probably be saving all your @@ -875,10 +901,11 @@ can save a lot of clocks, and it can rescue runs that don't get what is normally the minimum speed to win races before summer.

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

    and are strong and cheap. If you've @@ -1047,62 +1074,62 @@ CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)

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

    -
      +
      1. Suzuka! - 1109/563/935/1140/1200 A/A/A. I might revisit this if I have time, but just this took four days of grinding, and Suzuka likes guts builds. + 1109/563/935/1140/1200 A/A/A. I might revisit this if I have time, but just this took four + days of grinding, and Suzuka likes guts builds.
      2. - Wouldn't you just know it, VBourbon appears as an ace again. + Wouldn't you just know it, VBourbon appears as an ace again. Not especially happy with it, but 1048/728/1113/1190/866 A/A/A. Imagine if 200 of that stam had been anything else...
      3. - 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 zone thing really is. + 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 zone thing really is.
      CM13 – Taurus Cup (Tokyo Derby)

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

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

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

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

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

        -

        - Finals saw two COCs both get perfect ults and Radiant during accel. You can always simply lose to better luck. + Win rates after 80: Sei 30%, VBourbon 25%, Suzuka 7.5%. Very confusing 3/5/1/1 + 1/1/4/4 records in round 2.

        +

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

        CM12 – Aries Cup (Satsuki Sho)

        @@ -1172,7 +1199,9 @@

      1. Silence Suzuka in runaway mode will make positioning much easier. I don't have to think about Unrestrained on my other horses because they won't be able to get in position for it anyway. Other Suzukas will be rare because she has G dirt and - people don't realize distance aptitude hardly matters for runaways. 1200/674/820/470/774 B/A/A. + people don't realize distance aptitude hardly matters for runaways. 1200/674/820/470/774 B/A/A.
      2. 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 @@ -1183,34 +1212,31 @@

        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. + over 50%. Insane luck with Unrestrained at the same time as Angling made Suzuka the champion of the Aquarius Cup.

        CM9 – Capricorn Cup (Takamatsunomiya Kinen)

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

        +

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

        - As a sprint, this is also where spot struggle shines. - Time for Unity Cup guts builds. + I forgot that requires being in first place, so I thought it would be reasonable + to base my team around gambling on it. That turned out not to be a great decision.

        -

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

        -
          +
          1. Silence Suzuka has Unrestrained built in, and she's my favorite front runner. Welcome to the team. - 1013/289/790/1177/1008 A/A/S. Absolutely nailed the target stat line. - We didn't even know yet that spot struggle scales with front aptitude, but I got that, too. + 1013/289/790/1177/1008 A/A/S. Absolutely nailed the target stat line. We didn't even know + yet that spot struggle scales with front aptitude, but I got that, too.
          2. - Smart Falcon has an accel ult that can fire on the 1m portion of mid race stretch before the start of late race. - This requires her not getting into second place before the corner, and then overtaking during it. - Fixing the aptitudes is a bit tough with the parents I have, but it's doable. - 1155/373/930/388/1072 A/S/S. I could do better on the stat line and the skills, but I'm never going to see those aptitudes again. + Smart Falcon has an accel ult that can fire on the 1m portion of mid race stretch before the start of late race. This + requires her not getting into second place before the corner, and then overtaking during it. Fixing the aptitudes is a bit + tough with the parents I have, but it's doable. + 1155/373/930/388/1072 A/S/S. I could do better on the stat line and the skills, but I'm + never going to see those aptitudes again.
          3. Everyone is afraid of Curren Chan's pace chaser nonsense, so I'll use her as a front runner instead. @@ -1218,12 +1244,13 @@

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