From 4bce196c09d9214ca345a0f303000a6b0b66da2e Mon Sep 17 00:00:00 2001 From: Branden J Brown Date: Sun, 14 Jun 2026 10:33:38 -0400 Subject: [PATCH] zenno/doc/frbm: effects on other styles in cm comps Fixes #18. --- zenno/src/routes/doc/frbm/+page.svelte | 84 ++++++++++++++++++-------- 1 file changed, 60 insertions(+), 24 deletions(-) diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte index aa50b22..49368c7 100644 --- a/zenno/src/routes/doc/frbm/+page.svelte +++ b/zenno/src/routes/doc/frbm/+page.svelte @@ -79,8 +79,10 @@ topRunner: allSkills.get(201271), leadersPride: allSkills.get(201272), moxie: allSkills.get(201282), + shrewd: allSkills.get(201332), eyes: allSkills.get(201441), savvy: allSkills.get(201522), + stan: allSkills.get(201591), lucky7: allSkills.get(201562), gw: allSkills.get(201601), thh: allSkills.get(201611), @@ -446,8 +448,9 @@

Front runners have access to the skill , which forces a horse who uses it to move outward to a - specific distance from the rail. DD almost always ends shortly before the horse has finished accelerating to early race speed, - so it does not convert the move lane speed modifier into distance. + specific distance from the rail. DD almost always activates while the horse is still accelerating to early race speed, so it + does not convert much of the move lane speed modifier into distance (although still on the order of a gold speed skill worth + of gain on most medium races).

We get advantage from move lane speed modifier by following DD with or + Zero Front +

+ While this is a front runner guide, it's still valuable to think about the effects that zero front races have on other styles; + which is to say, pace promotion. +

+

+ Whichever pace chaser (or late surger if there are also no paces, or end closer if it's all ends) happens to get in front of + the pack by the first few dozen meters or so becomes the pace setter for the race. She runs as if she were a front runner with + no position keep modes, but she retains the pace chaser coefficients for target speed and acceleration. For this reason, pace + chasers tend to see their highest win rates in zero front races. +

+

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

+

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

+ Solo Front

Because solo fronts essentially don't have access to their running modes, they are unlikely to - build enough of a lead over paces to win, even with Angling. + build enough of a lead over paces to win, even with Angling. (This should change to some degree with the release of Grand + Live, as solo fronts will get an extra long speed-up zone.)

In particularly front-dominated metas, this is manageable, since you'll have opponent fronts to run against. When any other - style is viable, which is probably always now that Nishino Flower exists, you'll have matches where your team's solo front is - truly solo. + style is viable, which is probably always now that Nishino Flower exists, you'll have matches where your team's front runner + is solo. The best choice for how to design a solo front depends on the rest of your team composition, because ultimately the + choice you are faced with is whether to use a runaway blocker.

- For that reason, it is my belief that solo fronts should not be built as aces; they're better left to a support role. And, - generally, the best support front runners are runaways, to block other teams' front runners from Angling and to keep pace up - to mitigate PDM on your other horses. + In the MANT era, building a runaway that can defeat normal front runners is difficult. For one thing, a runaway existing means + that all fronts have access to overtake mode for position keep, which is better than speed-up mode. Moreover, beating their + mid race skill list requires some lucky hints in Unity Cup. The ideal runaway blocker has capped power, capped wit, and + surface S, along with full gate and lane combos where applicable, to build as much of an early race lead + as possible.

- I say that they shouldn't be built as aces, but right now, building a runaway that can block MANT front runners requires all - the early and mid race skills you can manage. - Gate skills are especially important, because runaways have a tremendously higher early race target - speed. If there is a real difference between a correctly built runaway blocker and a runaway ace, it's that - 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. + Because runaways get so far ahead during the first half of the race, they essentially disable pace-down mode for everyone. That especially benefits pace chasers, who tend to lose access to pace-up mode with slower pacesetters, and it disfavors + late surgers and end closers who normally don't keep up with their pace zones either way but now have to fight better paces.

- 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. + So, if you want to run a composition like one front and two end, it might serve you to choose against building a runaway + blocker. This kind of composition probably should build the front runner for the purpose of winning against other front + runners, and simply accept that solo front matches will be up to the other two instead. That leaves little room for a + dedicated support like a debuffer.

Double Front @@ -815,8 +850,8 @@ Building for second place to bunny with NN does not mean manipulating stats and skills to force one of the front runners into second. Both fronts need to be strong enough to be adjacent at late race start, and you have to beat other people's front runners, too. (Especially since VC and are currently the only consistent accels for - long distance.) So, double front for long is ultimately about the same as double front for other distances, just with different - goals when choosing the legacy. + 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.

Given that NN is good, it's also worth considering the gold version, @@ -846,7 +881,7 @@ One type of support that all front runners do automatically is helping to kill position-based pace chaser skills. Such skills have conditions that translate into needing to be in 3rd or 4th, or sometimes 2nd through 4th, to activate. When you're bringing three front runners, if anyone else brings a single other one, they're going to occupy 2-4 naturally. If there happen - to be three others, then even late/end win cons like and and are dead. @@ -875,7 +910,8 @@

SS supports do best on medium and long tracks, because you want to be building everyone for spot struggle on miles and sprints. However, spot struggle is the only mechanic in the game that scales superlinearly with stats, so even the difference - between 1200 and 1000 guts can matter. See the mechanical speed calculator for details. + between 1200 and 1000 guts can matter enough to justify an extra guts focus on the SS support in miles. See the + mechanical speed calculator for details.