zenno/doc/frbm: effects on other styles in cm comps

Fixes #18.
This commit is contained in:
2026-06-14 10:33:38 -04:00
parent aa17d8ccf3
commit 4bce196c09
+60 -24
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@@ -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 @@
</div>
<p>
Front runners have access to the skill <Skill skill={skills.dd} />, 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).
</p>
<p>
We get advantage from move lane speed modifier by following DD with <Skill skill={skills.pp} /> or <Skill
@@ -751,36 +754,68 @@
wins, building a team holistically will lead to higher win rates.
</p>
<Sec h={3} id="pace-promo">Zero Front</Sec>
<p>
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, <i>pace promotion</i>.
</p>
<p>
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.
</p>
<p>
If you feel a given CM will have a low population of front runners, you can build specifically <i>for</i> pace promo. Burgh on
the GameTora Discord server
<a
href="https://discord.com/channels/879780247137050684/879780820116721665/1472986531529752637"
target="_blank"
rel="noopener noreferrer">ran extensive tests</a
>
and found that <Skill skill={skills.conc} mention /> and <Skill skill={skills.stan} mention /> were the only skills to produce a
statistically significant difference in pace promotion ability. More precisely, achieving pace promo is decided by start delay,
any target speed skill activating, and <a href="#section-speed">section speed</a> for the first section (i.e. wit stat), in
decreasing order of importance. (Notably, contrary to common advice, <Skill skill={skills.gw} mention /> and <Skill
skill={skills.shrewd}
mention
/> are <i>not</i> effective for pace promo.)
</p>
<p>
On the other hand, if you want to run an end closer or late surger as your ace, but front runners may be rare and <s
>Christmas Oguri Cap</s
> a pace chaser is meta for the race, preventing pace promotion could be a reason to run a solo front build instead.
</p>
<Sec h={3} id="solo-front">Solo Front</Sec>
<p>
Because solo fronts essentially don't have access to their <a href="#front-modes">running modes</a>, 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.)
</p>
<p>
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.
</p>
<p>
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 <a href="#lane-combo">lane combos</a> where applicable, to build as much of an early race lead
as possible.
</p>
<p>
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.
<a href="#gate-skills">Gate skills</a> 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 <Skill
skill={skills.cacaoInherit}
mention
/>
and <Skill skill={skills.kfcInherit} mention /> 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 <a href="#pdm">pace-down mode</a
> 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.
</p>
<p>
Runaway blockers come with some caveats. Because they're so far ahead during the first half of the race, they essentially
disable <a href="#pdm">pace-down mode</a> 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.
</p>
<Sec h={3} id="double-front">Double Front</Sec>
@@ -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 <Skill skill={skills.encroaching} mention /> 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.
</p>
<p>
Given that NN is good, it's also worth considering the gold version, <Skill skill={skills.nsm} /><!-- ends with ! -->
@@ -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 <Skill skill={skills.beyondInherit} mention /> and <Skill
to be three others between front and pace, then even late/end win cons like <Skill skill={skills.beyondInherit} mention /> and <Skill
skill={skills.pumpInherit}
mention
/> are dead.
@@ -875,7 +910,8 @@
<p>
SS supports do best on medium and long tracks, because you want to be building <i>everyone</i> 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 <a href={resolve('/race/mspeed')}>mechanical speed calculator</a> for details.
between 1200 and 1000 guts can matter enough to justify an extra guts focus on the SS support in miles. See the
<a href={resolve('/race/mspeed')}>mechanical speed calculator</a> for details.
</p>
<div class="hidden" id="chariot"></div>