From 9318bb9091b2e5b50135ec84b69c58cadbc15bb6 Mon Sep 17 00:00:00 2001 From: Branden J Brown Date: Fri, 29 May 2026 16:32:35 -0400 Subject: [PATCH] zenno/doc: auto-toc --- zenno/src/routes/doc/Article.svelte | 42 ++++++++ zenno/src/routes/doc/Sec.svelte | 32 ++++-- zenno/src/routes/doc/article.svelte.ts | 9 ++ zenno/src/routes/doc/frbm/+page.svelte | 144 +++++++++++++------------ 4 files changed, 149 insertions(+), 78 deletions(-) create mode 100644 zenno/src/routes/doc/Article.svelte create mode 100644 zenno/src/routes/doc/article.svelte.ts diff --git a/zenno/src/routes/doc/Article.svelte b/zenno/src/routes/doc/Article.svelte new file mode 100644 index 0000000..102ff01 --- /dev/null +++ b/zenno/src/routes/doc/Article.svelte @@ -0,0 +1,42 @@ + + +
+ {@render head()} + {#if sections.length > 0} + Table of Contents + + {/if} + {@render children()} +
diff --git a/zenno/src/routes/doc/Sec.svelte b/zenno/src/routes/doc/Sec.svelte index 642604c..9de5d75 100644 --- a/zenno/src/routes/doc/Sec.svelte +++ b/zenno/src/routes/doc/Sec.svelte @@ -1,31 +1,47 @@ - + {@render children()} + {#if h >= 2} + Top ▲ + {/if} diff --git a/zenno/src/routes/doc/article.svelte.ts b/zenno/src/routes/doc/article.svelte.ts new file mode 100644 index 0000000..8dd2920 --- /dev/null +++ b/zenno/src/routes/doc/article.svelte.ts @@ -0,0 +1,9 @@ +import { type Snippet } from 'svelte'; + +export interface Section { + id: string; + h: 1 | 2 | 3 | 4 | 5 | 6; + children: Snippet; +} + +export const sections: Section[] = $state([]); diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte index c6bf3d8..af0231a 100644 --- a/zenno/src/routes/doc/frbm/+page.svelte +++ b/zenno/src/routes/doc/frbm/+page.svelte @@ -20,6 +20,7 @@ } from '$lib/race'; import Skill from '$lib/Skill.svelte'; import StatChart from '$lib/StatChart.svelte'; + import Article from '../Article.svelte'; import Sec from '../Sec.svelte'; let raceLen = $state(2000); @@ -127,26 +128,29 @@ ]); -
- Front Runner Black Magic -

- Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their - careers tend to be easy, but some of the things you need (and don't need) to make a really good front runner are surprising. -

-

- This document is advanced material. The target audience intends to win Champions Meet Group A Finals and either wants to use - front runners to do it or wants to understand what front runners they need to beat. This is meant for players who are already - 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 - mechanics that determine what those stat lines and skill sets should be. -

-

- It is taken as a premise that the reader of this document is familiar with - GameTora - and - uma.moe. -

+
+ {#snippet head()} + Front Runner Black Magic +

+ Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and + their careers tend to be easy, but some of the things you need (and don't need) to make a really good front runner are + surprising. +

+

+ This document is advanced material. The target audience intends to win Champions Meet Group A Finals and either wants to use + front runners to do it or wants to understand what front runners they need to beat. This is meant for players who are + already 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 mechanics that determine what those stat lines and skill sets should be. +

+

+ It is taken as a premise that the reader of this document is familiar with + GameTora + and + uma.moe. +

+ {/snippet} - About Me + About Me

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 button on Umamusume. Since then, I have been an F2P player, with the single exception of the First Anniversary SSR pick @@ -173,7 +177,7 @@ conditions; the doc is already the place for that information.

- Race Mechanics + Race Mechanics

Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to @@ -198,7 +202,7 @@ +0.3 or +0.4 m/s² for gold skills and uniques.

- Runaway + Runaway

The skill converts front runners into the Great Escape running style. However, no player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler @@ -211,7 +215,7 @@ runners also apply to runaways.

- Phase Speed + Phase Speed

Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that @@ -228,7 +232,7 @@ will likely lose only a couple races within the difference throughout a CM event.

- Win Conditions + Win Conditions

Generally more important than speed itself (for all running styles) is landing an acceleration skill at the beginning of late race. The strength of front runners is having the most consistent options for doing so. @@ -263,14 +267,14 @@ get VC and final corner lane movement hasn't happened.

- Positioning Mechanics + Positioning Mechanics

The theme among front runner win conditions is requiring being in or very close to first place when late race starts. So, lesser running styles aside, beating other fronts is a matter of manipulating skills and race mechanics to win in early and mid race.

- Speed-Up and Overtake Modes + Speed-Up and Overtake Modes

During the first 41.67% of the race, position keep is busy arranging each running style into their respective packs. During position keep, all horses have access to running modes that influence how they run. @@ -291,7 +295,7 @@ /> - Pace Down Mode + Pace Down Mode

The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates whenever a horse gets what their style defines as too close to first place. @@ -308,7 +312,7 @@ subject to PDM at all. Their mid race speed skills always gain distance.

- Spot Struggle + Spot Struggle

For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've @@ -335,7 +339,7 @@ analysis.

- Lane Combo + Lane Combo

While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes (i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received @@ -390,7 +394,7 @@

- Uphills + Uphills

Running uphill carries a penalty to target speed. This penalty scales negatively with the power stat; that is, higher power means faster uphill running. It scales positively with slope angle. There is also a flat reduction in base acceleration for @@ -415,7 +419,7 @@ power on the Arima Kinen mid-race hills.

- Downhills + Downhills

Running downhill allows horses to enter downhill accel mode. Contrary to its name, downhill accel mode does not affect acceleration at all; it gives horses a target speed boost that scales with the slope angle, plus lowered HP consumption via a @@ -441,7 +445,7 @@ Conversely, the HP savings on long downhills can be enough to drop a recovery skill or two on some tracks.

- Section Speed + Section Speed

Each section, each horse gets a random modifier to target speed. The modifier's range is determined by the wit stat. (Curiously, the calculation uses both wit as modified by style proficiency and green skills as well as base wit.) @@ -485,7 +489,7 @@ wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.

- No-Overtake Zone + No-Overtake Zone

The NO zone is the 200m portion of the race prior to the first corner. For unclear reasons, while in the NO zone, horses cannot enter overtake lane mode, which is what allows them to move away from the rail. (Overtake lane mode is different from @@ -504,7 +508,7 @@ pass on corners, and on those tracks, that corner lasts all the way into late race.

- Skills + Skills

Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.

Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth @@ -535,7 +539,7 @@ - Gate Skills + Gate Skills

Gate skills are (GW), , and - Spurt Skills + Spurt Skills

Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners. Notable exceptions are and, on Tokyo turf, - Other Horses' Skills + Other Horses' Skills

There are two categories of other horses' skills to think about.

The first is stamina debuffs: , , triple front builds.

- Skill Timing + Skill Timing

Thought experiment.

Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly @@ -656,13 +660,13 @@ is already the best possible thing to do!

- CM Teams + CM Teams

Obviously, CM is run in teams of three. While spamming the highest stats you can manage is a valid strategy that will get wins, building a team holistically will lead to higher win rates.

- Solo Front + 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. @@ -695,7 +699,7 @@ in the first place, and it disfavors late surgers and end closers who are less equipped to move forward during position keep.

- Double Front + Double Front

Doubling up on front runners is a build that intends to win with them. Which is to say, they should both be built to win mid race and proc Angling. @@ -716,7 +720,7 @@ also effective.

- Long Double Front + Long Double Front

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 @@ -752,7 +756,7 @@ that it will trade off fronts' consistency for meta hate, when I'd rather just be stronger.

- Triple Front + Triple Front

Triple front is pretty similar to running double front; the difference is that your support is also using the correct running style. That said, you don't really want a front debuffer; different types of support are better. @@ -795,7 +799,7 @@ between 1200 and 1000 guts can matter. See the mechanical speed calculator for details.

- Chariot + Chariot

A front runner build that I have seen but not attempted is the chariot: a runaway with a strong mid race but insufficient HP to spurt stays in front of one or two other front runners who have - Career + Career

Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.

Currently, this chapter is about MANT (a.k.a. Trackblazer). Unity Cup is still useful – obviously for runaways, but also for spinning up an legacy.

- Support Cards + Support Cards

In MANT, it's relatively easy to get front-specific skills from rivals, so the support cards that are best for front runners have changed a bit. @@ -871,7 +875,7 @@ version of .

- Taking Skills + Taking 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. @@ -914,7 +918,7 @@ should usually be even quicker takes.

- Niigata Junior Stakes + Niigata Junior Stakes

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. 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 @@ -936,7 +940,7 @@ >. (This race is why I made it.)

- JBC Sprint + JBC Sprint

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 neither corner nor straight property. That means Angling won't activate, @@ -948,7 +952,7 @@ take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.

- Kikuka Sho & Tenno Sho (Spring) + Kikuka Sho & Tenno Sho (Spring)

The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to HP less efficiently than other styles, and because Spot Struggle drains an extra chunk. @@ -978,7 +982,7 @@ hard time if you're on Long C.

- Kitasan Black + Kitasan Black

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 @@ -991,7 +995,7 @@ with your intended style, but in career, winning is more important than front running.

- Front Runners + Front Runners
  • Valentine's Mihono Bourbon (VBourbon) is the easiest font runner to train because she has - Christmas Oguri Cap + Christmas Oguri Cap

    As is perhaps expected, Christmas Oguri Cap (COC) is very strong as a front runner on specific tracks. The front-specific heal is , which activates at the very start of the first uphill. When that first @@ -1059,7 +1063,7 @@ He reported a 7% win rate for her. (But a much higher win rate overall – after all, he was using triple front.)

    - Taiki Shuttle & Curren Chan + Taiki Shuttle & Curren Chan

    When building triple fronts, you will naturally have a horse in third. This presents an opportunity to use a horse who is normally a pace chaser as a type of gambler. @@ -1070,7 +1074,7 @@ fronts e.g. due to requiring other nearby horses on the final straight.

    - Stat Reference + Stat Reference

    This chapter is an extremely brief reference of what front runner race mechanics each stat and aptitude applies to and how they scale. @@ -1105,18 +1109,18 @@ flips back to positive.

    - Speed + Speed
    • Spurt speed, root scaling
    • Late race speed when not spurting, root scaling
    - Stamina + Stamina
    • HP, linear scaling
    - Power + Power
    • Move lane modifier (lane combo), root scaling
    • Uphill target speed loss, negative inverse scaling
    • @@ -1124,7 +1128,7 @@
    • Lane change target speed (i.e. the horizontal rather than forward speed of changing lanes), linear
    - Guts + Guts
    • Spurt speed, root scaling (roughly 5% of the effect of the speed stat)
    • Minimum speed, root scaling
    • @@ -1135,7 +1139,7 @@
    • Acceleration gain from dueling, root scaling
    - Wit + Wit - Surface (Turf/Dirt) Aptitude + Surface (Turf/Dirt) Aptitude

    Surface aptitude is a multiplier on acceleration. (Not the power stat, for the purposes of other mechanics using power.)

    - Distance Aptitude + Distance Aptitude

    Distance aptitude is a multiplier on spurt speed. At distance E and below, it is also a multiplier on acceleration.

    - Style Aptitude + Style Aptitude

    Style aptitude directly multiplies wit in the computation of the wit stat, which means it affects everything in the wit section except for mechanics that use base wit.

    - My CM Teams + My CM Teams - CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile) + 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 @@ -1190,7 +1194,7 @@

  • - CM13 – Taurus Cup (Tokyo Derby) + 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. @@ -1226,7 +1230,7 @@

    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) + CM12 – Aries Cup (Satsuki Sho)

    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. @@ -1259,7 +1263,7 @@ other fronts than to COC. "Most dominant racing horse for a year" continues to get trounced by the wacky triple front build.

    - CM11 – Pisces Cup (Hanshin 3200 Heavy Rain) + CM11 – Pisces Cup (Hanshin 3200 Heavy Rain)

    N.B. This CM was before I started writing this document, so henceforth, there is much less info.

    Late race starts on the back stretch, which means the end closers are out to play.

      @@ -1280,7 +1284,7 @@

      Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.

      Extremely unlucky finals gave me third place for the first time ever.

      - CM10 – Aquarius Cup (February Stakes) + CM10 – Aquarius Cup (February Stakes)

      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. @@ -1310,7 +1314,7 @@ 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) + 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. @@ -1348,4 +1352,4 @@ 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.

      -
+