zenno/doc/frbm: reorganize as positioning -> skills -> builds
This commit is contained in:
@@ -172,19 +172,18 @@
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Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt
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phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to
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16, late race is sections 17 to 20, and last spurt phase is sections 21 to 24. Spot Struggle can start between 150m and the
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end of section 5, and is forced to end at the start of section 9. Position Keep ends after section 10.
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end of section 5, and is forced to end at the start of section 9. <i>Position keep</i> ends after section 10.
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</p>
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<p>
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The numeric value of acceleration depends on the Power stat, dueling, surface aptitude, uphills, race phase, running style. At
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the start of early race, horses accelerate from 3 m/s to the early race <i>base target speed</i>, which varies by race
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distance and running style but is generally on the order of 20 m/s. At the start of late race, if they have enough HP
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remaining for their last spurt, horses accelerate from the mid race base target speed to their spurt speed, which varies by
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speed stat, distance aptitude, running style, race distance, and guts stat, in decreasing order of effect. "Last spurt" and
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"last spurt phase" are different and unrelated things; the latter is only used in the condition for <Skill
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skill={200512}
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hint="homestretch haste"
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mention
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/>.
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the start of early race, horses accelerate to the early race <i>base target speed</i>, which varies by race distance and
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running style but is generally in the vicinity of 20 m/s.
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</p>
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<p>
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At the start of late race, if they have enough HP remaining for their last spurt, horses accelerate from the mid race base
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target speed to their spurt speed, which varies by speed stat, distance aptitude, running style, race distance, and guts stat,
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in decreasing order of effect. "Last spurt" and "last spurt phase" are different and unrelated things; the latter is only used
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mechanically in the condition for <Skill skill={200512} hint="homestretch haste" mention />.
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</p>
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<p>
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Speed skills add a flat amount of target speed, generally +0.15 m/s for white skills, +0.25 m/s for double circle skills and
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@@ -201,36 +200,47 @@
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localization of 逃げ <i>nige</i> that technically just means "escape.")
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</p>
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<p>
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Runaways are still front runners for all purposes. The main difference is just different numbers for things like base speed
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and acceleration, stamina to HP conversion, and distance thresholds for running modes. Other mechanics that are specific to
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front runners also apply to runaways.
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Runaways are still front runners for all purposes. The difference is just different numbers for things like base speed and
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acceleration, stamina to HP conversion, and distance thresholds for running modes. Other mechanics that are specific to front
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runners also apply to runaways.
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</p>
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<Sec h="2" id="win-cons">Win Conditions</Sec>
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<Sec h="3" id="phase-speed">Phase Speed</Sec>
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<p>
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On Global today, competitive horses usually have stat lines that are pretty similar to each other. Races, therefore, are more
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often won by skills – typically acceleration skills that activate at the start of late race. Front runners have strong
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options.
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Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is
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different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that
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makes pace chaser promotion scary in late race (for those not using any of the correct running style).
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</p>
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<p>
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Front runners, and even moreso runaways, have particularly punishing SSPC for late race. This makes sense; if they weren't
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forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be
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guaranteed to win every time.
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</p>
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<p>
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The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude)
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aren't what make front runners win most of the time.
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</p>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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<p>
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Generally more important than speed itself (for all running styles) is landing an acceleration skill at the beginning of late
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race. The strength of front runners is having the most consistent options for doing so.
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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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<Skill skill={900201} hint="angling" />, sometimes called Rod, is the second best skill in the game. Because only the horse
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in first place gets it, everything about training front runners becomes a matter of being in front at the start of late
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race, true to name.
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<Skill skill={900201} hint="angling" />, sometimes called Rod, is currently the second best skill in the game. Its condition
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is to be in first place on any late race corner, which is the case immediately at the start of late race on all medium
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tracks,
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<a href="#niigata-1600">all but one mile</a>, and some sprints.
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</li>
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<li>
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On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, which opens
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the opportunity for multi-front builds using <Skill skill={200492} hint="nn" mention />/<Skill
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skill={200491}
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hint="nsm"
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mention
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/> – especially because VC tracks aren't subject to the final corner spread that makes those skills worse on sprints and
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miles – but otherwise the function is the same.
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On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, and it has half
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the acceleration value.
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</li>
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<li>
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On those sprints where Angling is dead, the front-specific options include <Skill skill={900141} hint="pasta" /> (VPP, or Pasta)
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and <Skill skill={910451} hint="mummy creek" /> (HCreek), It takes both of them to equal Angling, so such sprints may be better
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served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
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On those sprints where Angling is dead, the front-specific option is <Skill skill={900141} hint="pasta" /> (VPP, or Pasta). Multi-front
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builds also have access to <Skill skill={910451} hint="mummy creek" /> (HCreek). It takes both of them to equal Angling, so such
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sprints may be better served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
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skill={200371}
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hint="rushing gale"
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mention
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@@ -240,16 +250,44 @@
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</ul>
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<p>
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<Skill skill={200491} hint="nsm" /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners;
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generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is pulling
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away from you before you accumulate the blocked time to activate it. Again, VC tracks may be an exception if you specifically build
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for it.
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generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is
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pulling away from you before you accumulate the blocked time to activate it. That said, on VC tracks specifically, NSM or its
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white version <Skill skill={200492} hint="nn" mention /> can be an option for multi-front builds, since the two frontmost horses
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get VC and final corner lane movement hasn't happened.
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</p>
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<Sec h="2" id="pdm">Pace Down Mode</Sec>
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<Sec h="2" id="positioning">Positioning Mechanics</Sec>
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<p>
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During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs. The
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primary mechanism for this is pace down mode (PDM), which activates whenever a horse gets what their style defines as too close
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to first place.
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The theme among front runner win conditions is requiring being in or very close to first place when late race starts. So,
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lesser running styles aside, beating other fronts is a matter of manipulating skills and race mechanics to win in early and
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mid race.
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</p>
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<Sec h="3" id="front-modes">Speed-Up and Overtake Modes</Sec>
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<p>
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During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs.
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During position keep, all horses have access to <i>running modes</i> that influence how they run.
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</p>
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<p>
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The running modes for front runners are speed-up (+4% target speed for first among that front type) and overtake (+5% for
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not-first). Entering these modes requires meeting certain conditions relating to positioning, which collectively can be read
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as "solo fronts are heavily penalized." They also require passing a wit check, with the same chance for both modes.
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</p>
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<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
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<StatChart
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class="mx-auto h-full w-full max-w-3xl"
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stat={Stat.Wit}
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y={frontModeCheckSeries}
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yLabel="Entry Chance (% each 2 seconds)"
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range={[25, 50]}
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xRule={1200}
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/>
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</div>
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<Sec h="3" id="pdm">Pace Down Mode</Sec>
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<p>
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The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates
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whenever a horse gets what their style defines as too close to first place.
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</p>
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<p>
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Watch a MANT late surger with 1000+ power and wit in a daily legend race. As long as they don't get blocked, they should <a
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@@ -258,103 +296,12 @@
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of the late surgers, often near the back of the group. That's PDM.
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</p>
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<p>
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On lesser running styles, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
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conservation via PDM. The thing that really makes front runners good is that they don't have to worry about that – they
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aren't subject to PDM at all. Their mid race speed skills always gain distance.
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On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
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conservation. The thing that really makes front runners good is that they don't have to worry about that – they aren't
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subject to PDM at all. Their mid race speed skills always gain distance.
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</p>
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<Sec h="2" id="front-modes">Speed-Up and Overtake Modes</Sec>
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<p>
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Instead of pace-down and pace-up, front runners have speed-up (+4% target speed for first among that front type) and overtake
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(+5% for not-first) modes. Entering these modes requires meeting certain conditions relating to positioning, which
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collectively can be read as "solo fronts are heavily penalized." They also require passing a wit check, with the same chance
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for both modes.
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</p>
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<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
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<StatChart
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class="mx-auto h-full w-full max-w-3xl"
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stat={Stat.Wit}
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y={frontModeCheckSeries}
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yLabel="Entry Chance (% each 2 seconds)"
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range={[0, 50]}
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xRule={1200}
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/>
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</div>
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<Sec h="2" id="skill-timing">Skill Timing</Sec>
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<p>Thought experiment.</p>
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<p>
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Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly
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side by side.
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</p>
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<p>
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The one on the right then drives 1 mph faster for three seconds, creating a slight gap between them before returning to the
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previous speed. They now maintain this new gap.
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</p>
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<p>
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There is a 65 mph speed limit sign. As each of the cars pass it, they accelerate at identical rates from 59 to 69 mph over a
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duration of exactly 10.2 seconds.
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</p>
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<p>
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Since the car on the right is slightly ahead from the speed skill it used, it reaches the speed limit sign first, so it starts
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accelerating first.
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</p>
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<p>
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Until the left car reaches the sign, the right car is building a speed advantage. Having a higher speed during the accel
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period, it continually increases the gap it had, until both of them have reached the new target speed.
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</p>
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<p>
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Now the left car drives 1 mph faster for three seconds. It closes the gap between them by the same distance that the right
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car's speed skill had done prior to the speed limit change.
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</p>
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<p>
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However, since the right car also added a distance advantage over the accel period, it remains slightly ahead of the left car.
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</p>
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<p>
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This thought experiment shows that speed skills are actually more valuable before late race than during it. Thus, front
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runners not having to worry about PDM is even more of an advantage.
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</p>
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<Sec h="2" id="gate-skills">Gate Skills</Sec>
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<p>
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Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200531} hint="ttl" /> (TTL), and <Skill
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skill={200431}
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hint="conc"
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/> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention /> (but excluding <Skill
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skill={201562}
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hint="lucky 7"
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mention
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/>). These skills activate the moment the race starts.
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</p>
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<p>
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GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
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by the normal fronts they're trying to block. It requires three other gate skills, which should be active greens to avoid
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overreliance on wit checks. For reference, the chart below shows proc chances of one of one, one of two, or two of two skills
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with wit checks.
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</p>
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<div class="mb-4 h-60 w-full md:h-96">
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<StatChart
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class="mx-auto h-full w-full max-w-3xl"
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stat={Stat.Wit}
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y={skillCheckSeries}
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yLabel="% Chance"
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range={[50, 100]}
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xRule={1000}
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/>
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</div>
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<p>
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TTL or its white version <Skill skill={200532} hint="el" /> must be combined with GW if they want any chance of being first out
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of early race. Since the main source of TTL is the Mihono Bourbon Wit SSR from the first Halloween event, VBourbon can suffice with
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EL. (The other TTL option is the Twin Turbo SSR that does generate a lot of stats but requires winning three 50/50s to get the gold
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skill.)
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</p>
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<p>
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Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On
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the other hand, its white version <Skill skill={200432} hint="focus" /> is bad; its only real use is as a backup gate skill for
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GW when you don't have enough greens available.
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</p>
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<Sec h="2" id="spot-struggle">Spot Struggle</Sec>
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<Sec h="3" id="spot-struggle">Spot Struggle</Sec>
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<p>
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For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with
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non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've
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@@ -381,7 +328,7 @@
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analysis.
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</p>
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<Sec h="2" id="lane-combo">Lane Combo</Sec>
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<Sec h="3" id="lane-combo">Lane Combo</Sec>
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<p>
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While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes
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(i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received
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@@ -431,12 +378,6 @@
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make it last a shorter time, since the horse will return to the rail more quickly.
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</p>
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<Sec h="2" id="slopes">Slopes</Sec>
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<p>
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Different slopes can be of different angles; the <i>SlopePer</i> parameter is positive for uphills and negative for downhills. SlopePer
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values that currently exist on tracks include 1, 1.5, and 2, positive or negative.
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</p>
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<Sec h="3" id="uphills">Uphills</Sec>
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<p>
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Running uphill carries a penalty to target speed. This penalty scales negatively with the power stat; that is, higher power
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@@ -488,7 +429,7 @@
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Conversely, the HP savings on long downhills can be enough to drop a recovery skill or two on some tracks.
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</p>
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<Sec h="2" id="section-speed">Section Speed</Sec>
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<Sec h="3" id="section-speed">Section Speed</Sec>
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<p>
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Each section, each horse gets a random modifier to target speed. The modifier's range is determined by the wit stat.
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(Curiously, the calculation uses both wit as modified by style proficiency and green skills as well as base wit.)
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@@ -523,8 +464,8 @@
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</div>
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</div>
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<p>
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Section speed is generally very small; at {secSpeedS} wit with style S, it has a range of about -0.15% to 0.5% of race base speed.
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For a front runner at {raceLen}m, that translates to an actual speed range of {secSpeedInfo} m/s.
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Section speed is generally very small. For a {secSpeedS} wit style S front runner at {raceLen}m, it's an actual speed range of {secSpeedInfo}
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m/s.
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</p>
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<p>
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It isn't negligible, though, since it applies during the portion of the race where front runners are trying to become frontest
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@@ -532,44 +473,176 @@
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wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.
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</p>
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<Sec h="2" id="phase-speed">Phase Speed</Sec>
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<Sec h="3" id="no-zone">No-Overtake Zone</Sec>
|
||||
<p>
|
||||
Race base speed is multiplied by the strategy–phase coefficient for each horse. As the name suggests, SPC 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 makes pace
|
||||
chaser promotion scary in late race (for those not using any of the correct running style).
|
||||
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
|
||||
overtake mode, which is a front runner <a href="#front-modes">position keep running mode</a>.)
|
||||
</p>
|
||||
<p>
|
||||
Front runners, and even moreso runaways, have particularly punishing SPC for late race. This makes sense; if they weren't
|
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forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be
|
||||
guaranteed to win every time.
|
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Inside the NO zone, if a horse is blocked in front, the only action available to her is to slow down. Speed skills are
|
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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
|
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position.
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</p>
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<p>
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||||
Late race, or more precisely the last spurt, is also the only place where the speed stat and distance aptitude apply. In terms
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of lengths gained, distance S actually does more for front runners than any other style due to SPC.
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For the most part, there's nothing you can do about the NO zone. The exception to this is with Smart Falcon, who has a speed
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unique that can fire on any mid race straight. On Tokyo 1600 (both turf and dirt), the first corner is far enough into mid
|
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race that <Skill skill={100461} hint="falco ult" /> is likely to fire before entering the NO zone, helping to propel her into a
|
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lead that other front runners can't challenge until the corner begins – which is especially strong because it's harder to
|
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pass on corners, and on those tracks, that corner lasts all the way into late race.
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</p>
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<Sec h="2" id="stats">Stats</Sec>
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<Sec h="3" id="speed">Speed</Sec>
|
||||
<!-- speed matters less than for other styles; corollary: distance S matters less -->
|
||||
<Sec h="3" id="power">Power</Sec>
|
||||
<!-- uphills; surface S -->
|
||||
<Sec h="3" id="guts">Guts Actually Matters (Sometimes)</Sec>
|
||||
<!-- spot struggle (again?) -->
|
||||
<Sec h="3" id="wit">Wit</Sec>
|
||||
<!-- position keep; front S -->
|
||||
<Sec h="2" id="skills">Skills</Sec>
|
||||
<p>Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.</p>
|
||||
<p>
|
||||
Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth
|
||||
special mention.
|
||||
</p>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>
|
||||
On miles, <Skill skill={201082} hint="speed eater" /> is the strongest speed skill in the game, because it is both a full strength
|
||||
speed skill (i.e. +0.15 target speed for base 3s) and a full strength speed debuff. It plays both offense and defense simultaneously.
|
||||
Every front runner should have it on every mile. Speed Eater technically has a gold version, <Skill
|
||||
skill={201081}
|
||||
hint="gold speed eater"
|
||||
/>, but it's so wildly strong that JP still has no source of it even as a built-in skill.
|
||||
</li>
|
||||
<li>
|
||||
<Skill skill={201611} hint="thh" /> is a full strength speed skill that is triggered by other skills, so it excels at stacking
|
||||
– triggering THH with another speed skill is very likely to secure a pass.
|
||||
</li>
|
||||
<li>
|
||||
<Skill skill={200462} hint="ramp" /> is only a half strength speed skill (base 1.8s), but it fires upon overtake, which helps
|
||||
to turn that into a complete pass.
|
||||
</li>
|
||||
<li>
|
||||
<Skill skill={201661} hint="pto" /> and <Skill skill={201651} hint="slipstream" /> are mechanically similar full-strength speed
|
||||
skills with cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted
|
||||
if it triggers during the <a href="#no-zone">NO zone</a>, so it's marginally weaker. Both want multi-front builds.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<Sec h="3" id="gate-skills">Gate Skills</Sec>
|
||||
<!-- gw, ttl, conc -->
|
||||
<Sec h="3" id="lane-combo">Lane Combo</Sec>
|
||||
<!-- dd, pp, ignited wit -->
|
||||
<Sec h="3" id="front-speed-skills">Speed Skills – Front Runner Exclusives</Sec>
|
||||
<!-- escape artist, front/distance corners/straights, leader's pride, speed eater (mile) -->
|
||||
<Sec h="3" id="generic-speed-skills">Speed Skills – Generic</Sec>
|
||||
<!-- thh, ramp up, pto, slipstream -->
|
||||
<p>
|
||||
Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200532} hint="early lead" />, and <Skill
|
||||
skill={200431}
|
||||
hint="conc"
|
||||
/> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention /> (but excluding <Skill
|
||||
skill={201562}
|
||||
hint="lucky 7"
|
||||
mention
|
||||
/>). These skills activate the moment the race starts. Other running styles can largely ignore them, but for front runners,
|
||||
they are critical.
|
||||
</p>
|
||||
<p>
|
||||
GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
|
||||
by the normal fronts they're trying to block. It requires three other gate skills, which should be applicable greens to avoid
|
||||
overreliance on wit checks – for reference, the chart below shows wit check pass chances of one of one, one of two, or
|
||||
two of two skills.
|
||||
</p>
|
||||
<div class="mb-4 h-60 w-full md:h-96">
|
||||
<StatChart
|
||||
class="mx-auto h-full w-full max-w-3xl"
|
||||
stat={Stat.Wit}
|
||||
y={skillCheckSeries}
|
||||
yLabel="% Chance"
|
||||
range={[50, 100]}
|
||||
xRule={1000}
|
||||
/>
|
||||
</div>
|
||||
<p>
|
||||
GW must be combined with <Skill skill={200532} hint="el" /> if you want any chance of being first out of early race. The gold version
|
||||
of EL, <Skill skill={200531} hint="ttl" />, is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In
|
||||
practice, I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed
|
||||
skill. It is still absolutely <i>good</i>, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra
|
||||
energy on wit), but I don't consider it mandatory anymore.
|
||||
</p>
|
||||
<p>
|
||||
Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On
|
||||
the other hand, its white version, <Skill skill={200432} hint="focus" />, is bad; its only real use is as a backup gate skill
|
||||
for GW when you don't have enough greens available.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="spurt-skills">Spurt Skills</Sec>
|
||||
<!-- barcarole, triumphant pulse, all i've got -->
|
||||
<p>
|
||||
Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
|
||||
Notable exceptions are <Skill skill={910151} hint="barcarole" /> and, on Tokyo turf, <Skill
|
||||
skill={900311}
|
||||
hint="ines inherit"
|
||||
/><!-- skill name ends with ! -->
|
||||
These are good inherits for those who don't have easy access to <Skill skill={910261} hint="cacao" mention /> and <Skill
|
||||
skill={910041}
|
||||
hint="kfc"
|
||||
mention
|
||||
/>.
|
||||
</p>
|
||||
<p>
|
||||
<Skill skill={900061} hint="pulse" /> is another spurt skill that may come up sometimes and is interesting to think about. It's
|
||||
a 0.25 speed skill that requires being in at best second place to activate. Is it worth it to take?
|
||||
</p>
|
||||
<p>
|
||||
In a typical race, exactly one horse triggered Angling. All other front runners are far behind that horse by the time Pulse
|
||||
can trigger. It's very unlikely they will have enough speed to catch up. So, if a horse has passed the front runner who used
|
||||
Angling, they are almost certainly a different running style.
|
||||
</p>
|
||||
<p>
|
||||
The <a href={resolve('/spurt')}>spurt speed calculator</a> analyzes this situation. A 1200 speed front runner with a 0.25 speed
|
||||
skill active has speed equivalent to an 1187 speed pace chaser. In other words, as long as that pace chaser is built the way Global
|
||||
players tend to build, Pulse does not allow the front runner to pass back. So, if you happen to inherit it off a grandparent, it
|
||||
is not worth taking.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="others-skills">Other Horses' Skills</Sec>
|
||||
<!-- all-seeing eyes; sfv, u=ma2, generally pos 3-4 skills -->
|
||||
<p>There are two categories of other horses' skills to think about.</p>
|
||||
<p>
|
||||
The first is stamina debuffs: <Skill skill={201441} hint="eyes" />, <Skill skill={201161} hint="murmur" />, <Skill
|
||||
skill={201221}
|
||||
hint="siphon"
|
||||
/>. My conclusion is that Global doesn't understand how to build debuffers, so front runners can mostly ignore these –
|
||||
assume one will hit you, but not three.
|
||||
</p>
|
||||
<p>
|
||||
Eyes especially has the potential to be threatening, since it's roughly unconditional. However, it hits others <i>in vision</i
|
||||
>, which is essentially always a range of 20m. Debuffers are typically built with very little stamina and power, so Eyes is
|
||||
almost never going to reach front runners, especially the front who got Angling.
|
||||
</p>
|
||||
<p>
|
||||
The other category of skills to think about is other horses' uniques.
|
||||
<Skill skill={100101} hint="sfv" />, <Skill skill={100321} hint="u=ma2" />, and a number of others need tight positioning,
|
||||
requiring something like 2-4 or 3-4 in CM. The number of front runners in the match can dictate whether it's ever possible for
|
||||
those uniques to activate. This is the fundamental idea behind <a href="#triple-front">triple front</a> builds.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="skill-timing">Skill Timing</Sec>
|
||||
<p>Thought experiment.</p>
|
||||
<p>
|
||||
Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly
|
||||
side by side.
|
||||
</p>
|
||||
<p>
|
||||
The one on the right then drives 1 mph faster for three seconds, creating a slight gap between them before returning to the
|
||||
previous speed. They now maintain this new gap.
|
||||
</p>
|
||||
<p>
|
||||
There is a 65 mph speed limit sign. As each of the cars pass it, they accelerate at identical rates from 59 to 69 mph over a
|
||||
duration of exactly 10.2 seconds. Since the car on the right is slightly ahead from the speed skill it used, it reaches the
|
||||
speed limit sign first, so it starts accelerating first.
|
||||
</p>
|
||||
<p>
|
||||
Until the left car reaches the sign, the right car is building a speed advantage. Having a higher speed during the accel
|
||||
period, it continually increases the gap it had, until both of them have reached the new target speed.
|
||||
</p>
|
||||
<p>
|
||||
Now the left car drives 1 mph faster for three seconds. It closes the gap between them by the same distance that the right
|
||||
car's speed skill had done prior to the speed limit change. However, since the right car also added a distance advantage over
|
||||
the accel period, it remains slightly ahead of the left car.
|
||||
</p>
|
||||
<p>
|
||||
This thought experiment shows that speed skills are actually more valuable before late race than during it. Thus, front
|
||||
runners not having to worry about <a href="#pdm">PDM</a> is even more of an advantage. Everything they want to do for Angling positioning
|
||||
is already the best possible thing to do!
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="teams">CM Teams</Sec>
|
||||
<Sec h="3" id="solo-front">Solo Front</Sec>
|
||||
<!-- front is not an ace; should probably be a runaway -->
|
||||
@@ -581,13 +654,15 @@
|
||||
<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
|
||||
<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
|
||||
<Sec h="3" id="future-fronts">Future Important Fronts</Sec>
|
||||
<!-- rickey, kitasan white, halloween mayano -->
|
||||
<!-- rickey, kitasan white, halloween mayano? -->
|
||||
<Sec h="3" id="future-runaways">Future Runaways</Sec>
|
||||
|
||||
<Sec h="2" id="career">Career</Sec>
|
||||
<p>
|
||||
Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked. This chapter details the minutia
|
||||
of career races, especially in MANT.
|
||||
of training fronts, especially in MANT.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="career-skills">Taking Skills</Sec>
|
||||
<p>
|
||||
Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills
|
||||
@@ -597,55 +672,60 @@
|
||||
your chance of getting skills you don't have hints for.
|
||||
</p>
|
||||
<p>
|
||||
<b>Early Lead</b> is a snap take skill. The <i>only</i> time to sit on Early Lead is when you happen to get the first +1 hint
|
||||
the turn before inspiration. (Even then, I'd probably still take it.) Early Lead is one of the strongest skills in terms of
|
||||
lengths gained, it applies to all tracks and conditions, and <i>it saves late starts</i>, which are your only source of losses
|
||||
on most races after junior year. Moreover, it has a base cost of only 120 SP; even if you do get Fast Learner after taking it,
|
||||
your opportunity cost was 12 SP. If you prune Early Lead and a hint lands on Fast-Paced or Leader's Pride instead, you gave up
|
||||
that potential 12 SP to save 18. It's incredibly good to take early.
|
||||
<Skill skill={200532} hint="early lead" /> is a snap take skill. The <i>only</i> time to sit on EL is when you happen to get
|
||||
the first +1 hint the turn before inspiration. (Even then, I'd probably still take it, since there's still a race to run.)
|
||||
Early Lead is one of the strongest skills in terms of lengths gained, it applies to all tracks and conditions, and
|
||||
<i>it saves late starts</i>, which are your only source of losses on most races after junior year. Moreover, it has a base
|
||||
cost of only 120 SP; even if you do get Fast Learner after taking it, your opportunity cost was 12 SP. If you prune EL and a
|
||||
hint lands on <Skill skill={200542} hint="fast-paced" mention /> or <Skill skill={201272} hint="leader's pride" mention /> instead,
|
||||
you gave up that potential 12 SP to save 18. It's incredibly good to take early.
|
||||
</p>
|
||||
<p>
|
||||
On parent runs, or exactly one of your three CM horses, <b>Lone Wolf</b> is another snap take. Base cost of 60 SP for +40 speed,
|
||||
which can secure a lot of races, especially early in career. Be extremely careful not to take it on multiple horses on a team. Save
|
||||
and quit from the career if you need to check. It's technically better to have it on two horses than zero, but it's tremendously
|
||||
better than that to have it on one.
|
||||
On parent runs, or exactly one of your three CM horses, <Skill skill={201641} hint="lone wolf" /> is another snap take. Base cost
|
||||
of 60 SP for +40 speed, which can secure a lot of races, especially early in career. Be extremely careful not to take it on multiple
|
||||
horses on a team. Save and quit from the career if you need to check. It's technically better to have it on two horses than zero,
|
||||
but it's tremendously better than that to have it on one.
|
||||
</p>
|
||||
<p>
|
||||
<b>Angling and Scheming</b> is a strong consideration as a mid-career take. Inheritance events are more likely to activate green
|
||||
sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
|
||||
win condition for career (outside a few certain tracks). Taking Angling early 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.
|
||||
<Skill skill={900201} hint="angling" /> is a strong consideration as a mid-career take. Inheritance events are more likely to activate
|
||||
green sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
|
||||
win condition for career (outside of <a href="#3k">3Ks</a> and <a href="#niigata-1600">Niigata 1600</a>). Taking Angling early
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
<b>Front Runner Savvy</b> 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 might 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.
|
||||
<Skill skill={201522} hint="savvy" /> 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.
|
||||
</p>
|
||||
<p>
|
||||
<b>Front Runner Straightaways</b> and <b>Corners</b> are strong and cheap. If you've taken Early Lead and Angling, they probably
|
||||
won't change the outcomes of any races, but it's still reasonable to take the first level to prune. As a corollary, outside parent
|
||||
runs, you should have a specific distance in mind, so your distance straights/corners should also be quick takes.
|
||||
<Skill skill={201242} hint="front straights" /> and <Skill skill={201252} hint="front corners" /> are strong and cheap. If you've
|
||||
taken Early Lead and Angling, they probably won't change the outcomes of any races, but it's still reasonable to take the first
|
||||
level to prune. As a corollary, outside parent runs, you should have a specific distance in mind, so your distance straights/corners
|
||||
should also be quick takes.
|
||||
</p>
|
||||
<p>
|
||||
If you get a +3 hint, <b>Focus</b> can act as a backup to Early Lead to prevent late starts that can kill your horse. Without a
|
||||
+3 hint, it's expensive for the magnitude of its effect. It's also not a great skill for an ace on its own, so it's pretty skippable
|
||||
in general if you aren't expecting Conc.
|
||||
If you get a +3 hint from Kitasan and want to prune for Front Straights, Long Corners, Corner Adept, and DD, <Skill
|
||||
skill={200432}
|
||||
hint="focus"
|
||||
/> can act as a backup to EL to prevent late starts that can kill your horse. Without a +3 hint, it's expensive for the magnitude
|
||||
of its effect. It's also not a great skill for an ace on its own, so it's pretty skippable in general if you aren't expecting Conc.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="niigata-1600">Niigata Junior Stakes</Sec>
|
||||
<p>
|
||||
Niigata Junior Stakes is the first non-sprint graded race in career, which means it's very likely to be one you run. 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 any skills
|
||||
that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
|
||||
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
|
||||
any skills that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
|
||||
</p>
|
||||
<p>
|
||||
An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. If you're doing a guts
|
||||
build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get
|
||||
the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front.
|
||||
the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front.
|
||||
</p>
|
||||
<p>
|
||||
If you do commit to the race and find yourself as the only front runner, switch to pace. You cannot win this race as a solo
|
||||
front.
|
||||
If you do commit to the race and find yourself as the only front runner, consider switching to pace. Moreso than other races,
|
||||
you are unlikely to win this race as a solo front. Even one or two other fronts will be rough.
|
||||
</p>
|
||||
<p>
|
||||
As a corollary, you also cannot win this race with B mile. A miraculous start can get to 350 speed for this race; a B mile
|
||||
@@ -653,6 +733,7 @@
|
||||
>spurt calculator</a
|
||||
>. (This race is why I made it.)
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="jbc-sprint">JBC Sprint</Sec>
|
||||
<p>
|
||||
An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a
|
||||
@@ -664,36 +745,37 @@
|
||||
win this race, e.g. for the +30 stat epithet for doing it twice, you may want to prioritize a bit of extra speed training, or
|
||||
take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
|
||||
<p>
|
||||
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.
|
||||
HP less efficiently than other styles, and because Spot Struggle drains an extra chunk.
|
||||
</p>
|
||||
<p>
|
||||
A stat line like x/450/x/500/600 should be enough for a guts/wit build to win Kikuka Sho against most rivals, possibly at the
|
||||
A stat line like x/400/x/500/600 should be enough for a guts/wit build to win Kikuka Sho against most rivals, possibly at the
|
||||
expense of a clock or two. TSS seems to need something more like x/700/x/700/700 if you don't have any recoveries; I haven't
|
||||
tested much without them, because I don't like throwing away my runs.
|
||||
</p>
|
||||
<p>
|
||||
Since approximately every front runner career will either be Valentine's Bourbon, whose unique skill has a recovery component,
|
||||
or have Bourbon Wit, who gives the option for a guaranteed Moxie hint on her first chain event, you'll almost always have a
|
||||
recovery available to take. Kitasan Black is the exception, since she has TTL built in. Regardless, if you end up overstam at
|
||||
the end of the run, buying Moxie can be -162 SP, which is certainly not a trivial amount.
|
||||
<Skill skill={201282} hint="moxie" /> is the only front-specific recovery skill you can get from MANT rivals. It also is a guaranteed
|
||||
option in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if you end up overstam at
|
||||
the end of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount.
|
||||
</p>
|
||||
<p>
|
||||
An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300
|
||||
stamina this way. Personally, I've decided I prefer buying Moxie in MANT so that rivals have a chance to give a useful skill,
|
||||
but it's probably the wrong choice.
|
||||
stamina this way.
|
||||
</p>
|
||||
<p>
|
||||
All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Mejiro McQueen, or Rice Shower.
|
||||
As rivals, those three will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold recovery. You will
|
||||
burn clocks rolling for them to fail wit checks unless you also have a gold.
|
||||
All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Matikanetannhäuser, Mejiro
|
||||
McQueen, or Rice Shower. As rivals, those four will have very strong HP-oriented builds: on TSS, 650 stamina and at least one
|
||||
gold recovery, in addition to the recovery unique in Creek's and Mambo's cases. You will burn clocks rolling for them to fail
|
||||
wit checks unless you also have a gold.
|
||||
</p>
|
||||
<p>
|
||||
One last consideration for front runners on 3K races: Angling is a dead skill. If you're borderline on stamina, you'll have a
|
||||
hard time if you're on Long C.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="kitasan-black">Kitasan Black</Sec>
|
||||
<p>
|
||||
Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you
|
||||
|
||||
Reference in New Issue
Block a user