From b4e6a34acaef537e5bb4d7b7f54361b00be3c65d Mon Sep 17 00:00:00 2001 From: Branden J Brown Date: Wed, 27 May 2026 20:36:18 -0400 Subject: [PATCH] zenno/doc/frbm: cm teams --- zenno/src/routes/doc/frbm/+page.svelte | 140 ++++++++++++++++++++++++- 1 file changed, 136 insertions(+), 4 deletions(-) diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte index ed4ed21..7d9ac60 100644 --- a/zenno/src/routes/doc/frbm/+page.svelte +++ b/zenno/src/routes/doc/frbm/+page.svelte @@ -218,7 +218,8 @@

The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude) - aren't what make front runners win most of the time. + aren't what make front runners win most of the time. Capped speed with distance S is ideal, but 1100 speed with distance A + will likely lose only a couple races within the difference throughout a CM event.

Win Conditions @@ -644,12 +645,143 @@

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 - +

+ 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. +

+

+ 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. +

+

+ 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. +

+

+ 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. +

+ 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. +

+

+ There is still a difference between dual ace double front and double front with an ace and a backup. The ideal stat lines and + skill lists will be the same between the two styles, but character choice will be different. In particular, dual ace wants + both to have strong speed uniques – VBourbon, SMaru, Ines Fujin on Tokyo turf. +

+

+ With an ace and a backup, the ace is the one with the speed unique, and the other is a horse who gambles on winning mid race + and turns that into a first place finish. Seiun Sky is the strongest such option; as an own unique rather than inherited, + Angling gives so much perfectly timed accel that speed inherits give her more lengths than other accel skills. +

+

+ Since your two front runners are both meant to be winners, making your third horse a support type is likely to give the best + overall win rate. This usually means a speed debuffer of whatever type is appropriate for the track. Adding another gambler is + also effective. +

+ + 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 + before the final corner and hence extra move lane not having taken place, you can take advantage of to turn the second place front runner into the winner. +

+

+ 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. +

+

+ Given that NN is good, it's also worth considering the gold version, + NSM is a better skill for the long double front build, but for now, the only way to get it while running MANT is from Yukino Bijin + Wit. That card's numbers are not great. It's still possible to get a good stat line using her, but it will take more careers to + get there than using Fine Motion, who has NN as a hint. +

+ 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. The support you want is not the same. +

+

+ 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 are dead. +

+

+ The fact that triple front tries to occupy positions 3-4 lets you do some very interesting team comps where you run pace + chasers as front runners. E.g., I ran Taiki Shuttle as front in dirt CM and Curren Chan as front in sprint CM. This is not + terribly consistent because they're readily equipped to get into first just as easily as third, but then they just get Angling + instead and follow the normal front runner game plan. +

+

+ A more mechanical type of support is to build for spot struggle and have her pull your less gutsy fronts + forward into mid race. GW + TTL is especially important for this type of horse, and otherwise equivalent early race to your other + fronts – everyone has lane combo if it's applicable, for example. Front S is also a major benefit, because it makes spot struggle + last 10% longer. +

+

+ An SS support doesn't strictly need as much in the way of mid race skills, since her main job is to give the others overtake + mode and then be passed. It's nonetheless a good idea to take those skills for less risk if your other fronts have a poor + showing. In addition to the normal front win cons, it's potentially strong to take unconditional gambles like and . +

+

+ 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. +

+ + 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 +

+

+ If this build ever had an era, it was during Unity Cup, when NSM was essentially free. I saw a team using it in CM13 round 2 + day 2; that team had an overall eleven wins at the time. +

+

+ Maybe a stronger build would have worked better for them. My opinion is that this build gives up the consistency of front + runners to pursue a game plan that is hardly stronger when it does work. +

+ Front Runners Christmas Oguri Cap Taiki Shuttle & Curren Chan