zenno/doc/frbm: cm teams
This commit is contained in:
@@ -218,7 +218,8 @@
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="win-cons">Win Conditions</Sec>
|
||||
@@ -644,12 +645,143 @@
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="teams">CM Teams</Sec>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="solo-front">Solo Front</Sec>
|
||||
<!-- front is not an ace; should probably be a runaway -->
|
||||
<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.
|
||||
</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.
|
||||
</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.
|
||||
</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={910261}
|
||||
hint="cacao"
|
||||
mention
|
||||
/>
|
||||
and <Skill skill={910041} hint="kfc" 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.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="double-front">Double Front</Sec>
|
||||
<!-- ace front and backup -->
|
||||
<p>
|
||||
Doubling up on front runners is a build that intends to win with them. Which is to say, they should <i>both</i> be built to win
|
||||
mid race and proc Angling.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="long-double-front">Long Double Front</Sec>
|
||||
<p>
|
||||
At long distances, double front has different implications.
|
||||
<Skill skill={900681} hint="vc" /> 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 <Skill
|
||||
skill={200492}
|
||||
hint="nn"
|
||||
/> to turn the <i>second place</i> front runner into the winner.
|
||||
</p>
|
||||
<p>
|
||||
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={200641} hint="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.
|
||||
</p>
|
||||
<p>
|
||||
Given that NN is good, it's also worth considering the gold version, <Skill skill={200491} hint="nsm" /><!-- ends with ! -->
|
||||
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.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="triple-front">Triple Front</Sec>
|
||||
<!-- ace front, support, and backup; killing pos 3-4 skills -->
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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={900591} hint="beyond" mention /> and <Skill
|
||||
skill={900271}
|
||||
hint="pump"
|
||||
mention
|
||||
/> are dead.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
A more mechanical type of support is to build for <a href="#spot-struggle">spot struggle</a> 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.
|
||||
</p>
|
||||
<p>
|
||||
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 <Skill
|
||||
skill={200341}
|
||||
hint="corner conn"
|
||||
mention
|
||||
/> and <Skill skill={210061} hint="radiant" mention />.
|
||||
</p>
|
||||
<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('/mspeed')}>mechanical speed calculator</a> for details.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="chariot">Chariot</Sec>
|
||||
<p>
|
||||
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 <Skill
|
||||
skill={200491}
|
||||
hint="nsm"
|
||||
mention
|
||||
/><!-- ends with ! -->
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="umas">Front Runners</Sec>
|
||||
<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
|
||||
<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
|
||||
|
||||
Reference in New Issue
Block a user