zenno/doc/frbm: cm teams
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</p>
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</p>
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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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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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aren't what make front runners win most of the time. Capped speed with distance S is ideal, but 1100 speed with distance A
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will likely lose only a couple races within the difference throughout a CM event.
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</p>
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</p>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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@@ -644,12 +645,143 @@
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</p>
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</p>
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<Sec h="2" id="teams">CM Teams</Sec>
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<Sec h="2" id="teams">CM Teams</Sec>
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<p>
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Obviously, CM is run in teams of three. While spamming the highest stats you can manage is a valid strategy that will get
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wins, building a team holistically will lead to higher win rates.
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</p>
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<Sec h="3" id="solo-front">Solo Front</Sec>
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<Sec h="3" id="solo-front">Solo Front</Sec>
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<!-- front is not an ace; should probably be a runaway -->
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<p>
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Because solo fronts essentially don't have access to their <a href="#front-modes">running modes</a>, they are unlikely to
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build enough of a lead over paces to win, even with Angling.
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</p>
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<p>
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In particularly front-dominated metas, this is manageable, since you'll have opponent fronts to run against. When any other
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style is viable, which is probably always now that Nishino Flower exists, you'll have matches where your team's solo front is
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truly solo.
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</p>
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<p>
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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,
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generally, the best support front runners are runaways, to block other teams' front runners from Angling and to keep pace up
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to mitigate PDM on your other horses.
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</p>
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<p>
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I say that they shouldn't be built as aces, but right now, building a runaway that can block MANT front runners requires all
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the early and mid race skills you can manage.
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<a href="#gate-skills">Gate skills</a> are especially important, because runaways have a tremendously higher early race target
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speed. If there is a real difference between a correctly built runaway blocker and a runaway ace, it's that <Skill
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skill={910261}
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hint="cacao"
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mention
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/>
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and <Skill skill={910041} hint="kfc" mention /> are arguably more appropriate inherits than Angling, but the argument isn't strong
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if you're still able to hit a good stat line on your runaway.
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</p>
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<Sec h="3" id="double-front">Double Front</Sec>
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<Sec h="3" id="double-front">Double Front</Sec>
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<!-- ace front and backup -->
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<p>
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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
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mid race and proc Angling.
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</p>
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<p>
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There is still a difference between dual ace double front and double front with an ace and a backup. The ideal stat lines and
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skill lists will be the same between the two styles, but character choice will be different. In particular, dual ace wants
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both to have strong speed uniques – VBourbon, SMaru, Ines Fujin on Tokyo turf.
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</p>
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<p>
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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
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and turns that into a first place finish. Seiun Sky is the strongest such option; as an own unique rather than inherited,
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Angling gives so much perfectly timed accel that speed inherits give her more lengths than other accel skills.
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</p>
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<p>
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Since your two front runners are both meant to be winners, making your third horse a support type is likely to give the best
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overall win rate. This usually means a speed debuffer of whatever type is appropriate for the track. Adding another gambler is
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also effective.
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</p>
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<Sec h="3" id="long-double-front">Long Double Front</Sec>
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<p>
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At long distances, double front has different implications.
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<Skill skill={900681} hint="vc" /> is the front runner win condition, and the front two horses both get it. With late race being
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before the final corner and hence extra move lane not having taken place, you can take advantage of <Skill
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skill={200492}
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hint="nn"
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/> to turn the <i>second place</i> front runner into the winner.
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</p>
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<p>
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Building for second place to bunny with NN does not mean manipulating stats and skills to force one of the front runners into
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second. Both fronts need to be strong enough to be adjacent at late race start, and you have to beat other people's front
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runners, too. (Especially since VC and <Skill skill={200641} hint="encroaching" mention /> are currently the only consistent accels
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for long distance.) So, double front for long is ultimately about the same as double front for other distances, just with different
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goals when choosing the legacy.
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</p>
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<p>
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Given that NN is good, it's also worth considering the gold version, <Skill skill={200491} hint="nsm" /><!-- ends with ! -->
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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
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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
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get there than using Fine Motion, who has NN as a hint.
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</p>
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<Sec h="3" id="triple-front">Triple Front</Sec>
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<Sec h="3" id="triple-front">Triple Front</Sec>
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<!-- ace front, support, and backup; killing pos 3-4 skills -->
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<p>
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Triple front is pretty similar to running double front; the difference is that your support is also using the correct running
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style. That said, you don't really want a front debuffer. The support you want is not the same.
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</p>
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<p>
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One type of support that all front runners do automatically is helping to kill position-based pace chaser skills. Such skills
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have conditions that translate into needing to be in 3rd or 4th, or sometimes 2nd through 4th, to activate. When you're
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bringing three front runners, if anyone else brings a single other one, they're going to occupy 2-4 naturally. If there happen
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to be three others, then even late/end win cons like <Skill skill={900591} hint="beyond" mention /> and <Skill
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skill={900271}
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hint="pump"
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mention
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/> are dead.
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</p>
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<p>
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The fact that triple front tries to occupy positions 3-4 lets you do some very interesting team comps where you run pace
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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
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terribly consistent because they're readily equipped to get into first just as easily as third, but then they just get Angling
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instead and follow the normal front runner game plan.
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</p>
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<p>
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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
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forward into mid race. GW + TTL is especially important for this type of horse, and otherwise equivalent early race to your other
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fronts – everyone has lane combo if it's applicable, for example. Front S is also a major benefit, because it makes spot struggle
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last 10% longer.
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</p>
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<p>
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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
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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
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showing. In addition to the normal front win cons, it's potentially strong to take unconditional gambles like <Skill
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skill={200341}
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hint="corner conn"
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mention
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/> and <Skill skill={210061} hint="radiant" mention />.
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</p>
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<p>
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SS supports do best on medium and long tracks, because you want to be building <i>everyone</i> for spot struggle on miles and
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sprints. However, spot struggle is the only mechanic in the game that scales superlinearly with stats, so even the difference
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between 1200 and 1000 guts can matter. See the <a href={resolve('/mspeed')}>mechanical speed calculator</a> for details.
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</p>
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<Sec h="3" id="chariot">Chariot</Sec>
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<p>
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A front runner build that I have seen but not attempted is the chariot: a runaway with a strong mid race but insufficient HP
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to spurt stays in front of one or two other front runners who have <Skill
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skill={200491}
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hint="nsm"
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mention
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/><!-- ends with ! -->
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</p>
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<p>
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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
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day 2; that team had an overall eleven wins at the time.
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</p>
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<p>
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Maybe a stronger build would have worked better for them. My opinion is that this build gives up the consistency of front
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runners to pursue a game plan that is hardly stronger when it does work.
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</p>
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<Sec h="2" id="umas">Front Runners</Sec>
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<Sec h="2" id="umas">Front Runners</Sec>
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<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
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<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
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<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
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<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
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