zenno/doc/frbm: cm teams

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</p> </p>
<p> <p>
The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude) 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> </p>
<Sec h="3" id="win-cons">Win Conditions</Sec> <Sec h="3" id="win-cons">Win Conditions</Sec>
@@ -644,12 +645,143 @@
</p> </p>
<Sec h="2" id="teams">CM Teams</Sec> <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> <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> <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 &ndash; 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> <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 &ndash; 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="2" id="umas">Front Runners</Sec>
<Sec h="3" id="coc">Christmas Oguri Cap</Sec> <Sec h="3" id="coc">Christmas Oguri Cap</Sec>
<Sec h="3" id="taiki-shuttle">Taiki Shuttle &amp; Curren Chan</Sec> <Sec h="3" id="taiki-shuttle">Taiki Shuttle &amp; Curren Chan</Sec>