zenno/doc: initial work on front runner black magic
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zenno/src/routes/doc/Sec.svelte
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zenno/src/routes/doc/Sec.svelte
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zenno/src/routes/doc/frbm/+page.svelte
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<script lang="ts">
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import { resolve } from '$app/paths';
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import Sec from '../Sec.svelte';
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</script>
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<article class="mx-auto max-w-4xl text-justify">
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<Sec h="1" id="top" class="text-center">Front Runner Black Magic</Sec>
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<p>
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Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their
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careers tend to be easy, but the things you need (and don't need) to make a <i>really good</i> front runner are sometimes surprising.
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</p>
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<p>
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This document is advanced material. The target audience intends to win Champions Meet Group A Finals. This is meant for
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players who are already strong at training: players who can take a target stat line and skill set and turn it into a horse.
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This is about what those stat lines and skill sets should be, along with <i>why</i>.
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</p>
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<Sec h="2" id="me">About Me</Sec>
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<p>
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Two or three weeks after Global launched, my friend told me to get a job, so I sent him a screenshot of me clicking the
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install button on Umamusume. Since then, I have been a mostly-F2P player, with the single exception of the First Anniversary
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SSR pick ticket. (I haven't even spent the accompanying paid carats.)
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</p>
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<p>
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I'm committed to running exclusively triple fronts for every Champions' Meet, starting since CM8 Sagittarius Cup (Arima
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Kinen). I've messed up a lot doing it, and gotten second in more CMs than not. In other words, I've figured out what makes
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good fronts by seeing a lot of things that make bad fronts.
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</p>
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<p>
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Well, that, and I'm very familiar with <a
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href="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?usp=sharing"
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target="_blank"
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rel="noopener noreferrer">KuromiAK's Race Mechanics doc</a
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>, to the point that I make my own tools to calculate the benefit of obscure mechanics. And I've talked to a lot of
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exceptionally knowledgeable folks on the
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<a href="https://discord.gg/SyAVkbBSkx" target="_blank" rel="noopener noreferrer">GameTora Discord server</a>
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to learn about ideas like lane combo and spark farming.
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</p>
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<p>
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I want to share the knowledge I've accrued about front runners, because teaching is my favorite thing. Definitely not just to
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rationalize running triple fronts for every CM even though most of my favorite horses are late surgers.
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</p>
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<Sec h="2" id="mechanics">Race Mechanics</Sec>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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<!-- angling, victory cheer, pasta, unrestrained; c.f. nsm -->
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<Sec h="3" id="position-keep">Position Keep</Sec>
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<Sec h="3" id="spot-struggle">Spot Struggle</Sec>
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<Sec h="3" id="skill-timing">Skill Timing</Sec>
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<!-- length gain from early/mid vs late speed skills -->
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<Sec h="3" id="runaway">Runaway</Sec>
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<Sec h="3" id="duels">Duels</Sec>
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<!-- corner timing; experiment with nsm suzuka -->
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<Sec h="2" id="stats">Stats</Sec>
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<Sec h="3" id="speed">Speed</Sec>
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<!-- speed matters less than for other styles; corollary: distance S matters less -->
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<Sec h="3" id="power">Power</Sec>
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<!-- uphills; surface S -->
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<Sec h="3" id="guts">Guts Actually Matters (Sometimes)</Sec>
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<!-- spot struggle (again?) -->
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<Sec h="3" id="wit">Wit</Sec>
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<!-- position keep; front S -->
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<Sec h="2" id="skills">Skills</Sec>
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<Sec h="3" id="gate-skills">Gate Skills</Sec>
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<!-- gw, ttl, conc -->
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<Sec h="3" id="lane-combo">Lane Combo</Sec>
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<!-- dd, pp, ignited wit -->
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<Sec h="3" id="front-speed-skills">Speed Skills – Front Runner Exclusives</Sec>
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<!-- escape artist, front/distance corners/straights, leader's pride, speed eater (mile) -->
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<Sec h="3" id="generic-speed-skills">Speed Skills – Generic</Sec>
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<!-- thh, ramp up, pto, slipstream -->
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<Sec h="3" id="spurt-skills">Spurt Skills</Sec>
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<!-- barcarole, triumphant pulse, all i've got -->
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<Sec h="3" id="others-skills">Other Horses' Skills</Sec>
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<!-- all-seeing eyes; sfv, u=ma2, generally pos 3-4 skills -->
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<Sec h="2" id="teams">CM Teams</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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<Sec h="3" id="double-front">Double Front</Sec>
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<!-- ace front and backup -->
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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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<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="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
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<Sec h="3" id="future-fronts">Future Important Fronts</Sec>
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<!-- rickey, kitasan white, halloween mayano -->
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<Sec h="3" id="future-runaways">Future Runaways</Sec>
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<Sec h="2" id="career">Career</Sec>
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<p>
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Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked. This chapter details the minutia
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of career races, especially in MANT.
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</p>
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<Sec h="3" id="career-skills">Taking Skills</Sec>
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<p>
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Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills
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mid-run without Fast Learner, and you happen to get it later, you effectively lose 10% of the SP you spent to that point.
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However, you also <i>prune</i> hints: taking the first level of a skill removes it from the pools for support card hint bubbles,
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MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own improves
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your chance of getting skills you don't have hints for.
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</p>
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<p>
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<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
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the turn before inspiration. (Even then, I'd probably still take it.) Early Lead is one of the strongest skills in terms of
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lengths gained, it applies to all tracks and conditions, and <i>it saves late starts</i>, which are your only source of losses
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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,
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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
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that potential 12 SP to save 18. It's incredibly good to take early.
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</p>
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<p>
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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,
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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
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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
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better than that to have it on one.
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</p>
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<p>
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<b>Angling and Scheming</b> is a strong consideration as a mid-career take. Inheritance events are more likely to activate green
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sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
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win condition for career (outside a few certain tracks). Taking Angling early can save a lot of clocks, and it can rescue runs that
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don't get what is normally the minimum speed to win races before summer.
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</p>
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<p>
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<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
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runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest front-specific skill, after Dodging Danger.
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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
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chance to generate the spark, and hints save twice as much SP on the double circle.
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</p>
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<p>
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<b>Front Runner Straightaways</b> and <b>Corners</b> are strong and cheap. If you've taken Early Lead and Angling, they probably
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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
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runs, you should have a specific distance in mind, so your distance straights/corners should also be quick takes.
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</p>
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<p>
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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
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+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
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in general if you aren't expecting Conc.
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</p>
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<Sec h="3" id="niigata-1600">Niigata Junior Stakes</Sec>
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<p>
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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
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an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have any skills
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that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
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</p>
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<p>
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An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. If you're doing a guts
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build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get
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the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front.
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</p>
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<p>
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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
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front.
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</p>
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<p>
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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
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runner with 350 speed is equivalent to an A mile runner with only 207 speed in career. See the <a href={resolve('/spurt')}
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>spurt calculator</a
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>. (This race is why I made it.)
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</p>
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<Sec h="3" id="jbc-sprint">JBC Sprint</Sec>
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<p>
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An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a
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corner, but the portion before the stretch is a special <i>neither corner nor straight</i> property. That means Angling won't activate,
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and Pasta is delayed (though still within the accel period).
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</p>
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<p>
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Fortunately, JBC Sprint is after summer, which means you should be able to stat diff your opponents. If you are planning to
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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
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take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.
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</p>
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<Sec h="3" id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
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<!-- stam requirements; run as late; no angling -->
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<p>
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The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to
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HP less efficiently than other styles.
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</p>
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<p>
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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
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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
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tested much without them, because I don't like throwing away my runs.
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</p>
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<p>
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Since approximately every front runner career will either be Valentine's Bourbon, whose unique skill has a recovery component,
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or have Bourbon Wit, who gives the option for a guaranteed Moxie hint on her first chain event, you'll almost always have a
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recovery available to take. Kitasan Black is the exception, since she has TTL built in. Regardless, if you end up overstam at
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the end of the run, buying Moxie can be -162 SP, which is certainly not a trivial amount.
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</p>
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<p>
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An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300
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stamina this way. Personally, I've decided I prefer buying Moxie in MANT so that rivals have a chance to give a useful skill,
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but it's probably the wrong choice.
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</p>
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<p>
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All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Mejiro McQueen, or Rice Shower.
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As rivals, those three will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold recovery. You will
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burn clocks rolling for them to fail wit checks unless you also have a gold.
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</p>
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<p>
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One last consideration for front runners on 3K races: Angling is a dead skill. If you're borderline on stamina, you'll have a
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hard time if you're on Long C.
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</p>
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<Sec h="3" id="kitasan-black">Kitasan Black</Sec>
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<p>
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Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you
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probably don't have Sei as a parent since their uniques don't mesh (except on Nakayama 2500). Kitasan's own unique is also
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very weak outside of long races and unable to even activate on some miles, notably Niigata 1600. And for early races, notably
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Niigata 1600, you likely won't even have the opportunity to get Front Straights/Corners, especially since you don't need
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Bourbon Wit.
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</p>
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<p>
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Kitasan benefits a lot from running as a Pace Chaser early on, just for the higher effective speed. Rivals are best defeated
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with your intended style, but in career, winning is more important than front running.
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</p>
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</article>
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