Compare commits

...

4 Commits

2 changed files with 455 additions and 228 deletions
+5 -5
View File
@@ -36,7 +36,7 @@
}
return l[0];
});
const activationClass = $derived(s.activations.length === 1 ? null : 'm2 border rounded-md');
const activationClass = $derived(s.activations.length === 1 ? null : 'my-2 border rounded-md');
const spanClass = $derived(mention ? 'italic' : 'font-bold');
</script>
@@ -51,7 +51,7 @@
{/snippet}
{#snippet abilities(abils: Ability[])}
{#each abils as a (a.type)}
{#each abils as a, i (i)}
<div class="text-sm">
{ABILITY_TYPE_FORMAT[a.type](a.value)}
{ABILITY_SCALE_NAME[a.value_usage]}
@@ -62,7 +62,7 @@
{/each}
{/snippet}
<div class="group relative inline-block">
<span class="group relative inline-block">
<div
class="skill-tip invisible absolute bottom-4 -left-1/2 flex w-80 flex-col rounded-lg border px-2 text-center opacity-0 shadow-lg transition-all group-hover:visible group-hover:bottom-6 group-hover:opacity-100"
role="tooltip"
@@ -83,7 +83,7 @@
</div>
<div class="py-1">
{@render abilities(act.abilities)}
{#if act.duration}
{#if act.duration != null && act.duration > 0}
<div class="text-sm">
for {tenThousandths(act.duration)}s
{DURATION_SCALE_NAME[act.dur_scale]}
@@ -94,4 +94,4 @@
{/each}
</div>
<span class={spanClass}>{s.name}</span>
</div>
</span>
+450 -223
View File
@@ -5,6 +5,7 @@
AptitudeLevel,
downhillAccelEnterChance,
frontModeEnterChance,
HORSE_LENGTH,
moveLaneModifier,
paceUpEnterChance,
Phase,
@@ -31,6 +32,20 @@
return x * (1 - p) + x * bonus * p;
}
const uphillSlowPow = 800;
const uphillFastPow = 1200;
const uphillBaseSpeed = mean2(sectionSpeed(2500, 1200, 1200, RunningStyle.FrontRunner, Phase.MidRace));
const uphillSlopes = [
{ per: 2, len: 110 },
{ per: 1.5, len: 200 },
]
.map((s) => ({ ...s, slowSpeed: uphillMod(uphillSlowPow, s.per), fastSpeed: uphillMod(uphillFastPow, s.per) }))
.map((s) => ({ ...s, slowTime: s.len / (uphillBaseSpeed + s.slowSpeed), fastTime: s.len / (uphillBaseSpeed + s.fastSpeed) }))
// TODO(zeph): should include the difference with decel down to uphill speed and accel out of it,
// since the high power horse is favored for both
.map((s) => ({ ...s, dx: (s.fastSpeed - s.slowSpeed) * s.fastTime + s.slowSpeed * (s.slowTime - s.fastTime) }));
const uphillLengths = uphillSlopes.reduce((m, { dx }) => m + dx, 0) / HORSE_LENGTH;
const secSpeedS = 1200;
const secSpeedA = 1000;
const secSpeedExample = $derived(sectionSpeed(raceLen, secSpeedS, secSpeedS * 1.1, RunningStyle.FrontRunner, Phase.EarlyRace));
@@ -157,19 +172,18 @@
Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt
phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to
16, late race is sections 17 to 20, and last spurt phase is sections 21 to 24. Spot Struggle can start between 150m and the
end of section 5, and is forced to end at the start of section 9. Position Keep ends after section 10.
end of section 5, and is forced to end at the start of section 9. <i>Position keep</i> ends after section 10.
</p>
<p>
The numeric value of acceleration depends on the Power stat, dueling, surface aptitude, uphills, race phase, running style. At
the start of early race, horses accelerate from 3 m/s to the early race <i>base target speed</i>, which varies by race
distance and running style but is generally on the order of 20 m/s. At the start of late race, if they have enough HP
remaining for their last spurt, horses accelerate from the mid race base target speed to their spurt speed, which varies by
speed stat, distance aptitude, running style, race distance, and guts stat, in decreasing order of effect. "Last spurt" and
"last spurt phase" are different and unrelated things; the latter is only used in the condition for <Skill
skill={200512}
hint="homestretch haste"
mention
/>.
the start of early race, horses accelerate to the early race <i>base target speed</i>, which varies by race distance and
running style but is generally in the vicinity of 20 m/s.
</p>
<p>
At the start of late race, if they have enough HP remaining for their last spurt, horses accelerate from the mid race base
target speed to their spurt speed, which varies by speed stat, distance aptitude, running style, race distance, and guts stat,
in decreasing order of effect. "Last spurt" and "last spurt phase" are different and unrelated things; the latter is only used
mechanically in the condition for <Skill skill={200512} hint="homestretch haste" mention />.
</p>
<p>
Speed skills add a flat amount of target speed, generally +0.15 m/s for white skills, +0.25 m/s for double circle skills and
@@ -186,36 +200,48 @@
localization of 逃げ <i>nige</i> that technically just means "escape.")
</p>
<p>
Runaways are still front runners for all purposes. The main difference is just different numbers for things like base speed
and acceleration, stamina to HP conversion, and distance thresholds for running modes. Other mechanics that are specific to
front runners also apply to runaways.
Runaways are still front runners for all purposes. The difference is just different numbers for things like base speed and
acceleration, stamina to HP conversion, and distance thresholds for running modes. Other mechanics that are specific to front
runners also apply to runaways.
</p>
<Sec h="2" id="win-cons">Win Conditions</Sec>
<Sec h="3" id="phase-speed">Phase Speed</Sec>
<p>
On Global today, competitive horses usually have stat lines that are pretty similar to each other. Races, therefore, are more
often won by skills &ndash; typically acceleration skills that activate at the start of late race. Front runners have strong
options.
Race base speed is multiplied by the speed strategy&ndash;phase coefficient for each horse. As the name suggests, SSPC is
different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that
makes pace chaser promotion scary in late race (for those not using any of the correct running style).
</p>
<p>
Front runners, and even moreso runaways, have particularly punishing SSPC for late race. This makes sense; if they weren't
forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be
guaranteed to win every time.
</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. 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>
<p>
Generally more important than speed itself (for all running styles) is landing an acceleration skill at the beginning of late
race. The strength of front runners is having the most consistent options for doing so.
</p>
<ul class="mb-4 list-disc pl-4">
<li>
<Skill skill={900201} hint="angling" />, sometimes called Rod, is the second best skill in the game. Because only the horse
in first place gets it, everything about training front runners becomes a matter of being in front at the start of late
race, true to name.
<Skill skill={900201} hint="angling" />, sometimes called Rod, is currently the second best skill in the game. Its condition
is to be in first place on any late race corner, which is the case immediately at the start of late race on all medium
tracks,
<a href="#niigata-1600">all but one mile</a>, and some sprints.
</li>
<li>
On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, which opens
the opportunity for multi-front builds using <Skill skill={200492} hint="nn" mention />/<Skill
skill={200491}
hint="nsm"
mention
/> &ndash; especially because VC tracks aren't subject to the final corner spread that makes those skills worse on sprints and
miles &ndash; but otherwise the function is the same.
On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, and it has half
the acceleration value.
</li>
<li>
On those sprints where Angling is dead, the front-specific options include <Skill skill={900141} hint="pasta" /> (VPP, or Pasta)
and <Skill skill={910451} hint="mummy creek" /> (HCreek), It takes both of them to equal Angling, so such sprints may be better
served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
On those sprints where Angling is dead, the front-specific option is <Skill skill={900141} hint="pasta" /> (VPP, or Pasta). Multi-front
builds also have access to <Skill skill={910451} hint="mummy creek" /> (HCreek). It takes both of them to equal Angling, so such
sprints may be better served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
skill={200371}
hint="rushing gale"
mention
@@ -225,16 +251,44 @@
</ul>
<p>
<Skill skill={200491} hint="nsm" /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners;
generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is pulling
away from you before you accumulate the blocked time to activate it. Again, VC tracks may be an exception if you specifically build
for it.
generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is
pulling away from you before you accumulate the blocked time to activate it. That said, on VC tracks specifically, NSM or its
white version <Skill skill={200492} hint="nn" mention /> can be an option for multi-front builds, since the two frontmost horses
get VC and final corner lane movement hasn't happened.
</p>
<Sec h="2" id="pdm">Pace Down Mode</Sec>
<Sec h="2" id="positioning">Positioning Mechanics</Sec>
<p>
During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs. The
primary mechanism for this is pace down mode (PDM), which activates whenever a horse gets what their style defines as too close
to first place.
The theme among front runner win conditions is requiring being in or very close to first place when late race starts. So,
lesser running styles aside, beating other fronts is a matter of manipulating skills and race mechanics to win in early and
mid race.
</p>
<Sec h="3" id="front-modes">Speed-Up and Overtake Modes</Sec>
<p>
During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs.
During position keep, all horses have access to <i>running modes</i> that influence how they run.
</p>
<p>
The running modes for front runners are speed-up (+4% target speed for first among that front type) and overtake (+5% for
not-first). Entering these modes requires meeting certain conditions relating to positioning, which collectively can be read
as "solo fronts are heavily penalized." They also require passing a wit check, with the same chance for both modes.
</p>
<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
<StatChart
class="mx-auto h-full w-full max-w-3xl"
stat={Stat.Wit}
y={frontModeCheckSeries}
yLabel="Entry Chance (% each 2 seconds)"
range={[25, 50]}
xRule={1200}
/>
</div>
<Sec h="3" id="pdm">Pace Down Mode</Sec>
<p>
The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates
whenever a horse gets what their style defines as too close to first place.
</p>
<p>
Watch a MANT late surger with 1000+ power and wit in a daily legend race. As long as they don't get blocked, they should <a
@@ -243,103 +297,12 @@
of the late surgers, often near the back of the group. That's PDM.
</p>
<p>
On lesser running styles, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
conservation via PDM. The thing that really makes front runners good is that they don't have to worry about that &ndash; they
aren't subject to PDM at all. Their mid race speed skills always gain distance.
On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
conservation. The thing that really makes front runners good is that they don't have to worry about that &ndash; they aren't
subject to PDM at all. Their mid race speed skills always gain distance.
</p>
<Sec h="2" id="front-modes">Speed-Up and Overtake Modes</Sec>
<p>
Instead of pace-down and pace-up, front runners have speed-up (+4% target speed for first among that front type) and overtake
(+5% for not-first) modes. Entering these modes requires meeting certain conditions relating to positioning, which
collectively can be read as "solo fronts are heavily penalized." They also require passing a wit check, with the same chance
for both modes.
</p>
<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
<StatChart
class="mx-auto h-full w-full max-w-3xl"
stat={Stat.Wit}
y={frontModeCheckSeries}
yLabel="Entry Chance (% each 2 seconds)"
range={[0, 50]}
xRule={1200}
/>
</div>
<Sec h="2" id="skill-timing">Skill Timing</Sec>
<p>Thought experiment.</p>
<p>
Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly
side by side.
</p>
<p>
The one on the right then drives 1 mph faster for three seconds, creating a slight gap between them before returning to the
previous speed. They now maintain this new gap.
</p>
<p>
There is a 65 mph speed limit sign. As each of the cars pass it, they accelerate at identical rates from 59 to 69 mph over a
duration of exactly 10.2 seconds.
</p>
<p>
Since the car on the right is slightly ahead from the speed skill it used, it reaches the speed limit sign first, so it starts
accelerating first.
</p>
<p>
Until the left car reaches the sign, the right car is building a speed advantage. Having a higher speed during the accel
period, it continually increases the gap it had, until both of them have reached the new target speed.
</p>
<p>
Now the left car drives 1 mph faster for three seconds. It closes the gap between them by the same distance that the right
car's speed skill had done prior to the speed limit change.
</p>
<p>
However, since the right car also added a distance advantage over the accel period, it remains slightly ahead of the left car.
</p>
<p>
This thought experiment shows that speed skills are actually more valuable before late race than during it. Thus, front
runners not having to worry about PDM is even more of an advantage.
</p>
<Sec h="2" id="gate-skills">Gate Skills</Sec>
<p>
Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200531} hint="ttl" /> (TTL), and <Skill
skill={200431}
hint="conc"
/> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention /> (but excluding <Skill
skill={201562}
hint="lucky 7"
mention
/>). These skills activate the moment the race starts.
</p>
<p>
GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
by the normal fronts they're trying to block. It requires three other gate skills, which should be active greens to avoid
overreliance on wit checks. For reference, the chart below shows proc chances of one of one, one of two, or two of two skills
with wit checks.
</p>
<div class="mb-4 h-60 w-full md:h-96">
<StatChart
class="mx-auto h-full w-full max-w-3xl"
stat={Stat.Wit}
y={skillCheckSeries}
yLabel="% Chance"
range={[50, 100]}
xRule={1000}
/>
</div>
<p>
TTL or its white version <Skill skill={200532} hint="el" /> must be combined with GW if they want any chance of being first out
of early race. Since the main source of TTL is the Mihono Bourbon Wit SSR from the first Halloween event, VBourbon can suffice with
EL. (The other TTL option is the Twin Turbo SSR that does generate a lot of stats but requires winning three 50/50s to get the gold
skill.)
</p>
<p>
Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On
the other hand, its white version <Skill skill={200432} hint="focus" /> is bad; its only real use is as a backup gate skill for
GW when you don't have enough greens available.
</p>
<Sec h="2" id="spot-struggle">Spot Struggle</Sec>
<Sec h="3" id="spot-struggle">Spot Struggle</Sec>
<p>
For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with
non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've
@@ -366,7 +329,7 @@
analysis.
</p>
<Sec h="2" id="lane-combo">Lane Combo</Sec>
<Sec h="3" id="lane-combo">Lane Combo</Sec>
<p>
While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes
(i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received
@@ -416,23 +379,18 @@
make it last a shorter time, since the horse will return to the rail more quickly.
</p>
<Sec h="2" id="slopes">Slopes</Sec>
<p>
Different slopes can be of different angles; the <i>SlopePer</i> parameter is positive for uphills and negative for downhills. SlopePer
values that currently exist on tracks include 1, 1.5, and 2, positive or negative.
</p>
<Sec h="3" id="uphills">Uphills</Sec>
<p>
Running uphill carries a penalty to target speed. This penalty scales negatively with the power stat; that is, higher power
means faster uphill running. It scales positively with slope angle.
means faster uphill running. It scales positively with slope angle. There is also a flat reduction in base acceleration for
running uphill, which does not change with stats nor slope angle.
</p>
<div class="mb-4 h-60 w-full md:h-96">
<StatChart
class="mx-auto h-full w-full max-w-3xl"
stat={Stat.Power}
y={uphillSeries}
yLabel="Speed Modifier (m/s)"
yLabel="Uphill Speed Modifier (m/s)"
yRule={uphillYRule}
range={[-2, 0]}
/>
@@ -441,12 +399,9 @@
Note that surface aptitude <i>does not</i> affect uphill speed, nor power generally. It only affects acceleration.
</p>
<p>
The practical impact is that steep early- and mid-race hills filter out front runners with low power. Even with an otherwise
perfect build, an 800 power VBourbon is likely to be passed by a 1280 power (<Skill skill={200152} hint="firm" mention /> + <Skill
skill={200282}
hint="comp spirit"
mention
/>) Seiun Sky.
The practical impact is that steep early- and mid-race hills filter out front runners with low power. All else equal, a Seiun
Sky with {uphillFastPow} power gains an average of about {uphillLengths.toFixed(1)} lengths over a VBourbon with {uphillSlowPow}
power on the Arima Kinen mid-race hills.
</p>
<Sec h="3" id="downhills">Downhills</Sec>
@@ -475,7 +430,7 @@
Conversely, the HP savings on long downhills can be enough to drop a recovery skill or two on some tracks.
</p>
<Sec h="2" id="section-speed">Section Speed</Sec>
<Sec h="3" id="section-speed">Section Speed</Sec>
<p>
Each section, each horse gets a random modifier to target speed. The modifier's range is determined by the wit stat.
(Curiously, the calculation uses both wit as modified by style proficiency and green skills as well as base wit.)
@@ -510,8 +465,8 @@
</div>
</div>
<p>
Section speed is generally very small; at {secSpeedS} wit with style S, it has a range of about -0.15% to 0.5% of race base speed.
For a front runner at {raceLen}m, that translates to an actual speed range of {secSpeedInfo} m/s.
Section speed is generally very small. For a {secSpeedS} wit style S front runner at {raceLen}m, it's an actual speed range of {secSpeedInfo}
m/s.
</p>
<p>
It isn't negligible, though, since it applies during the portion of the race where front runners are trying to become frontest
@@ -519,62 +474,327 @@
wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.
</p>
<Sec h="2" id="phase-speed">Phase Speed</Sec>
<Sec h="3" id="no-zone">No-Overtake Zone</Sec>
<p>
Race base speed is multiplied by the strategy&ndash;phase coefficient for each horse. As the name suggests, SPC is different
per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that makes pace
chaser promotion scary in late race (for those not using any of the correct running style).
The NO zone is the 200m portion of the race prior to the first corner. For unclear reasons, while in the NO zone, horses
cannot enter overtake lane mode, which is what allows them to move away from the rail. (Overtake lane mode is different from
overtake mode, which is a front runner <a href="#front-modes">position keep running mode</a>.)
</p>
<p>
Front runners, and even moreso runaways, have particularly punishing SPC for late race. This makes sense; if they weren't
forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be
guaranteed to win every time.
Inside the NO zone, if a horse is blocked in front, the only action available to her is to slow down. Speed skills are
generally wasted when they fire in the NO zone, unless they are either in the lead or still on the outside from DD or gate
position.
</p>
<p>
Late race, or more precisely the last spurt, is also the only place where the speed stat and distance aptitude apply. In terms
of lengths gained, distance S actually does more for front runners than any other style due to SPC.
For the most part, there's nothing you can do about the NO zone. The exception to this is with Smart Falcon, who has a speed
unique that can fire on any mid race straight. On Tokyo 1600 (both turf and dirt), the first corner is far enough into mid
race that <Skill skill={100461} hint="falco ult" /> is likely to fire before entering the NO zone, helping to propel her into a
lead that other front runners can't challenge until the corner begins &ndash; which is especially strong because it's harder to
pass on corners, and on those tracks, that corner lasts all the way into late race.
</p>
<Sec h="2" id="stats">Stats</Sec>
<Sec h="3" id="speed">Speed</Sec>
<!-- speed matters less than for other styles; corollary: distance S matters less -->
<Sec h="3" id="power">Power</Sec>
<!-- uphills; surface S -->
<Sec h="3" id="guts">Guts Actually Matters (Sometimes)</Sec>
<!-- spot struggle (again?) -->
<Sec h="3" id="wit">Wit</Sec>
<!-- position keep; front S -->
<Sec h="2" id="skills">Skills</Sec>
<p>Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.</p>
<p>
Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth
special mention.
</p>
<ul class="mb-4 list-disc pl-4">
<li>
On miles, <Skill skill={201082} hint="speed eater" /> is the strongest speed skill in the game, because it is both a full strength
speed skill (i.e. +0.15 target speed for base 3s) and a full strength speed debuff. It plays both offense and defense simultaneously.
Every front runner should have it on every mile. Speed Eater technically has a gold version, <Skill
skill={201081}
hint="gold speed eater"
/>, but it's so wildly strong that JP still has no source of it even as a built-in skill.
</li>
<li>
<Skill skill={201611} hint="thh" /> is a full strength speed skill that is triggered by other skills, so it excels at stacking
&ndash; triggering THH with another speed skill is very likely to secure a pass.
</li>
<li>
<Skill skill={200462} hint="ramp" /> is only a half strength speed skill (base 1.8s), but it fires upon overtake, which helps
to turn that into a complete pass.
</li>
<li>
<Skill skill={201661} hint="pto" /> and <Skill skill={201651} hint="slipstream" /> are mechanically similar full-strength speed
skills with cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted
if it triggers during the <a href="#no-zone">NO zone</a>, so it's marginally weaker. Both want multi-front builds.
</li>
</ul>
<Sec h="3" id="gate-skills">Gate Skills</Sec>
<!-- gw, ttl, conc -->
<Sec h="3" id="lane-combo">Lane Combo</Sec>
<!-- dd, pp, ignited wit -->
<Sec h="3" id="front-speed-skills">Speed Skills &ndash; Front Runner Exclusives</Sec>
<!-- escape artist, front/distance corners/straights, leader's pride, speed eater (mile) -->
<Sec h="3" id="generic-speed-skills">Speed Skills &ndash; Generic</Sec>
<!-- thh, ramp up, pto, slipstream -->
<p>
Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200532} hint="early lead" />, and <Skill
skill={200431}
hint="conc"
/> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention /> (but excluding <Skill
skill={201562}
hint="lucky 7"
mention
/>). These skills activate the moment the race starts. Other running styles can largely ignore them, but for front runners,
they are critical.
</p>
<p>
GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
by the normal fronts they're trying to block. It requires three other gate skills, which should be applicable greens to avoid
overreliance on wit checks &ndash; for reference, the chart below shows wit check pass chances of one of one, one of two, or
two of two skills.
</p>
<div class="mb-4 h-60 w-full md:h-96">
<StatChart
class="mx-auto h-full w-full max-w-3xl"
stat={Stat.Wit}
y={skillCheckSeries}
yLabel="% Chance"
range={[50, 100]}
xRule={1000}
/>
</div>
<p>
GW must be combined with <Skill skill={200532} hint="el" /> if you want any chance of being first out of early race. The gold version
of EL, <Skill skill={200531} hint="ttl" />, is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In
practice, I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed
skill. It is still absolutely <i>good</i>, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra
energy on wit), but I don't consider it mandatory anymore.
</p>
<p>
Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On
the other hand, its white version, <Skill skill={200432} hint="focus" />, is bad; its only real use is as a backup gate skill
for GW when you don't have enough greens available.
</p>
<Sec h="3" id="spurt-skills">Spurt Skills</Sec>
<!-- barcarole, triumphant pulse, all i've got -->
<p>
Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
Notable exceptions are <Skill skill={910151} hint="barcarole" /> and, on Tokyo turf, <Skill
skill={900311}
hint="ines inherit"
/><!-- skill name ends with ! -->
These are good inherits for those who don't have easy access to <Skill skill={910261} hint="cacao" mention /> and <Skill
skill={910041}
hint="kfc"
mention
/>.
</p>
<p>
<Skill skill={900061} hint="pulse" /> is another spurt skill that may come up sometimes and is interesting to think about. It's
a 0.25 speed skill that requires being in at best second place to activate. Is it worth it to take?
</p>
<p>
In a typical race, exactly one horse triggered Angling. All other front runners are far behind that horse by the time Pulse
can trigger. It's very unlikely they will have enough speed to catch up. So, if a horse has passed the front runner who used
Angling, they are almost certainly a different running style.
</p>
<p>
The <a href={resolve('/spurt')}>spurt speed calculator</a> analyzes this situation. A 1200 speed front runner with a 0.25 speed
skill active has speed equivalent to an 1187 speed pace chaser. In other words, as long as that pace chaser is built the way Global
players tend to build, Pulse does not allow the front runner to pass back. So, if you happen to inherit it off a grandparent, it
is not worth taking.
</p>
<Sec h="3" id="others-skills">Other Horses' Skills</Sec>
<!-- all-seeing eyes; sfv, u=ma2, generally pos 3-4 skills -->
<p>There are two categories of other horses' skills to think about.</p>
<p>
The first is stamina debuffs: <Skill skill={201441} hint="eyes" />, <Skill skill={201161} hint="murmur" />, <Skill
skill={201221}
hint="siphon"
/>. My conclusion is that Global doesn't understand how to build debuffers, so front runners can mostly ignore these &ndash;
assume one will hit you, but not three.
</p>
<p>
Eyes especially has the potential to be threatening, since it's roughly unconditional. However, it hits others <i>in vision</i
>, which is essentially always a range of 20m. Debuffers are typically built with very little stamina and power, so Eyes is
almost never going to reach front runners, especially the front who got Angling.
</p>
<p>
The other category of skills to think about is other horses' uniques.
<Skill skill={100101} hint="sfv" />, <Skill skill={100321} hint="u=ma2" />, and a number of others need tight positioning,
requiring something like 2-4 or 3-4 in CM. The number of front runners in the match can dictate whether it's ever possible for
those uniques to activate. This is the fundamental idea behind <a href="#triple-front">triple front</a> builds.
</p>
<Sec h="3" id="skill-timing">Skill Timing</Sec>
<p>Thought experiment.</p>
<p>
Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly
side by side.
</p>
<p>
The one on the right then drives 1 mph faster for three seconds, creating a slight gap between them before returning to the
previous speed. They now maintain this new gap.
</p>
<p>
There is a 65 mph speed limit sign. As each of the cars pass it, they accelerate at identical rates from 59 to 69 mph over a
duration of exactly 10.2 seconds. Since the car on the right is slightly ahead from the speed skill it used, it reaches the
speed limit sign first, so it starts accelerating first.
</p>
<p>
Until the left car reaches the sign, the right car is building a speed advantage. Having a higher speed during the accel
period, it continually increases the gap it had, until both of them have reached the new target speed.
</p>
<p>
Now the left car drives 1 mph faster for three seconds. It closes the gap between them by the same distance that the right
car's speed skill had done prior to the speed limit change. However, since the right car also added a distance advantage over
the accel period, it remains slightly ahead of the left car.
</p>
<p>
This thought experiment shows that speed skills are actually more valuable before late race than during it. Thus, front
runners not having to worry about <a href="#pdm">PDM</a> is even more of an advantage. Everything they want to do for Angling positioning
is already the best possible thing to do!
</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 &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>
<!-- 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="3" id="coc">Christmas Oguri Cap</Sec>
<Sec h="3" id="taiki-shuttle">Taiki Shuttle &amp; Curren Chan</Sec>
<Sec h="3" id="future-fronts">Future Important Fronts</Sec>
<!-- rickey, kitasan white, halloween mayano -->
<!-- rickey, kitasan white, halloween mayano? -->
<Sec h="3" id="future-runaways">Future Runaways</Sec>
<Sec h="2" id="career">Career</Sec>
<p>
Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked. This chapter details the minutia
of career races, especially in MANT.
of training fronts, especially in MANT.
</p>
<Sec h="3" id="career-skills">Taking Skills</Sec>
<p>
Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills
@@ -584,55 +804,60 @@
your chance of getting skills you don't have hints for.
</p>
<p>
<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
the turn before inspiration. (Even then, I'd probably still take it.) Early Lead is one of the strongest skills in terms of
lengths gained, it applies to all tracks and conditions, and <i>it saves late starts</i>, which are your only source of losses
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,
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
that potential 12 SP to save 18. It's incredibly good to take early.
<Skill skill={200532} hint="early lead" /> is a snap take skill. The <i>only</i> time to sit on EL is when you happen to get
the first +1 hint the turn before inspiration. (Even then, I'd probably still take it, since there's still a race to run.)
Early Lead is one of the strongest skills in terms of lengths gained, it applies to all tracks and conditions, and
<i>it saves late starts</i>, which are your only source of losses 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, your opportunity cost was 12 SP. If you prune EL and a
hint lands on <Skill skill={200542} hint="fast-paced" mention /> or <Skill skill={201272} hint="leader's pride" mention /> instead,
you gave up that potential 12 SP to save 18. It's incredibly good to take early.
</p>
<p>
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,
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
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
better than that to have it on one.
On parent runs, or exactly one of your three CM horses, <Skill skill={201641} hint="lone wolf" /> is another snap take. Base cost
of 60 SP for +40 speed, 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 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 better than that to have it on one.
</p>
<p>
<b>Angling and Scheming</b> is a strong consideration as a mid-career take. Inheritance events are more likely to activate green
sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
win condition for career (outside a few certain tracks). Taking Angling early can save a lot of clocks, and it can rescue runs that
don't get what is normally the minimum speed to win races before summer.
<Skill skill={900201} hint="angling" /> is a strong consideration as a mid-career take. Inheritance events are more likely to activate
green sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
win condition for career (outside of <a href="#3k">3Ks</a> and <a href="#niigata-1600">Niigata 1600</a>). Taking Angling early
can save a lot of clocks, and it can rescue runs that don't get what is normally the minimum speed to win races before summer.
</p>
<p>
<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
runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest front-specific skill, after Dodging Danger.
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
chance to generate the spark, and hints save twice as much SP on the double circle.
<Skill skill={201522} hint="savvy" /> is a skill you will pretty much always want at least the first level of. Wit is a strong stat
for front runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest front-specific skill, after Dodging
Danger. On parent runs, it could arguably be worth sitting on it until the +2 or +3 hint, because taking the second level gives
a slightly boosted chance to generate the spark, and hints save twice as much SP on the double circle.
</p>
<p>
<b>Front Runner Straightaways</b> and <b>Corners</b> are strong and cheap. If you've taken Early Lead and Angling, they probably
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
runs, you should have a specific distance in mind, so your distance straights/corners should also be quick takes.
<Skill skill={201242} hint="front straights" /> and <Skill skill={201252} hint="front corners" /> are strong and cheap. If you've
taken Early Lead and Angling, they probably 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 runs, you should have a specific distance in mind, so your distance straights/corners
should also be quick takes.
</p>
<p>
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
+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
in general if you aren't expecting Conc.
If you get a +3 hint from Kitasan and want to prune for Front Straights, Long Corners, Corner Adept, and DD, <Skill
skill={200432}
hint="focus"
/> can act as a backup to EL to prevent late starts that can kill your horse. Without a +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 in general if you aren't expecting Conc.
</p>
<Sec h="3" id="niigata-1600">Niigata Junior Stakes</Sec>
<p>
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
an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have any skills
that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
Niigata Junior Stakes is the first non-sprint graded race in career, which means it's very likely to be one you run in MANT.
It's also an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have
any skills that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
</p>
<p>
An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. If you're doing a guts
build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get
the win. Duels are also pretty likely, because career races have more runnersas long as you're not a solo front.
the win. Duels are also pretty likely, because career races have more runners&mdash;as long as you're not a solo front.
</p>
<p>
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
front.
If you do commit to the race and find yourself as the only front runner, consider switching to pace. Moreso than other races,
you are unlikely to win this race as a solo front. Even one or two other fronts will be rough.
</p>
<p>
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
@@ -640,6 +865,7 @@
>spurt calculator</a
>. (This race is why I made it.)
</p>
<Sec h="3" id="jbc-sprint">JBC Sprint</Sec>
<p>
An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a
@@ -651,36 +877,37 @@
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
take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.
</p>
<Sec h="3" id="3k">Kikuka Sho &amp; Tenno Sho (Spring)</Sec>
<p>
The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to
HP less efficiently than other styles.
HP less efficiently than other styles, and because Spot Struggle drains an extra chunk.
</p>
<p>
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
A stat line like x/400/x/500/600 should be enough for a guts/wit build to win Kikuka Sho against most rivals, possibly at the
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
tested much without them, because I don't like throwing away my runs.
</p>
<p>
Since approximately every front runner career will either be Valentine's Bourbon, whose unique skill has a recovery component,
or have Bourbon Wit, who gives the option for a guaranteed Moxie hint on her first chain event, you'll almost always have a
recovery available to take. Kitasan Black is the exception, since she has TTL built in. Regardless, if you end up overstam at
the end of the run, buying Moxie can be -162 SP, which is certainly not a trivial amount.
<Skill skill={201282} hint="moxie" /> is the only front-specific recovery skill you can get from MANT rivals. It also is a guaranteed
option in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if you end up overstam at
the end of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount.
</p>
<p>
An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300
stamina this way. Personally, I've decided I prefer buying Moxie in MANT so that rivals have a chance to give a useful skill,
but it's probably the wrong choice.
stamina this way.
</p>
<p>
All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Mejiro McQueen, or Rice Shower.
As rivals, those three will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold recovery. You will
burn clocks rolling for them to fail wit checks unless you also have a gold.
All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Matikanetannhäuser, Mejiro
McQueen, or Rice Shower. As rivals, those four will have very strong HP-oriented builds: on TSS, 650 stamina and at least one
gold recovery, in addition to the recovery unique in Creek's and Mambo's cases. You will burn clocks rolling for them to fail
wit checks unless you also have a gold.
</p>
<p>
One last consideration for front runners on 3K races: Angling is a dead skill. If you're borderline on stamina, you'll have a
hard time if you're on Long C.
</p>
<Sec h="3" id="kitasan-black">Kitasan Black</Sec>
<p>
Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you