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@@ -127,7 +127,7 @@
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]);
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</script>
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<article class="mx-auto max-w-4xl text-justify">
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<article class="mx-auto max-w-4xl text-justify hyphens-auto">
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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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@@ -364,25 +364,30 @@
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<i>lane combo</i>.
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</p>
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<p>
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Lane combo is only viable on tracks where early race ends before or at most very early into the first corner. Since PP and
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Ignited WIT are <span class="font-mono">phase_random==0</span> skills, they can activate at the very end of late race. If there's
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a corner there, and your horse is still on the outside from DD, you are now physically running a longer distance than those on the
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inside. That can more than undo the gain from the lane combo itself.
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Lane combo is best on tracks where early race ends before or at most very early into the first corner. PP and Ignited WIT can
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activate at the very end of early race. If there's a corner there, and your horse is still on the outside from DD, you are now
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physically running a longer distance than those on the inside. That can more than undo the gain from the lane combo itself.
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</p>
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<p>
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The <a href={resolve('/mspeed')}>mechanical speed calculator</a> has an approximation of lane combo's benefit. A more precise
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lane combo simulator <a href="https://lanecalc.hf-uma.net/" target="_blank" rel="noopener noreferrer">exists</a>, but I am not
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sufficiently confident in my Japanese to try to guide readers through it.
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<!-- TODO(zeph): i could totally annotate a picture though -->
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For similar reasons, DD <i>without</i> PP or Ignited WIT is likely to be a net negative on some tracks, especially Nakayama 2500,
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Kyoto 3000, and Chukyo 1800 dirt. In sprints, it gives no benefit because it can't outlast early race accel. Otherwise, DD can be
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an efficient pickup as a short burst of high speed to gain position.
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</p>
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<p>
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The gold versions of lane combo skills, <Skill skill={201261} hint="gold dd" mention />, <Skill
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The gold versions of lane combo skills – <Skill skill={201261} hint="gold dd" mention />, <Skill
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skill={200451}
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hint="gold pp"
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mention
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/>, <Skill skill={210051} hint="burning wit" mention />, are excellent to take on parents, but they make lane combo itself
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less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely to
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make it last a shorter time, since the horse will return to the rail more quickly.
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/>, <Skill skill={210051} hint="burning wit" mention /> – are excellent to take on parents, but they generally make lane combo
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itself less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely
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to make it last a shorter time, since the horse will return to the rail more quickly.
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</p>
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<p>
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The <a href={resolve('/mspeed')}>mechanical speed calculator</a> has an approximation of lane combo's benefit. A more precise
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lane combo simulator exists at
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<a href="https://lanecalc.hf-uma.net/" target="_blank" rel="noopener noreferrer">危険回避シミュ</a>, but I am not sufficiently
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confident in my Japanese to try to guide readers through it.
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<!-- TODO(zeph): i could totally annotate a picture though, or find someone else's explanation -->
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</p>
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<Sec h="3" id="uphills">Uphills</Sec>
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@@ -488,7 +493,7 @@
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</p>
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<p>
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Inside the NO zone, if a horse is blocked in front, the only action available to her is to slow down. Speed skills are
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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
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generally wasted when they fire in the NO zone, unless the horse is either in the lead or still on the outside from DD or gate
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position.
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</p>
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<p>
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@@ -512,7 +517,8 @@
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Every front runner should have it on every mile. Speed Eater technically has a gold version, <Skill
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skill={201081}
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hint="gold speed eater"
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/>, but it's so wildly strong that JP still has no source of it even as a built-in skill.
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/>, but Cygames apparently recognized that it must not ever be allowed to exist, because there's still no source of it on
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JP.
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</li>
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<li>
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<Skill skill={201611} hint="thh" /> is a full strength speed skill that is triggered by other skills, so it excels at stacking
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@@ -683,6 +689,11 @@
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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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<p>
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Runaway blockers come with some caveats. Because they're so far ahead during the first half of the race, they essentially
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disable <a href="#pdm">pace-down mode</a> for everyone. That especially benefits pace chasers, who have more forgiving PDM limits
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in the first place, and it disfavors late surgers and end closers who are less equipped to move forward during position keep.
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</p>
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<Sec h="3" id="double-front">Double Front</Sec>
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<p>
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@@ -709,7 +720,7 @@
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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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before the final corner and hence extra move lane not having started, 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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@@ -725,7 +736,20 @@
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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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get there than to just get NN from Fine Motion.
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</p>
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<p>
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If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace
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(hopefully) still gets VC, but the runaway paces up the race. As mentioned in the <a href="#solo-front">solo front</a>
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section, this especially punishes end closers, who tend to be popular on long tracks because of <Skill
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skill={200642}
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hint="straight spurt"
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mention
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/>. It also keeps your ace in <a href="#front-modes">overtake mode</a>, which is better than speed-up mode, for position keep.
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</p>
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<p>
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I haven't tried a long runaway, but I probably will next time it comes up, especially since I pulled for Palmer. My worry is
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that it will trade off fronts' consistency for meta hate, when I'd rather just be stronger.
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</p>
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<Sec h="3" id="triple-front">Triple Front</Sec>
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@@ -803,14 +827,6 @@
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have changed a bit.
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</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={200642} hint="ramp" mention /> and <Skill
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skill={201611}
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hint="thh"
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mention
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/> as hints. The SSR has 15% race bonus, while the SR has 10% race bonus and gives +3 hints. The numbers on both are otherwise
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disappointing, but those elements alone are enough to justify using them.
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</li>
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<li>
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Ines Fujin gives <Skill skill={201082} hint="speed eater" mention />, <Skill skill={201661} hint="pto" mention />, and <Skill
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skill={201651}
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@@ -820,8 +836,17 @@
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a relatively new wit SR that is decently strong even at LB0, though still objectively beaten by Marv SR until MLB.
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</li>
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<li>
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Cards that give generic or distance-specific gold speed skills are very valuable to front runners. Kitasan Black hasn't gone
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away despite only 5% race bonus. El Condor Pasa gives <Skill skill={200721} hint="tunes" mention />.
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Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={200462} hint="ramp" mention /> and <Skill
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skill={201611}
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hint="thh"
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mention
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/> as hints. The SSR has 15% race bonus, while the SR has 10% race bonus and gives +3 hints. The numbers on both are otherwise
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disappointing, but those elements alone are enough to justify using them.
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</li>
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<li>
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Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front
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runners. Since <Skill skill={200331} hint="professor" mention /> is strong, Kitasan Black is still around despite only 5% race
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bonus. El Condor Pasa gives <Skill skill={200721} hint="tunes" mention />.
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</li>
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<li>
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For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={201601} hint="gw" mention /> in her chain,
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@@ -830,12 +855,15 @@
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from inheritance and use the card slot for a strong speed skill.
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</li>
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<li>
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Seiun Sky SSR is another good parent run card. Her chain starts with <Skill skill={201262} hint="dd" mention /> and ends with
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<Skill skill={200451} hint="escape artist" mention /> (albeit agemasen).
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</li>
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<li>
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Other parent run cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.
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Seiun Sky SSR is another good parent card for parents. Her chain starts with <Skill skill={201262} hint="dd" mention /> and ends
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with
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<Skill skill={200541} hint="escape artist" mention /> (albeit agemasen). She also carries a <Skill
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skill={201611}
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hint="thh"
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mention
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/> hint. Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
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</li>
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<li>Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.</li>
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</ul>
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<p>
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A future sight advisory: Maruzensky's speed SSR is coming in early July. At this point, you should probably be saving all your
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@@ -873,23 +901,17 @@
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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.
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</p>
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<p>
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<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
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for front runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest front-specific skill, after Dodging
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Danger. On parent runs, it could arguably be worth sitting on it until the +2 or +3 hint, because taking the second level gives
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a slightly boosted chance to generate the spark, and hints save twice as much SP on the double circle.
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I've had debate about this one, but I feel that <Skill skill={201522} hint="savvy" /> is a skill you will pretty much always want
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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
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second cheapest front-specific skill, after Dodging Danger. On parent runs, it could arguably be worth sitting on it until the +2
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or +3 hint, because taking the second level gives a slightly boosted chance to generate the spark, and hints save twice as much
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SP on the double circle.
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</p>
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<p>
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<Skill skill={201242} hint="front straights" /> and <Skill skill={201252} hint="front corners" /> are strong and cheap. If you've
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taken Early Lead and Angling, they probably won't change the outcomes of any races, but it's still reasonable to take the first
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level to prune. As a corollary, outside parent runs, you should have a specific distance in mind, so your distance straights/corners
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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 from Kitasan and want to prune for Front Straights, Long Corners, Corner Adept, and DD, <Skill
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skill={200432}
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hint="focus"
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/> 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
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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.
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should usually be even quicker takes.
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</p>
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<Sec h="3" id="niigata-1600">Niigata Junior Stakes</Sec>
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@@ -918,7 +940,7 @@
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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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and VPP 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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@@ -1048,52 +1070,162 @@
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fronts e.g. due to requiring other nearby horses on the final straight.
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</p>
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|
<Sec h="2" id="stats">Stat Reference</Sec>
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<p>
|
|
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|
|
This chapter is an extremely brief reference of what front runner race mechanics each stat and aptitude applies to and how
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they scale.
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</p>
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<p>There are four types of each stat.</p>
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<ol class="mb-4 list-decimal pl-4">
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<li>
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<i>Raw stat</i> is the number displayed in the horse's info. Once stat caps are raised, any portion of raw stats above 1200 is
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halved.
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</li>
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<li><i>Base stat</i> is raw stat modified by mood.</li>
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<li>
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<i>Adjusted stat</i> is base stat modified by surface conditions (for speed and power), track stat thresholds (for speed), and
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style proficiency (for wit).
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</li>
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<li><i>Final stat</i> or just <i>stat</i> is adjusted stat plus the effects of green skills.</li>
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</ol>
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<p>
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For example, a 1200 wit style S horse in great mood with the corresponding savvy skill at level 1 has 1200 raw wit, 1248 base
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wit, 1372 adjusted wit, and 1412 (final) wit.
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</p>
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<p>
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<i>Linear scaling</i> means that a given increase to a stat produces the same change in the mechanical value regardless of the
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stat value.
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<i>Root scaling</i> means that the mechanical value scales with the square root, 0.6 power, or 0.7 power of the stat, which
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means the increase becomes smaller as the stat grows.
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<i>Log scaling</i> means it scales with the logarithm of the stat; this is the fastest diminishing scaling type.
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<i>Log-linear scaling</i> means it scales with the stat value multiplied by its logarithm.
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<i>Negative scaling</i> of any type means that the mechanic instead decreases as the stat increases.
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<i>Inverse scaling</i> means it scales with the multiplicative inverse of the stat, i.e. <span class="font-mono">1/x</span>.
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Inverse scaling is negative scaling by definition, which means that negative inverse scaling (e.g. skill activation chance)
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flips back to positive.
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</p>
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|
<Sec h="3" id="stats-speed">Speed</Sec>
|
|
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|
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<ul class="mb-4 list-disc pl-4">
|
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<li>Spurt speed, root scaling</li>
|
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<li>Late race speed when not spurting, root scaling</li>
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</ul>
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<Sec h="3" id="stats-stamina">Stamina</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li>HP, linear scaling</li>
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</ul>
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|
|
|
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|
|
<Sec h="3" id="stats-power">Power</Sec>
|
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|
|
|
<ul class="mb-4 list-disc pl-4">
|
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|
|
<li>Move lane modifier (<a href="#lane-combo">lane combo</a>), root scaling</li>
|
|
|
|
|
<li><a href="#uphills">Uphill target speed loss</a>, negative inverse scaling</li>
|
|
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|
|
<li>Acceleration, root scaling</li>
|
|
|
|
|
<li>Lane change target speed (i.e. the horizontal rather than forward speed of changing lanes), linear</li>
|
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|
|
</ul>
|
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|
|
|
|
|
|
<Sec h="3" id="stats-guts">Guts</Sec>
|
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|
|
<ul class="mb-4 list-disc pl-4">
|
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|
|
<li>Spurt speed, root scaling (roughly 5% of the effect of the speed stat)</li>
|
|
|
|
|
<li>Minimum speed, root scaling</li>
|
|
|
|
|
<li>HP consumption multiplier during last spurt, inverse root scaling</li>
|
|
|
|
|
<li>Target speed gain from spot struggle, root scaling</li>
|
|
|
|
|
<li>Duration of spot struggle, root scaling</li>
|
|
|
|
|
<li>Target speed gain from dueling, root scaling</li>
|
|
|
|
|
<li>Acceleration gain from dueling, root scaling</li>
|
|
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|
|
</ul>
|
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|
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|
|
<Sec h="3" id="stats-wit">Wit</Sec>
|
|
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|
|
<ul class="mb-4 list-disc pl-4">
|
|
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|
|
<li><a href="#section-speed">Section speed</a>, log-linear scaling</li>
|
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|
|
|
<li>Chance to enter <a href="#downhills">downhill accel mode</a>, linear scaling</li>
|
|
|
|
|
<li>Chance to accept a spurt speed and delay when not full spurting, linear scaling</li>
|
|
|
|
|
<li>Chance to activate skills, negative inverse scaling, base stat</li>
|
|
|
|
|
<li>Chance to enter <a href="#front-modes">speed-up and overtake modes</a> during position keep, log scaling</li>
|
|
|
|
|
<li>
|
|
|
|
|
For non-fronts, chance to enter pace-up mode, log scaling; but no effect on <a href="#pdm">pace-down mode</a>, which is
|
|
|
|
|
purely controlled by distance to the pacemaker
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Chance to become rushed, log-squared scaling; the race mechanics doc says this is final wit, but Chun insists it's base
|
|
|
|
|
wit—can we get a ruling from Hakuraku?
|
|
|
|
|
</li>
|
|
|
|
|
</ul>
|
|
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|
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|
|
|
<Sec h="3" id="stats-surface">Surface (Turf/Dirt) Aptitude</Sec>
|
|
|
|
|
<p>Surface aptitude is a multiplier on acceleration. (Not the power stat, for the purposes of other mechanics using power.)</p>
|
|
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|
|
|
|
|
|
<Sec h="3" id="stats-distance">Distance Aptitude</Sec>
|
|
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|
|
<p>Distance aptitude is a multiplier on spurt speed. At distance E and below, it is also a multiplier on acceleration.</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="stats-style">Style Aptitude</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Style aptitude directly multiplies wit in the computation of the wit stat, which means it affects everything in <a
|
|
|
|
|
href="#stats-wit">the wit section</a
|
|
|
|
|
> except for mechanics that use base wit.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="2" id="cm">My CM Teams</Sec>
|
|
|
|
|
<Sec h="3" id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Maruzensky's unique is live as an order≤5 for approximately everyone. Filling the ranks with front runners should be a
|
|
|
|
|
strong means to delay it for later positions, especially COC.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
I even considered using Maruzensky herself, since she's a front runner. That line of thought led me to some interesting
|
|
|
|
|
experiments in Umalator. Redshift hits 25m into the start of late race, as a 0.4 accel on Maruzen and 0.2 inherited, just like
|
|
|
|
|
Angling. It turns out that that delay has a substantial impact. Sei with Redshift beats Maruzen with Angling by about 0.4
|
|
|
|
|
lengths.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
The story doesn't end there, either. As it turns out, Redshift gains less than half a length for Sei. Ines Fujin's unique
|
|
|
|
|
(which has a strong version on Tokyo turf specifically) is worth about 0.2 lengths more! So, for Sei specifically, Ines Fujin
|
|
|
|
|
is the ideal inherit, not Maruzensky.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Realistically, my team comp probably should be Seiun Sky, VBourbon, and Maruzensky. However, we run our oshis, and Silence
|
|
|
|
|
Suzuka is my favorite front runner, so she's going in. The question then becomes whether to run VBourbon or Maruzen.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Maruzensky has the advantage of working even as far back as 5th place. However, what does that actually beat? She's a front
|
|
|
|
|
runner, so she can only outrun another front runner, and only if she has a significantly higher spurt speed than whoever got
|
|
|
|
|
Angling. That basically means she needs to be a guts horse hoping for duels, which in turn means probably both of Professor
|
|
|
|
|
and Escape Artist aren't happening. That's tough.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
On the other hand, Maruzen isn't relying on a wit check for her big accel. She's also free to take VBourbon or Ines Fujin as
|
|
|
|
|
her non-Angling inherit, whereas VBourbon is forced into Sei and Maruzen parents. So, basically, what Maruzen would be trying
|
|
|
|
|
to beat is a VBourbon who hits both Angling and Redshift (>80% chance), matching 0.4 accels but winning in spurt speed.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
I'm not convinced that's good for my comp. I'd rather just be that VBourbon, having approximately every good front runner
|
|
|
|
|
skill built in. So, final team comp:
|
|
|
|
|
The ultimate lane combo map, and also the ultimate <a href="#no-zone">NO zone</a> map, and also the ultimate dueling map. Dueling
|
|
|
|
|
is so good that everyone needs guts builds, not just front runners. Kinda hoping that message doesn't get out, because duels generally
|
|
|
|
|
benefit other styles more than fronts. We get VPP instead, though, which gives similar accel to 1000 guts dueling.
|
|
|
|
|
</p>
|
|
|
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
|
|
|
<li>Seiun Sky as a gambler, where the gamble is getting into first in midrace.</li>
|
|
|
|
|
<li>
|
|
|
|
|
VBourbon as an ace. 1200 wit is basically mandatory thanks to the requirement of double accels. Final Push won't be a bad
|
|
|
|
|
take as a gamble-y backup.
|
|
|
|
|
Suzuka!
|
|
|
|
|
<span class="inline-block">1109/563/935/1140/1200 A/A/A</span>. I might revisit this if I have time, but just this took four
|
|
|
|
|
days of grinding, and Suzuka likes guts builds.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Silence Suzuka as Silence Suzuka. If you prefer winning over running your favorites, this should be Maruzensky instead.
|
|
|
|
|
Wouldn't you just know it, VBourbon appears as an ace again. Not especially happy with it, but <span class="inline-block"
|
|
|
|
|
>1048/728/1113/1190/866 A/A/A</span
|
|
|
|
|
>. Imagine if 200 of that stam had been anything else...
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Since I know that I don't have the cards for a guts build on Seiun Sky, I'm going to try it on Smart Falcon instead and see
|
|
|
|
|
how good this NO zone thing really is.
|
|
|
|
|
</li>
|
|
|
|
|
</ol>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Maruzensky's unique, <Skill skill={900041} hint="redshift" mention />, is live for approximately everyone. Filling the ranks
|
|
|
|
|
with front runners should be a strong means to delay it for later positions, especially COC.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Ended up running the same composition as in CM12, for the same reasons. This time, I knew better than to waste runs on guts
|
|
|
|
|
builds for Sei and VBourbon.
|
|
|
|
|
</p>
|
|
|
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
|
|
|
<li>
|
|
|
|
|
VBourbon is the primary ace. It's a bit worrying to need to pass wit checks on both Angling and Red Shift, but eh, I'm sure
|
|
|
|
|
it'll be fine.
|
|
|
|
|
<span class="inline-block">1200/727/1103/619/1088 S/A/A</span> with lane combo.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Sei is the gambler. I forced a wacky build with my LB2 Top Road and got the highest roll conceivable, with double rainbows
|
|
|
|
|
or better on every turn of senior summer, fast learner, and approximately every desirable skill hint.
|
|
|
|
|
<span class="inline-block">1200/955/1200/540/1020 A/A/S</span> with lane combo. First UG that wasn't just letting Taiki Shuttle
|
|
|
|
|
guts build happen.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Suzuka is a spot struggle support. Got <span class="inline-block">1200/814/731/1034/1200 A/A/A</span> quickly; I could have kept
|
|
|
|
|
trying for higher, but I didn't. The low power is fine anyway, since the uphills are after position keep ends.
|
|
|
|
|
</li>
|
|
|
|
|
</ol>
|
|
|
|
|
<p>
|
|
|
|
|
Win rates after 40: I didn't actually record it anywhere, but I had a 3/3/3/5 day 1 and got five-win streaks on both VBourbon
|
|
|
|
|
and Sei, so pretty good. I want to say it was something like VBourbon 35%, Sei 25%, Suzuka 15%.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Win rates after 80: Sei 30%, VBourbon 25%, Suzuka 7.5%. Very confusing <span class="inline-block">3/5/1/1</span>
|
|
|
|
|
<span class="inline-block">1/1/4/4</span> records in round 2.
|
|
|
|
|
</p>
|
|
|
|
|
<p>Finals saw two COCs both get perfect ults and Radiant during accel. You can always simply lose to better luck.</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="cm12">CM12 – Aries Cup (Satsuki Sho)</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
One of COC's best tracks, because U=ma2 is at worst only slightly less good than 777 as a trigger. If there is any other front
|
|
|
|
@@ -1104,13 +1236,13 @@
|
|
|
|
|
Seiun Sky's Angling is a 0.4 accel that lasts for the entire accel period, better than COC's 0.3 that's only up for 2/3 of
|
|
|
|
|
it. I want her to be my ace in front, so capped wit, high power, strong spot struggles, huge mid-race skills. Didn't get a
|
|
|
|
|
guts build to come together after three weeks of attempts, so switched to a standard speed/power/wit build and got a high
|
|
|
|
|
roll on the first try. 1181/786/1185/474/1185 A/A/S.
|
|
|
|
|
roll on the first try. <span class="inline-block">1181/786/1185/474/1185 A/A/S</span>.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
VBourbon is a horse that exists. She can beat other people's front runners, so great as a backup. Ideally she lets Sei in
|
|
|
|
|
front, but it's better to let this happen naturally off the lack of TTL than to force low stats. Second attempt got charming
|
|
|
|
|
and fast learner for free, medium S, and manageable stats. Skill hints were a bit sparse, but not worth rolling more.
|
|
|
|
|
1164/662/1010/599/1167 A/S/A.
|
|
|
|
|
<span class="inline-block">1164/662/1010/599/1167 A/S/A</span>.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Silence Suzuka is my favorite front runner, so I will run her. Her primary task is to be in third or fourth so COC can't be,
|
|
|
|
@@ -1118,7 +1250,7 @@
|
|
|
|
|
which needs 1200 power and wit but no other stats matter, or I could experiment with something wacky like NSM into duels.
|
|
|
|
|
The latter sounds more fun, even if it is obviously bad. First attempt didn't get aptitudes but did get Lone Wolf to disable
|
|
|
|
|
it for everyone else and surprisingly decent stats, which is good enough for me; her job isn't to win anyway.
|
|
|
|
|
<!-- TODO: stat line -->
|
|
|
|
|
<span class="inline-block">1200/623/1042/910/1165 A/A/A</span>.
|
|
|
|
|
</li>
|
|
|
|
|
</ol>
|
|
|
|
|
<p>Win rates after 40: VBourbon 35%, Sei 17.5%, Suzuka 15%. Not quite executing the plan, but I'll take the wins.</p>
|
|
|
|
@@ -1126,19 +1258,20 @@
|
|
|
|
|
Win rates after 80: VBourbon 30%, Sei 22.5%, Suzuka 12.5%. I believe this is my best round 2 performance ever. I lose more to
|
|
|
|
|
other fronts than to COC. "Most dominant racing horse for a year" continues to get trounced by the wacky triple front build.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="cm11">CM11 – Pisces Cup (Hanshin 3200 Heavy Rain)</Sec>
|
|
|
|
|
<p>N.B. This CM was before I started writing this document, so henceforth, there is much less info.</p>
|
|
|
|
|
<p>Late race starts on the back stretch, which means the end closers are out to play.</p>
|
|
|
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
|
|
|
<li>
|
|
|
|
|
Kitasan Black is a snap take. Her unique is the only reliable accel outside of Straightaway Spurt, and it's quite a lot
|
|
|
|
|
better. 1200/1200/816/777/742 A/S/A.
|
|
|
|
|
better. <span class="inline-block">1200/1200/816/777/742 A/S/A</span>.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
VBourbon's unique has a built-in recovery, which makes her the perfect choice as the survivor if stamina debuffers show up.
|
|
|
|
|
<!-- TODO: stat line -->
|
|
|
|
|
<span class="inline-block">1200/902/1022/704/816 A/S/A</span>.
|
|
|
|
|
</li>
|
|
|
|
|
<li>Silence Suzuka is coming. 1200/1145/653/608/1000 A/A/A.</li>
|
|
|
|
|
<li>Silence Suzuka is coming. <span class="inline-block">1200/1145/653/608/1000 A/A/A.</span></li>
|
|
|
|
|
</ol>
|
|
|
|
|
<p>
|
|
|
|
|
I floundered on parenting and ended up with not enough time to make runners. Suzuka had more wit than Kitasan could handle, so
|
|
|
|
@@ -1146,6 +1279,7 @@
|
|
|
|
|
</p>
|
|
|
|
|
<p>Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.</p>
|
|
|
|
|
<p>Extremely unlucky finals gave me third place for the first time ever.</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="cm10">CM10 – Aquarius Cup (February Stakes)</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Everyone is terrified of Taiki Shuttle, who has a 3-4 ult. Triple fronts would like to have a word. It's a dirt track, but
|
|
|
|
@@ -1155,29 +1289,63 @@
|
|
|
|
|
<li>
|
|
|
|
|
Smart Falcon is the obvious choice, being the only actual dirt front runner to exist. Her unique isn't terribly strong for
|
|
|
|
|
this track, but her gold skills are – Trending makes it extremely difficult for others to overtake her.
|
|
|
|
|
1200/467/920/410/930 A/S/A.
|
|
|
|
|
<span class="inline-block">1200/467/920/410/930 A/S/A</span>.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Silence Suzuka in runaway mode will make positioning much easier. I don't have to think about Unrestrained on my other
|
|
|
|
|
horses because they won't be able to get in position for it anyway. Other Suzukas will be rare because she has G dirt and
|
|
|
|
|
people don't realize distance aptitude hardly matters for runaways. 1200/674/820/470/774 B/A/A.
|
|
|
|
|
people don't realize distance aptitude hardly matters for runaways. <span class="inline-block"
|
|
|
|
|
>1200/674/820/470/774 B/A/A</span
|
|
|
|
|
>.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Taiki Shuttle is a front runner now. She has B dirt and C front at base. Very easy to fix. Falco's mid-race is probably
|
|
|
|
|
stronger than Taiki's between her unique and Trending, so Taiki should often be in position for her ult in this build.
|
|
|
|
|
<!-- TODO: stat line -->
|
|
|
|
|
<span class="inline-block">1200/447/825/423/1195 A/A/A</span>.
|
|
|
|
|
</li>
|
|
|
|
|
</ol>
|
|
|
|
|
<p>
|
|
|
|
|
This is probably the strongest gameplan I've been able to use, but I failed to execute it properly. In particular, this was
|
|
|
|
|
the CM that taught me through experience how important mid race speed skills are for front runners. Final win rate was a bit
|
|
|
|
|
over 50%, including my first ever five win round 2 entry. Insane luck with Unrestrained at the same time as Angling made
|
|
|
|
|
Suzuka the champion of the Aquarius Cup.
|
|
|
|
|
over 50%. Insane luck with Unrestrained at the same time as Angling made Suzuka the champion of the Aquarius Cup.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="cm9">CM9 – Capricorn Cup (Takamatsunomiya Kinen)</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
A race with no Angling, and also with the largest proportion of downhill in any race. If you build wit, you literally cannot
|
|
|
|
|
finish a career without enough stamina for a full spurt.
|
|
|
|
|
</p>
|
|
|
|
|
<p>As a sprint, this is also where spot struggle shines. Time for Unity Cup guts builds.</p>
|
|
|
|
|
<p>
|
|
|
|
|
I forgot that <Skill skill={200551} hint="unrestrained" mention /> requires being in first place, so I thought it would be reasonable
|
|
|
|
|
to base my team around gambling on it. That turned out not to be a great decision.
|
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</p>
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<ol class="mb-4 list-decimal pl-4">
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<li>
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Silence Suzuka has Unrestrained built in, and she's my favorite front runner. Welcome to the team.
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<span class="inline-block">1013/289/790/1177/1008 A/A/S</span>. Absolutely nailed the target stat line. We didn't even know
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yet that spot struggle scales with front aptitude, but I got that, too.
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</li>
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<li>
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Smart Falcon has an accel ult that can fire on the 1m portion of mid race stretch before the start of late race. This
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requires her not getting into second place before the corner, and then overtaking during it. Fixing the aptitudes is a bit
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tough with the parents I have, but it's doable.
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<span class="inline-block">1155/373/930/388/1072 A/S/S</span>. I could do better on the stat line and the skills, but I'm
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never going to see those aptitudes again.
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</li>
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<li>
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Everyone is afraid of Curren Chan's pace chaser nonsense, so I'll use her as a front runner instead.
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<span class="inline-block">1055/390/858/1098/780 S/A/A</span>.
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</li>
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</ol>
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<p>
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The plan worked exactly as I hoped, but what the plan lacked was <Skill skill={900141} hint="vpp" mention />. While I was
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suppressing it on other teams' front runners with my outstanding mid race, they were also gambling on <Skill
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skill={200651}
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hint="gale"
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mention
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/> and <Skill skill={200371} hint="turbo sprint" mention />, and I didn't have enough accel to beat them. I found a mention in
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my chat history that, as of round 2 day 1, I had a 78% top two rate with a 32% win rate. Lessons learned. Still managed to get
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2nd in the finals, and also my first ever group A round 2 sweep.
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</p>
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<Sec h="2" id="history">Version History</Sec>
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<ul class="list-disc pl-4">
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<li>2026-05-03: CM13 planning.</li>
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<li>2026-04-27: First draft of mechanics section, had the thought to add my CM plans and results.</li>
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<li>2026-04-27: First draft of intro and career sections</li>
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</ul>
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</article>
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