1257 lines
69 KiB
Svelte
1257 lines
69 KiB
Svelte
<script lang="ts">
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import { resolve } from '$app/paths';
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import type { ComputedAreas, ComputedSeries, HorizontalRule } from '$lib/chart';
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import {
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AptitudeLevel,
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downhillAccelEnterChance,
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frontModeEnterChance,
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HORSE_LENGTH,
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moveLaneModifier,
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paceUpEnterChance,
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Phase,
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RUNNING_STYLES,
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RunningStyle,
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sectionSpeed,
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skillWitCheck,
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spotStruggleDuration,
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spotStruggleSpeed,
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Stat,
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uphillMod,
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} from '$lib/race';
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import Skill from '$lib/Skill.svelte';
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import StatChart from '$lib/StatChart.svelte';
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import Sec from '../Sec.svelte';
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let raceLen = $state(2000);
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let secSpeedStyle = $state(RunningStyle.FrontRunner);
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function mean2(x: [number, number]): number {
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return (x[0] + x[1]) * 0.5;
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}
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function modemean(x: number, bonus: number, p: number): number {
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return x * (1 - p) + x * bonus * p;
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}
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const uphillSlowPow = 800;
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const uphillFastPow = 1200;
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const uphillBaseSpeed = mean2(sectionSpeed(2500, 1200, 1200, RunningStyle.FrontRunner, Phase.MidRace));
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const uphillSlopes = [
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{ per: 2, len: 110 },
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{ per: 1.5, len: 200 },
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]
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.map((s) => ({ ...s, slowSpeed: uphillMod(uphillSlowPow, s.per), fastSpeed: uphillMod(uphillFastPow, s.per) }))
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.map((s) => ({ ...s, slowTime: s.len / (uphillBaseSpeed + s.slowSpeed), fastTime: s.len / (uphillBaseSpeed + s.fastSpeed) }))
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// TODO(zeph): should include the difference with decel down to uphill speed and accel out of it,
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// since the high power horse is favored for both
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.map((s) => ({ ...s, dx: (s.fastSpeed - s.slowSpeed) * s.fastTime + s.slowSpeed * (s.slowTime - s.fastTime) }));
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const uphillLengths = uphillSlopes.reduce((m, { dx }) => m + dx, 0) / HORSE_LENGTH;
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const secSpeedS = 1200;
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const secSpeedA = 1000;
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const secSpeedExample = $derived(sectionSpeed(raceLen, secSpeedS, secSpeedS * 1.1, RunningStyle.FrontRunner, Phase.EarlyRace));
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const secSpeedInfo = $derived(secSpeedExample.map((x) => x.toFixed(2)).join(' to '));
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const secSpeedPassTime = $derived.by(() => {
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const sSecSpeed = mean2(sectionSpeed(raceLen, secSpeedS, secSpeedS * 1.1, RunningStyle.FrontRunner, Phase.MidRace));
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const sMode = frontModeEnterChance(secSpeedS * 1.1);
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const sOvertakeSpeed = modemean(sSecSpeed, 1.05, sMode);
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const aSecSpeed = mean2(sectionSpeed(raceLen, secSpeedA, secSpeedA, RunningStyle.FrontRunner, Phase.MidRace));
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const aMode = frontModeEnterChance(secSpeedA);
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const aSpeedupSpeed = modemean(aSecSpeed, 1.04, aMode);
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const r = 2 / (sOvertakeSpeed - aSpeedupSpeed);
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return r.toFixed(1);
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});
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const frontModeCheckSeries: ComputedSeries[] = [
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{ label: 'Aptitude S', y: (x) => 100 * frontModeEnterChance(x * 1.1) },
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{ label: 'Aptitude A', y: (x) => 100 * frontModeEnterChance(x) },
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];
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const skillCheckSeries: ComputedSeries[] = [
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{ label: '1 of 1', y: (x) => 100 * skillWitCheck(x, 1, 1) },
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{ label: '1 of 2 or 2 of 2', y: (x) => 100 * (skillWitCheck(x, 2, 1) + skillWitCheck(x, 2, 2)) },
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{ label: '2 of 2', y: (x) => 100 * skillWitCheck(x, 2, 2) },
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];
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const ssBoostSeries: ComputedSeries = { label: 'Target Speed Boost', y: (x) => spotStruggleSpeed(x) };
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const ssDurSeries: ComputedSeries[] = [
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{ label: 'Front Runner S', y: (x) => spotStruggleDuration(x, AptitudeLevel.S) },
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{ label: 'Front Runner A', y: (x) => spotStruggleDuration(x, AptitudeLevel.A) },
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];
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const laneComboSeries: ComputedSeries = { label: 'Target Speed Boost', y: (x) => moveLaneModifier(x) };
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const lcYRule: HorizontalRule[] = [
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{ label: '+0.35', y: 0.35 },
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{ label: '+0.45', y: 0.45 },
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];
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const uphillSeries: ComputedSeries[] = [
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{ label: '+2 Hill', y: (x) => uphillMod(x, 2.0) },
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{ label: '+1.5 Hill', y: (x) => uphillMod(x, 1.5) },
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{ label: '+1 Hill', y: (x) => uphillMod(x, 1.0) },
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];
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const uphillYRule: HorizontalRule[] = [{ label: 'Dominator', y: -0.25 }];
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const downhillSeries: ComputedSeries[] = [
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{ label: 'Style S', y: (x) => downhillAccelEnterChance(x * 1.1) * 100 },
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{ label: 'Style A', y: (x) => downhillAccelEnterChance(x) * 100 },
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];
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const secIsFront = $derived(secSpeedStyle === RunningStyle.FrontRunner || secSpeedStyle === RunningStyle.GreatEscape);
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const secSpeedSeries: Array<ComputedAreas | null> = $derived([
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{
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label: 'Early Race',
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y1: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[0],
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y2: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[1],
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},
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{
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label: 'Mid Race',
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y1: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[0],
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y2: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1],
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},
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secIsFront
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? {
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label: 'Early Race + Mean Speed-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[0], 1.04, frontModeEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[1], 1.04, frontModeEnterChance(x)),
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}
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: {
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label: 'Early Race + Mean Pace-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[0], 1.04, paceUpEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[1], 1.04, paceUpEnterChance(x)),
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},
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secIsFront
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? {
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label: 'Mid Race + Mean Speed-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[0], 1.04, frontModeEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1], 1.04, frontModeEnterChance(x)),
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}
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: {
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label: 'Mid Race + Mean Pace-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[0], 1.04, paceUpEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1], 1.04, paceUpEnterChance(x)),
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},
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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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<Sec h="1" id="top" class="text-center">Front Runner Black Magic</Sec>
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<p>
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Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their
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careers tend to be easy, but some of the things you need (and don't need) to make a <i>really good</i> front runner are surprising.
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</p>
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<p>
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This document is advanced material. The target audience intends to win Champions Meet Group A Finals and either wants to use
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front runners to do it or wants to understand what front runners they need to beat. This is meant for players who are already
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strong at training: players who can take a target stat line and skill set and turn it into a horse. This document is about the
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mechanics that determine what those stat lines and skill sets should be.
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</p>
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<p>
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It is taken as a premise that the reader of this document is familiar with
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<a href="https://gametora.com/umamusume" target="_blank" rel="noopener noreferrer">GameTora</a>
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and
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<a href="https://uma.moe/" target="_blank" rel="noopener noreferrer">uma.moe</a>.
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</p>
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<Sec h="2" id="me">About Me</Sec>
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<p>
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About three weeks after Global launched, my friend told me to get a job, so I sent him a screenshot of me clicking the install
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button on Umamusume. Since then, I have been an F2P player, with the single exception of the First Anniversary SSR pick
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ticket. (I haven't even spent the accompanying paid carats.)
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</p>
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<p>
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I'm committed to running exclusively triple fronts for every Champions' Meet, starting since CM8 Sagittarius Cup (Arima
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Kinen). When I'm not training for CM, I'm usually making front runner parents, and was at one time the owner of the Seiun Sky
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with the most white sparks on global. I have a lot of experience training, running, and watching front runners.
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</p>
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<p>
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I want to share the knowledge I've accrued about front runners, because teaching is my favorite thing. Definitely not just to
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rationalize running triple fronts for every CM even though it's not actually very good and most of my favorite horses are late
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surgers.
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</p>
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<p>
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That said, most of the information in this document is ultimately my interpretations of <a
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href="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?usp=sharing"
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target="_blank"
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rel="noopener noreferrer">kuromiAK's Race Mechanics doc</a
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>. Many of those interpretations are also informed by the exceptionally knowledgeable folks on the
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<a href="https://discord.gg/SyAVkbBSkx" target="_blank" rel="noopener noreferrer">GameTora Discord server</a>. I may present
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some of the information from the race mechanics doc in chart form, but I will generally leave out exact mechanic numbers and
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conditions; the doc is already the place for that information.
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</p>
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<Sec h="2" id="mechanics">Race Mechanics</Sec>
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<p>
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Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt
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phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to
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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
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end of section 5, and is forced to end at the start of section 9. <i>Position keep</i> ends after section 10.
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</p>
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<p>
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The numeric value of acceleration depends on the Power stat, dueling, surface aptitude, uphills, race phase, running style. At
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the start of early race, horses accelerate to the early race <i>base target speed</i>, which varies by race distance and
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running style but is generally in the vicinity of 20 m/s.
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</p>
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<p>
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At the start of late race, if they have enough HP remaining for their last spurt, horses accelerate from the mid race base
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target speed to their spurt speed, which varies by speed stat, distance aptitude, running style, race distance, and guts stat,
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in decreasing order of effect. "Last spurt" and "last spurt phase" are different and unrelated things; the latter is only used
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mechanically in the condition for <Skill skill={200512} hint="homestretch haste" mention />.
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</p>
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<p>
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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
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some inherited uniques, +0.35 m/s for gold skills and most speed uniques, and +0.45 m/s for a handful of speed uniques. Accel
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skills similarly add a flat amount of acceleration, typically +0.1 or +0.2 m/s² for white skills and inherited uniques, or
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+0.3 or +0.4 m/s² for gold skills and uniques.
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</p>
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<Sec h="3" id="runaway">Runaway</Sec>
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<p>
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The skill <Skill skill={202051} hint="runaway" /> converts front runners into the <i>Great Escape</i> running style. However,
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no player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler
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name. ("Great Escape" is a direct translation of Japanese 大逃げ <i>oonige</i>, whereas "Front Runner" is a more liberal
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localization of 逃げ <i>nige</i> that technically just means "escape.")
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</p>
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<p>
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Runaways are still front runners for all purposes. The difference is just different numbers for things like base speed and
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acceleration, stamina to HP conversion, and distance thresholds for running modes. Other mechanics that are specific to front
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runners also apply to runaways.
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</p>
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<Sec h="3" id="phase-speed">Phase Speed</Sec>
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<p>
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Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is
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different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that
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makes pace chaser promotion scary in late race (for those not using any of the correct running style).
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</p>
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<p>
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Front runners, and even moreso runaways, have particularly punishing SSPC for late race. This makes sense; if they weren't
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forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be
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guaranteed to win every time.
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</p>
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<p>
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The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude)
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aren't what make front runners win most of the time. Capped speed with distance S is ideal, but 1100 speed with distance A
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will likely lose only a couple races within the difference throughout a CM event.
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</p>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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<p>
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Generally more important than speed itself (for all running styles) is landing an acceleration skill at the beginning of late
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race. The strength of front runners is having the most consistent options for doing so.
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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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<Skill skill={900201} hint="angling" />, sometimes called Rod, is currently the second best skill in the game. Its condition
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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
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tracks,
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<a href="#niigata-1600">all but one mile</a>, and some sprints.
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</li>
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<li>
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On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, and it has half
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the acceleration value.
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</li>
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<li>
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On those sprints where Angling is dead, the front-specific option is <Skill skill={900141} hint="pasta" /> (VPP, or Pasta). Multi-front
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builds also have access to <Skill skill={910451} hint="mummy creek" /> (HCreek). It takes both of them to equal Angling, so such
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sprints may be better served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
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skill={200371}
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hint="rushing gale"
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mention
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/>, and possibly <Skill skill={200551} hint="unrestrained" mention /> instead. Front runners are especially strong on sprints
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for <a href="#spot-struggle">other reasons</a> anyway.
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</li>
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</ul>
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<p>
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<Skill skill={200491} hint="nsm" /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners;
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generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is
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pulling away from you before you accumulate the blocked time to activate it. That said, on VC tracks specifically, NSM or its
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white version <Skill skill={200492} hint="nn" mention /> can be an option for multi-front builds, since the two frontmost horses
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get VC and final corner lane movement hasn't happened.
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</p>
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<Sec h="2" id="positioning">Positioning Mechanics</Sec>
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<p>
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The theme among front runner win conditions is requiring being in or very close to first place when late race starts. So,
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lesser running styles aside, beating other fronts is a matter of manipulating skills and race mechanics to win in early and
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mid race.
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</p>
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<Sec h="3" id="front-modes">Speed-Up and Overtake Modes</Sec>
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<p>
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During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs.
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During position keep, all horses have access to <i>running modes</i> that influence how they run.
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</p>
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<p>
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The running modes for front runners are speed-up (+4% target speed for first among that front type) and overtake (+5% for
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not-first). Entering these modes requires meeting certain conditions relating to positioning, which collectively can be read
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as "solo fronts are heavily penalized." They also require passing a wit check, with the same chance for both modes.
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</p>
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<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
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<StatChart
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class="mx-auto h-full w-full max-w-3xl"
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stat={Stat.Wit}
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y={frontModeCheckSeries}
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yLabel="Entry Chance (% each 2 seconds)"
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range={[25, 50]}
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xRule={1200}
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/>
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</div>
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<Sec h="3" id="pdm">Pace Down Mode</Sec>
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<p>
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The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates
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whenever a horse gets what their style defines as too close to first place.
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</p>
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<p>
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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
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href="#section-speed">slide forward</a
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> throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest
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of the late surgers, often near the back of the group. That's PDM.
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</p>
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<p>
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On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
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conservation. The thing that really makes front runners good is that they don't have to worry about that – they aren't
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subject to PDM at all. Their mid race speed skills always gain distance.
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</p>
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<Sec h="3" id="spot-struggle">Spot Struggle</Sec>
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<p>
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For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with
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non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've
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had a horse join while in 6th a couple times.
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</p>
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<p>
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Spot struggle provides a target speed bonus that scales with the guts stat. If it isn't cut short, which will approximately
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never happen, its duration also scales with the guts stat. Unlike skills, its duration <i>does not</i> scale with race distance.
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</p>
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<div class="mb-4 grid h-60 w-full grid-cols-2 md:h-96">
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<StatChart stat={Stat.Guts} y={ssBoostSeries} yLabel="Speed Bonus (m/s)" range={[0, 0.3]} />
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<StatChart stat={Stat.Guts} y={ssDurSeries} yLabel="Duration (s)" range={[0, 12]} />
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</div>
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<p>
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Spot struggle also greatly increases HP consumption. For normal front runners, the rate is slightly less than Rushed. For
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runaways, it's more than double Rushed. (This is the reason people say you can't get enough stamina for runaways on Global.)
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Actually getting Rushed during spot struggle dramatically increases HP consumption, much more than just adding them together;
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red-light green-light pretty much guarantees that horse won't spurt.
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</p>
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<p>
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In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than
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other styles. At 1600m and shorter, the fact that Spot Struggle doesn't scale with race distance means that it can be worth
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multiple gold speed skills in total distance gained. See the <a href={resolve('/mspeed')}>mechanical speed calculator</a> for precise
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analysis.
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</p>
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<Sec h="3" id="lane-combo">Lane Combo</Sec>
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<p>
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While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes
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(i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received
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with the Unity Cup scenario.
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</p>
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<div class="mb-4 h-60 w-full md:h-96">
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<StatChart
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class="mx-auto h-full w-full max-w-3xl"
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stat={Stat.Power}
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y={laneComboSeries}
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yLabel="Speed Boost"
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yRule={lcYRule}
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range={[0.2, 0.5]}
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/>
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</div>
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<p>
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Front runners have access to the skill <Skill skill={201262} hint="dd" />, which forces a horse who uses it to move outward to
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a specific distance from the rail. DD almost always ends shortly before the horse has finished accelerating to early race
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speed, so it does not convert the move lane speed modifier into distance.
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</p>
|
|
<p>
|
|
We get advantage from move lane speed modifier by following DD with <Skill skill={200452} hint="pp" /> or <Skill
|
|
skill={210052}
|
|
hint="ignited wit"
|
|
/>. DD created an opportunity for those return skills to convert into huge forward speed. This setup is called
|
|
<i>lane combo</i>.
|
|
</p>
|
|
<p>
|
|
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
|
|
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
|
|
physically running a longer distance than those on the inside. That can more than undo the gain from the lane combo itself.
|
|
</p>
|
|
<p>
|
|
For similar reasons, DD <i>without</i> PP or Ignited WIT is likely to be a net negative on some tracks, especially Nakayama 2500,
|
|
Kyoto 3000, and Chukyo 1800 dirt. In sprints, it gives no benefit because it can't outlast early race accel. Otherwise, DD can be
|
|
an efficient pickup as a short burst of high speed to gain position.
|
|
</p>
|
|
<p>
|
|
The gold versions of lane combo skills – <Skill skill={201261} hint="gold dd" mention />, <Skill
|
|
skill={200451}
|
|
hint="gold pp"
|
|
mention
|
|
/>, <Skill skill={210051} hint="burning wit" mention /> – are excellent to take on parents, but they generally make lane combo
|
|
itself less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely
|
|
to make it last a shorter time, since the horse will return to the rail more quickly.
|
|
</p>
|
|
<p>
|
|
The <a href={resolve('/mspeed')}>mechanical speed calculator</a> has an approximation of lane combo's benefit. A more precise
|
|
lane combo simulator exists at
|
|
<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
|
|
confident in my Japanese to try to guide readers through it.
|
|
<!-- TODO(zeph): i could totally annotate a picture though, or find someone else's explanation -->
|
|
</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. 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="Uphill Speed Modifier (m/s)"
|
|
yRule={uphillYRule}
|
|
range={[-2, 0]}
|
|
/>
|
|
</div>
|
|
<p>
|
|
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. 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>
|
|
<p>
|
|
Running downhill allows horses to enter <i>downhill accel mode</i>. Contrary to its name, downhill accel mode does not affect
|
|
acceleration at all; it gives horses a target speed boost that scales with the slope angle, plus lowered HP consumption via a
|
|
flat multiplier.
|
|
</p>
|
|
<p>
|
|
Entering downhill accel mode requires passing a wit check. The success rate scales linearly with wit. Style aptitude <i
|
|
>does</i
|
|
> affect the chance to pass the check. Its duration is random with a geometric distribution; it does not scale with stats.
|
|
</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={downhillSeries}
|
|
yLabel="Entry Chance (% each second)"
|
|
range={[0, 60]}
|
|
/>
|
|
</div>
|
|
<p>
|
|
Similar to uphills disproportionately rewarding front runners with higher power, downhills tend to reward high wit. However,
|
|
the random elements of downhill accel mode mean that lower wit horses may still keep up on downhills, depending on luck.
|
|
Conversely, the HP savings on long downhills can be enough to drop a recovery skill or two on some tracks.
|
|
</p>
|
|
|
|
<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.)
|
|
</p>
|
|
<div class="mb-24 h-60 w-full md:mb-20 md:h-96">
|
|
<StatChart
|
|
class="mx-auto mb-12 h-full w-full max-w-3xl md:mb-10"
|
|
stat={Stat.Wit}
|
|
yArea={secSpeedSeries}
|
|
yLabel="Section Speed (m/s)"
|
|
range={[17.5, 22.5]}
|
|
plotOptions={{ color: { legend: true } }}
|
|
/>
|
|
<div class="mx-auto flex w-full md:max-w-2xl">
|
|
<label class="my-auto hidden flex-1 pr-2 text-right text-sm md:inline" for="secSpeedRaceLen">Race Length</label>
|
|
<input
|
|
class="my-auto max-w-40 flex-1 md:flex-2"
|
|
type="range"
|
|
id="secSpeedRaceLen"
|
|
min="1000"
|
|
max="3600"
|
|
step="100"
|
|
bind:value={raceLen}
|
|
/>
|
|
<span class="my-auto flex-1 pl-2 text-sm">{raceLen}m</span>
|
|
<label class="my-auto hidden flex-1 pr-2 text-right text-sm md:inline" for="secSpeedStyle">Style</label>
|
|
<select class="my-auto flex-1 text-sm" id="secSpeedStyle" bind:value={secSpeedStyle}>
|
|
{#each RUNNING_STYLES as [name, style] (style)}
|
|
<option value={style}>{name}</option>
|
|
{/each}
|
|
</select>
|
|
</div>
|
|
</div>
|
|
<p>
|
|
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
|
|
runners. All else equal, including the effects of <a href="#front-modes">running modes</a>, such a horse blocked in front by a {secSpeedA}
|
|
wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.
|
|
</p>
|
|
|
|
<Sec h="3" id="no-zone">No-Overtake Zone</Sec>
|
|
<p>
|
|
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>
|
|
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 the horse is either in the lead or still on the outside from DD or gate
|
|
position.
|
|
</p>
|
|
<p>
|
|
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 – 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="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 Cygames apparently recognized that it must not ever be allowed to exist, because there's still no source of it on
|
|
JP.
|
|
</li>
|
|
<li>
|
|
<Skill skill={201611} hint="thh" /> is a full strength speed skill that is triggered by other skills, so it excels at stacking
|
|
– 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>
|
|
<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 – 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>
|
|
<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>
|
|
<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 –
|
|
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>
|
|
<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>
|
|
<p>
|
|
Runaway blockers come with some caveats. Because they're so far ahead during the first half of the race, they essentially
|
|
disable <a href="#pdm">pace-down mode</a> for everyone. That especially benefits pace chasers, who have more forgiving PDM limits
|
|
in the first place, and it disfavors late surgers and end closers who are less equipped to move forward during position keep.
|
|
</p>
|
|
|
|
<Sec h="3" id="double-front">Double Front</Sec>
|
|
<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 – 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 started, 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 to just get NN from Fine Motion.
|
|
</p>
|
|
<p>
|
|
If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace
|
|
(hopefully) still gets VC, but the runaway paces up the race. As mentioned in the <a href="#solo-front">solo front</a>
|
|
section, this especially punishes end closers, who tend to be popular on long tracks because of <Skill
|
|
skill={200642}
|
|
hint="straight spurt"
|
|
mention
|
|
/>. It also keeps your ace in <a href="#front-modes">overtake mode</a>, which is better than speed-up mode, for position keep.
|
|
</p>
|
|
<p>
|
|
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
|
|
that it will trade off fronts' consistency for meta hate, when I'd rather just be stronger.
|
|
</p>
|
|
|
|
<Sec h="3" id="triple-front">Triple Front</Sec>
|
|
<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; different types of support are better.
|
|
</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. If you see people talking about a pace chaser being especially strong
|
|
for a given CM, consider running them as a front runner in a triple front build instead.
|
|
</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 – 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>
|
|
I saw a team using a chariot in CM13 round 2 day 2; that team had an overall eleven wins at the time. Maybe their horses just
|
|
weren't strong enough. I'm not sure. 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>
|
|
<p>
|
|
If this build ever had an era, it was during Unity Cup, when NSM was essentially free and there was no VC. I don't think it's
|
|
viable now.
|
|
</p>
|
|
|
|
<Sec h="2" id="career">Career</Sec>
|
|
<p>Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.</p>
|
|
<p>
|
|
Currently, this chapter is about MANT (a.k.a. Trackblazer). Unity Cup is still useful – obviously for runaways, but also
|
|
for spinning up an <Skill skill={210052} hint="ignited wit" mention /> legacy.
|
|
</p>
|
|
|
|
<Sec h="3" id="support-cards">Support Cards</Sec>
|
|
<p>
|
|
In MANT, it's relatively easy to get front-specific skills from rivals, so the support cards that are best for front runners
|
|
have changed a bit.
|
|
</p>
|
|
<ul class="mb-4 list-disc pl-4">
|
|
<li>
|
|
Ines Fujin gives <Skill skill={201082} hint="speed eater" mention />, <Skill skill={201661} hint="pto" mention />, and <Skill
|
|
skill={201651}
|
|
hint="slipstream"
|
|
mention
|
|
/>. Her guts SSR is the Kitasan Black of guts cards, with 15% training effectiveness and 80 specialty priority. She also has
|
|
a relatively new wit SR that is decently strong even at LB0, though still objectively beaten by Marv SR until MLB.
|
|
</li>
|
|
<li>
|
|
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={200462} hint="ramp" mention /> and <Skill
|
|
skill={201611}
|
|
hint="thh"
|
|
mention
|
|
/> 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
|
|
disappointing, but those elements alone are enough to justify using them.
|
|
</li>
|
|
<li>
|
|
Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front
|
|
runners. Since <Skill skill={200331} hint="professor" mention /> is strong, Kitasan Black is still around despite only 5% race
|
|
bonus. El Condor Pasa gives <Skill skill={200721} hint="tunes" mention />.
|
|
</li>
|
|
<li>
|
|
For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={201601} hint="gw" mention /> in her chain,
|
|
and her gold skill is <Skill skill={200451} hint="gold pp" mention />, which you want for building a
|
|
<a href="#lane-combo">lane combo</a> legacy. On ace runs, she is acceptable if you own her at MLB, but you'd rather get her skills
|
|
from inheritance and use the card slot for a strong speed skill.
|
|
</li>
|
|
<li>
|
|
Seiun Sky SSR is another good parent card for parents. Her chain starts with <Skill skill={201262} hint="dd" mention /> and ends
|
|
with
|
|
<Skill skill={200541} hint="escape artist" mention /> (albeit agemasen). She also carries a <Skill
|
|
skill={201611}
|
|
hint="thh"
|
|
mention
|
|
/> hint. Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
|
|
</li>
|
|
<li>Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.</li>
|
|
</ul>
|
|
<p>
|
|
A future sight advisory: Maruzensky's speed SSR is coming in early July. At this point, you should probably be saving all your
|
|
carats for her. She is an extremely strong stat stick and gives <Skill skill={201271} hint="top runner" mention />, the gold
|
|
version of <Skill skill={201272} hint="leader's pride" mention />.
|
|
</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
|
|
mid-run without Fast Learner, and you happen to get it later, you effectively lose 10% of the SP you spent to that point.
|
|
However, you also <i>prune</i> hints: taking the first level of a skill removes it from the pools for support card hint bubbles,
|
|
MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own improves
|
|
your chance of getting skills you don't have hints for.
|
|
</p>
|
|
<p>
|
|
<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, <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>
|
|
<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>
|
|
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
|
|
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>
|
|
<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 usually be even quicker takes.
|
|
</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 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 runners—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, 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
|
|
runner with 350 speed is equivalent to an A mile runner with only 207 speed in career. See the <a href={resolve('/spurt')}
|
|
>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
|
|
corner, but the portion before the stretch is a special <i>neither corner nor straight</i> property. That means Angling won't activate,
|
|
and VPP is delayed (though still within the accel period).
|
|
</p>
|
|
<p>
|
|
Fortunately, JBC Sprint is after summer, which means you should be able to stat diff your opponents. If you are planning to
|
|
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 & 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, and because Spot Struggle drains an extra chunk.
|
|
</p>
|
|
<p>
|
|
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>
|
|
<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.
|
|
</p>
|
|
<p>
|
|
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
|
|
probably don't have Sei as a parent since their uniques don't mesh (except on Nakayama 2500). Kitasan's own unique is also
|
|
very weak outside of long races and unable to even activate on some miles, notably Niigata 1600. And for early races, notably
|
|
Niigata 1600, you likely won't even have the opportunity to get Front Straights/Corners, especially since you don't need
|
|
Bourbon Wit.
|
|
</p>
|
|
<p>
|
|
Kitasan benefits a lot from running as a Pace Chaser early on, just for the higher effective speed. Rivals are best defeated
|
|
with your intended style, but in career, winning is more important than front running.
|
|
</p>
|
|
|
|
<Sec h="2" id="umas">Front Runners</Sec>
|
|
<ul class="mb-4 list-disc pl-4">
|
|
<li>
|
|
Valentine's Mihono Bourbon (VBourbon) is the easiest font runner to train because she has <Skill
|
|
skill={201601}
|
|
hint="gw"
|
|
mention
|
|
/> built in, whereas most others have to get it from either inheritance or cards that aren't terribly strong. She is also the
|
|
strongest front runner, because <Skill skill={110261} hint="cacao" mention /> is full strength, mid race, extremely forgiving
|
|
in activation, and even has a heal. And she has <Skill skill={200431} hint="conc" mention /> and <Skill
|
|
skill={200541}
|
|
hint="escape artist"
|
|
mention
|
|
/> built in, both strong distance-agnostic front runner skills with awkward sources otherwise. And she's a great parent for all
|
|
the same reasons that her unique is strong (except that the heal becomes irrelevant).
|
|
</li>
|
|
<li>
|
|
Summer Maruzensky (SMaru or KFC) is just shy of VBourbon in strength with her unique, <Skill
|
|
skill={110041}
|
|
hint="kfc"
|
|
mention
|
|
/>. It uses a heal to trigger instead of having a heal built in, but that means it sometimes has carryover potential. Using
|
|
VBourbon as a parent for SMaru works as a trigger, too, which is especially good for shorter distances that don't want to
|
|
spend SP on pure recoveries.
|
|
</li>
|
|
<li>
|
|
Seiun Sky is the source of <Skill skill={900201} hint="angling" mention /> and therefore the best horse for front runner parenting
|
|
in the game, forever. As a runner, she is outshone by the former two and others who will come later, but she is an excellent choice
|
|
for a <a href="#double-front">second front runner</a> in a team comp.
|
|
</li>
|
|
<li>
|
|
Kitasan Black is the definitive front runner of long distance, both as a parent and as a competitor.
|
|
<Skill skill={201173} hint="blast" mention /> is the gold version of <Skill skill={201172} hint="long straights" mention />,
|
|
which is extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of
|
|
Blast).
|
|
</li>
|
|
<li>
|
|
Silence Suzuka and Mejiro Palmer are currently the only runaways in the game. Both of them have uniques that are
|
|
inconsistent normally but very consistent as runaways:
|
|
<Skill skill={100021} hint="view" mention /> and <Skill skill={100641} hint="palmer" mention />. Outside of Team Trials,
|
|
runaways aren't very useful in the MANT era. (My Suzuka runaway remains my #1 top scorer in TT, though. Runaway and Conc are
|
|
both busted for points.)
|
|
</li>
|
|
</ul>
|
|
<p>
|
|
Aside from these, there are some less obvious front runners, which is to say horses who function well even after fixing
|
|
aptitudes.
|
|
</p>
|
|
|
|
<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
|
|
<p>
|
|
As is perhaps expected, Christmas Oguri Cap (COC) is very strong as a front runner on specific tracks. The front-specific heal
|
|
is <Skill skill={201282} hint="moxie" mention />, which activates at the very start of the first uphill. When that first
|
|
uphill is at the start of late race, as in the case of Tokyo 1600 Dirt, COC is online as a front runner.
|
|
</p>
|
|
<p>
|
|
I've been told COC is very hard to train as a front runner. Something about aptitudes. I don't have any variety of Oguri, but
|
|
how hard could it be?
|
|
</p>
|
|
<p>
|
|
Another rare manifestation of Front COC is as a third place horse in a <a href="#triple-front">triple front</a> build where <Skill
|
|
skill={900321}
|
|
hint="u=ma2"
|
|
mention
|
|
/> is strong. I convinced Werseter, the Umadump guy, to try this for CM12 after he accidentally made an 8★ front Tachyon parent.
|
|
He reported a 7% win rate for her. (But a much higher win rate overall – after all, he was using triple front.)
|
|
</p>
|
|
|
|
<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
|
|
<p>
|
|
When building <a href="#triple-front">triple fronts</a>, you will naturally have a horse in third. This presents an
|
|
opportunity to use a horse who is normally a pace chaser as a type of gambler.
|
|
</p>
|
|
<p>
|
|
Taiki Shuttle and original Curren Chan are notable for having C and B front, respectively, which is quite reasonable to fix.
|
|
Most other paces that could otherwise be called good are not so fortunate, or the things that make them good won't function as
|
|
fronts e.g. due to requiring other nearby horses on the final straight.
|
|
</p>
|
|
|
|
<Sec h="2" id="cm">My CM Teams</Sec>
|
|
|
|
<Sec h="3" id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
|
|
<p>
|
|
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>
|
|
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>
|
|
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
|
|
runner, triple front pushes pace COC out of range for U=ma2, making her at best as reliable as the usual.
|
|
</p>
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
<li>
|
|
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. <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.
|
|
<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,
|
|
so I don't need amazing stats. To maximize her effectiveness, there are two possible plans: I could make her a debuffer,
|
|
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.
|
|
<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>
|
|
<p>
|
|
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. <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.
|
|
<span class="inline-block">1200/902/1022/704/816 A/S/A</span>.
|
|
</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
|
|
I rarely got Kitasan uniques.
|
|
</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
|
|
every horse can run dirt if you're brave enough.
|
|
</p>
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
<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.
|
|
<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. <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.
|
|
<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%. 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.
|
|
</p>
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
<li>
|
|
Silence Suzuka has Unrestrained built in, and she's my favorite front runner. Welcome to the team.
|
|
<span class="inline-block">1013/289/790/1177/1008 A/A/S</span>. Absolutely nailed the target stat line. We didn't even know
|
|
yet that spot struggle scales with front aptitude, but I got that, too.
|
|
</li>
|
|
<li>
|
|
Smart Falcon has an accel ult that can fire on the 1m portion of mid race stretch before the start of late race. This
|
|
requires her not getting into second place before the corner, and then overtaking during it. Fixing the aptitudes is a bit
|
|
tough with the parents I have, but it's doable.
|
|
<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
|
|
never going to see those aptitudes again.
|
|
</li>
|
|
<li>
|
|
Everyone is afraid of Curren Chan's pace chaser nonsense, so I'll use her as a front runner instead.
|
|
<span class="inline-block">1055/390/858/1098/780 S/A/A</span>.
|
|
</li>
|
|
</ol>
|
|
<p>
|
|
The plan worked exactly as I hoped, but what the plan lacked was <Skill skill={900141} hint="vpp" mention />. While I was
|
|
suppressing it on other teams' front runners with my outstanding mid race, they were also gambling on <Skill
|
|
skill={200651}
|
|
hint="gale"
|
|
mention
|
|
/> and <Skill skill={200371} hint="turbo sprint" mention />, and I didn't have enough accel to beat them. I found a mention in
|
|
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
|
|
2nd in the finals, and also my first ever group A round 2 sweep.
|
|
</p>
|
|
</article>
|