340 lines
21 KiB
Svelte
340 lines
21 KiB
Svelte
<script lang="ts">
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import { resolve } from '$app/paths';
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import Sec from '../Sec.svelte';
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</script>
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<article class="mx-auto max-w-4xl text-justify">
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<Sec h="1" id="top" class="text-center">Front Runner Black Magic</Sec>
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<p>
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Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their
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careers tend to be easy, but 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 is about what those
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stat lines and skill sets should be, along with <i>why</i>.
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</p>
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<Sec h="2" id="me">About Me</Sec>
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<p>
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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 a mostly-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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That said, most of the information here 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>.
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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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<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. Position Keep 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 from 3 m/s to the early race <i>base target speed</i>, which varies by race
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distance and running style. At the start of late race, if they have enough HP remaining for their last spurt, horses
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accelerate from the mid race base target speed to their spurt speed, which varies by speed stat, distance aptitude, race
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distance, running style, and guts stat, in decreasing order of effect. "Last spurt" and "last spurt phase" are different and
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unrelated things; the latter is only used in the condition for Homestretch Haste.
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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, either +0.1 or +0.2 m/s² for white skills and inherited uniques, or +0.3
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or +0.4 m/s² for gold skills and uniques.
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</p>
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<p>
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Generally speaking, competitive races are won by the horse who gets the most acceleration at the start of late race. The
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consistency of front runner accel skills is what makes it a viable running style.
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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 <b>Runaway</b> converts front runners into the <i>Great Escape</i> running style. However, no player has ever uttered
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the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler name.
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</p>
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<p>
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Runaways are still front runners for most purposes, the main difference just being different base target speeds per phase.
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Other mechanics that are specific to front runners also apply to runaways.
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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.
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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 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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<Sec h="3" id="position-keep">Position Keep</Sec>
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<p>Position Keep is the process by which pace chasers don't pass front runners in the mid race.</p>
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<p>
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During Position Keep, the frontmost front runner of each type uses <i>speed up mode</i> to try to stay at least 4.5m (a length
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is 2.5m) ahead of second place, and other front runners use <i>overtake mode</i> to try to become the frontmost. Both of these modes
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take wit checks to enter and apply a target speed bonus for their duration; overtake mode is slightly better than speed up mode.
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</p>
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<p>
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Lesser running styles instead have <i>pace up mode</i> and <i>pace down mode</i>. Whether horses enter these is based on their
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distance from the frontmost horse. Pace up also requires a wit check, but PDM doesn't – if a non-front horse gets too close to
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the frontmost runner in the first 41.67% of the race, they are guaranteed to switch into PDM, which converts distance into HP.
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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 solo practice match. When you see her advance forward early but then
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moonwalk for two seconds to the back of the pack, that's PDM.
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</p>
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<p>
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Converting distance into HP is quite a lot worse than just having enough HP. The fact that front runners don't have to worry
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about PDM is one of their major strengths. In particular, it means that early race speed skills always gain distance for front
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runners, which is not the case for the inferior styles.
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</p>
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<Sec h="3" id="skill-timing">Skill Timing</Sec>
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<p>Thought experiment.</p>
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<p>
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Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly
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side by side.
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</p>
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<p>
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The one on the right then drives 1 mph faster for three seconds, creating a slight gap between them before returning to the
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previous speed. They now maintain this new gap.
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</p>
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<p>
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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
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duration of exactly 10.2 seconds.
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</p>
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<p>
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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
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accelerating first.
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</p>
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<p>
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Until the left car reaches the sign, the right car is building a speed advantage. Having a higher speed during the accel
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period, it continually increases the gap it had, until both of them have reached the new target speed.
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</p>
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<p>
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Now the left car drives 1 mph faster for three seconds. It closes the gap between them by the same distance that the right
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car's speed skill had done prior to the speed limit change.
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</p>
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<p>
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However, since the right car also added a distance advantage over the accel period, it remains slightly ahead of the left car.
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</p>
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<p>
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This thought experiment shows that speed skills are actually more valuable before late race than during it. Thus, front
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runners not having to worry about PDM is even more of an advantage.
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</p>
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<!-- TODO: skill stacking -->
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<Sec h="3" id="duels">Duels</Sec>
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<!-- corner timing; experiment with nsm suzuka -->
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<Sec h="2" id="stats">Stats</Sec>
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<Sec h="3" id="speed">Speed</Sec>
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<!-- speed matters less than for other styles; corollary: distance S matters less -->
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<Sec h="3" id="power">Power</Sec>
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<!-- uphills; surface S -->
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<Sec h="3" id="guts">Guts Actually Matters (Sometimes)</Sec>
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<!-- spot struggle (again?) -->
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<Sec h="3" id="wit">Wit</Sec>
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<!-- position keep; front S -->
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<Sec h="2" id="skills">Skills</Sec>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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<p>
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On all medium races, almost every mile, many sprints, and some longs, <b>Angling and Scheming</b> is the second strongest single
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skill currently in the game. Any time late race starts on (or, in the case of Nakayama 2500, very shortly before) a corner, Angling
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is how front runners win. This means that Seiun Sky is the most important horse to front runner trainers. Everything about training
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a front runner is for the sake of improving the odds of being the horse to trigger Angling – because only the horse in first gets
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it.
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</p>
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<p>
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Long races get a different primary win condition: <b>Victory Cheer!</b> from Kitasan Black. VC is more forgiving than Angling, activating
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for both first and second place, but it's also weaker.
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</p>
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<p>
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The sprints where Angling is dead can try to work with <b>Victoria por plancha ☆</b> (Pasta) and <b>Give Mummy a Hug ♡</b>
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(Mummy Creek) instead. These skills are also on the weaker side, so front running becomes more of a matter of gambling with skills
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like Turbo Sprint, Rushing Gale, and Unrestrained. The closest anyone has to not-gambling on such sprints is Nishino Flower's unique,
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though, and front runners are especially strong in sprints for <a href="#spot-struggle">other reasons</a>.
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</p>
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<p>
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If Angling is the second strongest skill, then the strongest is <b>No Stopping Me!</b>
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Unfortunately, in most races, it is generally not a front runner skill. Because only one horse gets Angling, they will pull away
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from whoever is in second, not giving a chance to activate NSM. For NSM to win on a front, the horse who got Angling has to not
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be Seiun Sky (since Sei's own Angling is equal to NSM in strength), and there has to be no gap in the front pack so that it can
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trigger. As I write this, I am 80 races into CM12 using a Silence Suzuka who has NSM, and it has been involved in exactly one win
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where she leapfrogged off (my) Sei to pass (my) VBourbon (who placed second). It was cool, but she would have been better off in
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the event if she hadn't had Yukino Wit in her deck.
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</p>
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<p>
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The above paragraph notwithstanding, NSM and even its white version, <b>Nimble Navigator</b>, are a decent choice for
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multi-front builds on VC races. Since the top two horses both get VC, and the accel from it is weaker, having an extra push
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for your second front is strong. VC maps also don't suffer from the final corner spread that makes NN/NSM hard to trigger on
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sprints and miles.
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</p>
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<Sec h="3" id="gate-skills">Gate Skills</Sec>
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<!-- gw, ttl, conc -->
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<Sec h="3" id="lane-combo">Lane Combo</Sec>
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<!-- dd, pp, ignited wit -->
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<Sec h="3" id="front-speed-skills">Speed Skills – Front Runner Exclusives</Sec>
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<!-- escape artist, front/distance corners/straights, leader's pride, speed eater (mile) -->
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<Sec h="3" id="generic-speed-skills">Speed Skills – Generic</Sec>
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<!-- thh, ramp up, pto, slipstream -->
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<Sec h="3" id="spurt-skills">Spurt Skills</Sec>
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<!-- barcarole, triumphant pulse, all i've got -->
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<Sec h="3" id="others-skills">Other Horses' Skills</Sec>
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<!-- all-seeing eyes; sfv, u=ma2, generally pos 3-4 skills -->
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<Sec h="2" id="teams">CM Teams</Sec>
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<Sec h="3" id="solo-front">Solo Front</Sec>
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<!-- front is not an ace; should probably be a runaway -->
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<Sec h="3" id="double-front">Double Front</Sec>
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<!-- ace front and backup -->
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<Sec h="3" id="triple-front">Triple Front</Sec>
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<!-- ace front, support, and backup; killing pos 3-4 skills -->
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<Sec h="2" id="umas">Front Runners</Sec>
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<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
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<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
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<Sec h="3" id="future-fronts">Future Important Fronts</Sec>
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<!-- rickey, kitasan white, halloween mayano -->
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<Sec h="3" id="future-runaways">Future Runaways</Sec>
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<Sec h="2" id="career">Career</Sec>
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<p>
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Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked. This chapter details the minutia
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of career races, especially in MANT.
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</p>
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<Sec h="3" id="career-skills">Taking Skills</Sec>
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<p>
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Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills
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mid-run without Fast Learner, and you happen to get it later, you effectively lose 10% of the SP you spent to that point.
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However, you also <i>prune</i> hints: taking the first level of a skill removes it from the pools for support card hint bubbles,
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MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own improves
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your chance of getting skills you don't have hints for.
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</p>
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<p>
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<b>Early Lead</b> is a snap take skill. The <i>only</i> time to sit on Early Lead is when you happen to get the first +1 hint
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the turn before inspiration. (Even then, I'd probably still take it.) Early Lead is one of the strongest skills in terms of
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lengths gained, it applies to all tracks and conditions, and <i>it saves late starts</i>, which are your only source of losses
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on most races after junior year. Moreover, it has a base cost of only 120 SP; even if you do get Fast Learner after taking it,
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your opportunity cost was 12 SP. If you prune Early Lead and a hint lands on Fast-Paced or Leader's Pride instead, you gave up
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that potential 12 SP to save 18. It's incredibly good to take early.
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</p>
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<p>
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On parent runs, or exactly one of your three CM horses, <b>Lone Wolf</b> is another snap take. Base cost of 60 SP for +40 speed,
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which can secure a lot of races, especially early in career. Be extremely careful not to take it on multiple horses on a team. Save
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and quit from the career if you need to check. It's technically better to have it on two horses than zero, but it's tremendously
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better than that to have it on one.
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</p>
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<p>
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<b>Angling and Scheming</b> is a strong consideration as a mid-career take. Inheritance events are more likely to activate green
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sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
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win condition for career (outside a few certain tracks). Taking Angling early can save a lot of clocks, and it can rescue runs that
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don't get what is normally the minimum speed to win races before summer.
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</p>
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<p>
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<b>Front Runner Savvy</b> is a skill you will pretty much always want at least the first level of. Wit is a strong stat for front
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runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest front-specific skill, after Dodging Danger.
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On parent runs, it might be worth sitting on it until the +2 or +3 hint, because taking the second level gives a slightly boosted
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chance to generate the spark, and hints save twice as much SP on the double circle.
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</p>
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<p>
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<b>Front Runner Straightaways</b> and <b>Corners</b> are strong and cheap. If you've taken Early Lead and Angling, they probably
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won't change the outcomes of any races, but it's still reasonable to take the first level to prune. As a corollary, outside parent
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runs, you should have a specific distance in mind, so your distance straights/corners should also be quick takes.
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</p>
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<p>
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If you get a +3 hint, <b>Focus</b> can act as a backup to Early Lead to prevent late starts that can kill your horse. Without a
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+3 hint, it's expensive for the magnitude of its effect. It's also not a great skill for an ace on its own, so it's pretty skippable
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in general if you aren't expecting Conc.
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</p>
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<Sec h="3" id="niigata-1600">Niigata Junior Stakes</Sec>
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<p>
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Niigata Junior Stakes is the first non-sprint graded race in career, which means it's very likely to be one you run. It's also
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an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have any skills
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that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)
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</p>
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<p>
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An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. If you're doing a guts
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build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get
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the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front.
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</p>
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<p>
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If you do commit to the race and find yourself as the only front runner, switch to pace. You cannot win this race as a solo
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front.
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</p>
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<p>
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As a corollary, you also cannot win this race with B mile. A miraculous start can get to 350 speed for this race; a B mile
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runner with 350 speed is equivalent to an A mile runner with only 207 speed in career. See the <a href={resolve('/spurt')}
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>spurt calculator</a
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>. (This race is why I made it.)
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</p>
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<Sec h="3" id="jbc-sprint">JBC Sprint</Sec>
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<p>
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An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a
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corner, but the portion before the stretch is a special <i>neither corner nor straight</i> property. That means Angling won't activate,
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and Pasta is delayed (though still within the accel period).
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</p>
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<p>
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Fortunately, JBC Sprint is after summer, which means you should be able to stat diff your opponents. If you are planning to
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win this race, e.g. for the +30 stat epithet for doing it twice, you may want to prioritize a bit of extra speed training, or
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take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.
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</p>
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<Sec h="3" id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
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<!-- stam requirements; run as late; no angling -->
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<p>
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The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to
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HP less efficiently than other styles.
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</p>
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<p>
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A stat line like x/450/x/500/600 should be enough for a guts/wit build to win Kikuka Sho against most rivals, possibly at the
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expense of a clock or two. TSS seems to need something more like x/700/x/700/700 if you don't have any recoveries; I haven't
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tested much without them, because I don't like throwing away my runs.
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</p>
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<p>
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Since approximately every front runner career will either be Valentine's Bourbon, whose unique skill has a recovery component,
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or have Bourbon Wit, who gives the option for a guaranteed Moxie hint on her first chain event, you'll almost always have a
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recovery available to take. Kitasan Black is the exception, since she has TTL built in. Regardless, if you end up overstam at
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the end of the run, buying Moxie can be -162 SP, which is certainly not a trivial amount.
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</p>
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<p>
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An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300
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stamina this way. Personally, I've decided I prefer buying Moxie in MANT so that rivals have a chance to give a useful skill,
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but it's probably the wrong choice.
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</p>
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<p>
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All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Mejiro McQueen, or Rice Shower.
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As rivals, those three will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold recovery. You will
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burn clocks rolling for them to fail wit checks unless you also have a gold.
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</p>
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<p>
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One last consideration for front runners on 3K races: Angling is a dead skill. If you're borderline on stamina, you'll have a
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hard time if you're on Long C.
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</p>
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<Sec h="3" id="kitasan-black">Kitasan Black</Sec>
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<p>
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Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you
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probably don't have Sei as a parent since their uniques don't mesh (except on Nakayama 2500). Kitasan's own unique is also
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very weak outside of long races and unable to even activate on some miles, notably Niigata 1600. And for early races, notably
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Niigata 1600, you likely won't even have the opportunity to get Front Straights/Corners, especially since you don't need
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Bourbon Wit.
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</p>
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<p>
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Kitasan benefits a lot from running as a Pace Chaser early on, just for the higher effective speed. Rivals are best defeated
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with your intended style, but in career, winning is more important than front running.
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</p>
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<Sec h="2" id="history">Version History</Sec>
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<ul class="list-disc pl-4">
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||
<li>2026-04-27: First draft of intro and career sections</li>
|
||
</ul>
|
||
</article>
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