1367 lines
74 KiB
Svelte
1367 lines
74 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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conservePowerAccel,
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distance,
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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 '$lib/StatChart.svelte';
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import { onMount } from 'svelte';
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import Article from '../Article.svelte';
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import Sec from '../Sec.svelte';
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import * as skill from '$lib/data/skill';
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import RaceLenSlider from '$lib/RaceLenSlider.svelte';
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let raceLen = $state(2000);
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let secSpeedStyle = $state(RunningStyle.FrontRunner);
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let allSkillsList: skill.Skill[] = $state([]);
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onMount(async () => {
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allSkillsList = await skill.skills();
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});
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const allSkills = $derived(allSkillsList.reduce((m, s) => m.set(s.skill_id, s), new Map<number, skill.Skill>()));
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const skills = $derived({
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view: allSkills.get(100021),
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sfv: allSkills.get(100101),
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uma2: allSkills.get(100321),
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falcoUlt: allSkills.get(100461),
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palmerUlt: allSkills.get(100641),
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kfc: allSkills.get(110041),
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cacao: allSkills.get(110261),
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right: allSkills.get(200012),
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left: allSkills.get(200022),
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firm: allSkills.get(200152),
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compSpirit: allSkills.get(200282),
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professor: allSkills.get(200331),
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cornerAdept: allSkills.get(200332),
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cornerConn: allSkills.get(200341),
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rushingGale: allSkills.get(200371),
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conc: allSkills.get(200431),
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focus: allSkills.get(200432),
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centerStage: allSkills.get(200451),
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pp: allSkills.get(200452),
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ramp: allSkills.get(200462),
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nsm: allSkills.get(200491),
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nn: allSkills.get(200492),
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homestretchHaste: allSkills.get(200512),
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ttl: allSkills.get(200531),
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earlyLead: allSkills.get(200532),
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escapeArtist: allSkills.get(200541),
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fastPaced: allSkills.get(200542),
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unrestrained: allSkills.get(200551),
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encroaching: allSkills.get(200641),
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spurt: allSkills.get(200642),
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turboSprint: allSkills.get(200651),
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maven: allSkills.get(200681),
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tunes: allSkills.get(200721),
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greed: allSkills.get(201081),
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speedEater: allSkills.get(201082),
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siphon: allSkills.get(201221),
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murmurGold: allSkills.get(201161),
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longStraights: allSkills.get(201172),
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blast: allSkills.get(201173),
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straights: allSkills.get(201242),
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corners: allSkills.get(201252),
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sixthSense: allSkills.get(201261),
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dd: allSkills.get(201262),
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topRunner: allSkills.get(201271),
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leadersPride: allSkills.get(201272),
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moxie: allSkills.get(201282),
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shrewd: allSkills.get(201332),
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eyes: allSkills.get(201441),
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savvy: allSkills.get(201522),
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stan: allSkills.get(201591),
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lucky7: allSkills.get(201562),
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gw: allSkills.get(201601),
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thh: allSkills.get(201611),
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loneWolf: allSkills.get(201641),
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slipstream: allSkills.get(201651),
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pto: allSkills.get(201661),
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syl: allSkills.get(201662),
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headon: allSkills.get(201902),
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risky: allSkills.get(202032),
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runaway: allSkills.get(202051),
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madDash: allSkills.get(202392),
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claw: allSkills.get(202421),
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fr: allSkills.get(202462),
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burningPOW: allSkills.get(210031),
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burningWIT: allSkills.get(210051),
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ignitedWIT: allSkills.get(210052),
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radiant: allSkills.get(210061),
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wwyou: allSkills.get(210071),
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rsmood: allSkills.get(210141),
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redshiftInherit: allSkills.get(900041),
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pulseInherit: allSkills.get(900061),
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anglingInherit: allSkills.get(900201),
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ogbourbonInherit: allSkills.get(900261),
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pumpInherit: allSkills.get(900271),
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inesInherit: allSkills.get(900311),
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uma2Inherit: allSkills.get(900321),
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beyondInherit: allSkills.get(900591),
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vcInherit: allSkills.get(900681),
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pastaInherit: allSkills.get(900141),
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blossomInherit: allSkills.get(900511),
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machanInherit: allSkills.get(900871),
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kfcInherit: allSkills.get(910041),
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barcaroleInherit: allSkills.get(910151),
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cacaoInherit: allSkills.get(910261),
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mummyCreekInherit: allSkills.get(910451),
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});
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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, 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 * 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 * 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, 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.Runaway);
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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, secSpeedStyle, Phase.EarlyRace)[0],
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y2: (x) => sectionSpeed(raceLen, 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, secSpeedStyle, Phase.MidRace)[0],
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y2: (x) => sectionSpeed(raceLen, 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, secSpeedStyle, Phase.EarlyRace)[0], 1.04, frontModeEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, 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, secSpeedStyle, Phase.EarlyRace)[0], 1.04, paceUpEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, 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, secSpeedStyle, Phase.MidRace)[0], 1.04, frontModeEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, 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, secSpeedStyle, Phase.MidRace)[0], 1.04, paceUpEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, secSpeedStyle, Phase.MidRace)[1], 1.04, paceUpEnterChance(x)),
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},
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]);
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const fcSeries: ComputedSeries[] = $derived([
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{ label: 'Front Runner', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.FrontRunner, raw, x) },
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{ label: 'Pace Chaser', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.PaceChaser, raw, x) },
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{ label: 'Late Surger', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.LateSurger, raw, x) },
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{ label: 'End Closer', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.EndCloser, raw, x) },
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]);
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</script>
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<Article>
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{#snippet head()}
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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
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their 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
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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
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already strong at training: players who can take a target stat line and skill set and turn it into a horse. This document is
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about the 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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{/snippet}
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<Sec h={2} id="7-1">1 Jul Balance Update</Sec>
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<p>A quick summary of how the 1 Jul balance update affects front runners:</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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Pace chasers and late surgers gained access to much more consistent accel skills. Still not as good as Angling, but good
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enough that front runners can be considered substantially nerfed.
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</li>
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<li>
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<a href="#full-charge">Conserving Power/Fully Charged</a> is in, along with stat uncaps, which means that about 1270 power
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(base + skills) is now worth a perfectly timed 0.1 accel skill on front runners. The exact mechanics of conserving power
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aren't yet known, but front runners show a <i>negative correlation</i> between guts stat and probability of activating full charge.
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As good as spot struggle may be in sprint, a perfect accel is always going to be better, so we are now actively minimizing guts.
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</li>
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<li>
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A solo front no longer loses access to speed-up mode. However, having watched a few dozen replays, it seems that while a
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solo front is typically about 2 to 4 meters ahead of the best pace at position keep end, the best front in multi-front is
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typically about 6 to 10 meters ahead. Solo front still overwhelmingly benefits other styles. The main impact of the position
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keep changes in practice seems to be that pace promotion can happen <i>even if there are front runners in the lobby</i>,
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which means you can't skimp on gate skills when running solo front as a pace promo blocker.
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</li>
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</ul>
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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. Some sections have "Ref ↗" links that will take
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you to the corresponding section of the mechanics doc.
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</p>
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<Sec
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h={2}
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id="mechanics"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.3q7x98goz5cu"
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>Race Mechanics</Sec
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>
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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={skills.homestretchHaste} 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={skills.runaway} /> converts front runners into the Runaway running style.
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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
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h={3}
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id="phase-speed"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.40iug3hm8429"
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>Phase Speed</Sec
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>
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<p>
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Race base speed is multiplied by the <i>speed strategy–phase coefficient</i> 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 makes
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pace chaser promotion scary in late race.
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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>
|
|
<p>
|
|
The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude)
|
|
aren't what make front runners win most of the time. Capped speed with distance S is ideal, but being a hundred speed short
|
|
with distance A will likely lose only a couple races within the difference throughout a CM event.
|
|
</p>
|
|
|
|
<Sec h={3} id="win-cons">Win Conditions</Sec>
|
|
<p>
|
|
Generally more important than speed itself (for all running styles) is landing an acceleration skill at the beginning of late
|
|
race. The strength of front runners is having the most consistent options for doing so.
|
|
</p>
|
|
<ul class="mb-4 list-disc pl-4">
|
|
<li>
|
|
<Skill skill={skills.anglingInherit} />, sometimes called Rod, is currently the second best skill in the game. Its condition
|
|
is to be in first place on any late race corner, which is the case immediately at the start of late race on all medium
|
|
tracks,
|
|
<a href="#niigata-1600">all but one mile</a>, and some sprints.
|
|
</li>
|
|
<li>
|
|
On long distance tracks, <Skill skill={skills.vcInherit} /> takes that role instead. The front two horses get it, and it has half
|
|
the acceleration value.
|
|
</li>
|
|
<li>
|
|
For 1200m sprints, <Skill skill={skills.machanInherit} /> (Machan inherit) is always a good option. Whenever Angling is dead on
|
|
a sprint, <Skill skill={skills.pastaInherit} /> (VPP, or Pasta) is the next best thing. Multi-front builds also have access to
|
|
<Skill skill={skills.mummyCreekInherit} /> (HCreek). It takes two of these three to equal Angling in acceleration, so such sprints
|
|
will also need to gamble on <Skill skill={skills.turboSprint} mention />, <Skill skill={skills.rushingGale} mention />, and
|
|
possibly <Skill skill={skills.unrestrained} mention /> instead. Front runners are especially strong on sprints for
|
|
<a href="#spot-struggle">other reasons</a> anyway.
|
|
</li>
|
|
</ul>
|
|
<p>
|
|
<Skill skill={skills.nsm} /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners; generally
|
|
not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is pulling
|
|
away from you before you accumulate the blocked time to activate it. That said, on VC tracks specifically, NSM or its white
|
|
version <Skill skill={skills.nn} mention /> can be an option for multi-front builds, since the two frontmost horses get VC and final
|
|
corner lane movement hasn't happened.
|
|
</p>
|
|
|
|
<Sec h={2} id="positioning">Positioning Mechanics</Sec>
|
|
<p>
|
|
The theme among front runner win conditions is requiring being in or very close to first place when late race starts. So,
|
|
lesser running styles aside, beating other fronts is a matter of manipulating skills and race mechanics to win in early and
|
|
mid race.
|
|
</p>
|
|
|
|
<Sec
|
|
h={3}
|
|
id="front-modes"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.tn8irhl5bjhv"
|
|
>Speed-Up and Overtake Modes</Sec
|
|
>
|
|
<p>
|
|
During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs.
|
|
During position keep, all horses have access to <i>running modes</i> that influence how they run.
|
|
</p>
|
|
<p>
|
|
The running modes for front runners are speed-up (+4% target speed for first among that front type) and overtake (+5% for
|
|
not-first). Entering these modes requires meeting certain conditions relating to positioning. They also require passing a wit
|
|
check, with the same chance for both modes.
|
|
</p>
|
|
<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
|
|
<StatChart
|
|
class="mx-auto h-full w-full max-w-3xl"
|
|
stat={Stat.Wit}
|
|
y={frontModeCheckSeries}
|
|
yLabel="Entry Chance (% each 2 seconds)"
|
|
range={[25, 50]}
|
|
xRule={1200}
|
|
/>
|
|
</div>
|
|
|
|
<Sec
|
|
h={3}
|
|
id="pdm"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.5x2q33mxvumk"
|
|
>Pace Down Mode</Sec
|
|
>
|
|
<p>
|
|
The running modes for all other running styles are pace-up, which is similar to speed-up, and pace-down, which activates
|
|
whenever a horse gets what their style defines as too close to first place.
|
|
</p>
|
|
<p>
|
|
Watch a late surger with 1200+ power and wit in a daily legend race. As long as they don't get blocked, they should <a
|
|
href="#section-speed">slide forward</a
|
|
> throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest
|
|
of the late surgers, often near the back of the group. That's PDM.
|
|
</p>
|
|
<p>
|
|
On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
|
|
conservation. One of the things that really make front runners strong is that they don't have to worry about that – they
|
|
aren't subject to PDM at all. Their mid race speed skills always gain distance.
|
|
</p>
|
|
|
|
<Sec
|
|
h={3}
|
|
id="spot-struggle"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.5l523bk8k3vz"
|
|
>Spot Struggle</Sec
|
|
>
|
|
<p>
|
|
For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with
|
|
non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've
|
|
had a horse join while in 6th a couple times.
|
|
</p>
|
|
<p>
|
|
Spot struggle provides a target speed bonus that scales with the guts stat. If it isn't cut short, which will approximately
|
|
never happen outside of sprint, its duration also scales with the guts stat. Unlike skills, its duration <i>does not</i> scale with
|
|
race distance.
|
|
</p>
|
|
<div class="mb-4 grid h-60 w-full grid-cols-2 md:h-96">
|
|
<StatChart stat={Stat.Guts} y={ssBoostSeries} yLabel="Speed Bonus (m/s)" range={[0, 0.4]} />
|
|
<StatChart stat={Stat.Guts} y={ssDurSeries} yLabel="Duration (s)" range={[0, 14]} />
|
|
</div>
|
|
<p>
|
|
Spot struggle also greatly increases HP consumption. For normal front runners, the rate is slightly less than Rushed. For
|
|
runaways, it's more than double Rushed. (This is the reason people say you can't get enough stamina for runaways on Global.)
|
|
Actually getting Rushed during spot struggle dramatically increases HP consumption, much more than just adding them together;
|
|
<i>red-light green-light</i> pretty much guarantees that horse won't full spurt.
|
|
</p>
|
|
<p>
|
|
In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than
|
|
other styles. At 1600m and shorter, the fact that Spot Struggle doesn't scale with race distance means that it can be worth
|
|
multiple gold speed skills in total distance gained. See the <a href={resolve('/race/mspeed')}>mechanical speed calculator</a> for
|
|
precise analysis.
|
|
</p>
|
|
<p>
|
|
While the details aren't yet known, it appears that spot struggle reduces <a href="#full-charge">conserved power</a>. This
|
|
means that front runners who spot struggle are less likely to full charge, and the probability falls as the spot struggle
|
|
duration rises. In my experience, this stops being a problem for 1600m and longer; my CM18 Chocobon with qualifying power
|
|
fully charged whenever she wasn't rushed. Perhaps fortunately, full charge is weakest on sprint, where spot struggle is
|
|
strongest. So, if you can make the build work, it may still be worth trying a guts build for short races.
|
|
</p>
|
|
|
|
<Sec
|
|
h={3}
|
|
id="full-charge"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.9edgwx6l733b"
|
|
>Conserve Power & Fully Charged</Sec
|
|
>
|
|
<p>
|
|
New in the 1 Jul balance patch is the conserve power mechanic. Horses with base power plus power passive skills greater than
|
|
1200 effectively gain access to a free perfectly-timed accel skill, Fully Charged. The effectiveness of full charge varies
|
|
with running style and distance, but it is greatest for front runners at all distances.
|
|
</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.Power}
|
|
y={fcSeries}
|
|
yLabel="Accel Bonus (m/s²)"
|
|
range={[0, 0.25]}
|
|
plotOptions={{ color: { legend: true } }}
|
|
/>
|
|
<div class="mx-auto flex w-full md:max-w-2xl">
|
|
<label class="my-auto mr-2 hidden flex-none pr-2 text-right text-sm md:inline" for="secSpeedRaceLen">Race Length</label>
|
|
<RaceLenSlider bind:value={raceLen} />
|
|
</div>
|
|
</div>
|
|
<p>
|
|
Rushed and <a href="#spot-struggle">spot struggle</a> reduce both the duration and effectiveness of full charge, potentially to
|
|
zero. In practice, this appears to be a concern primarily on sprints, which already have a -55% penalty to full charge duration.
|
|
</p>
|
|
|
|
<Sec h={3} id="lane-combo">Lane Combo</Sec>
|
|
<p>
|
|
While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes
|
|
(i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received
|
|
with the Unity Cup scenario.
|
|
</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={laneComboSeries}
|
|
yLabel="Speed Boost"
|
|
yRule={lcYRule}
|
|
range={[0.2, 0.6]}
|
|
/>
|
|
</div>
|
|
<p>
|
|
Front runners have access to the skill <Skill skill={skills.dd} />, which forces a horse who uses it to move outward to a
|
|
specific distance from the rail. DD almost always activates while the horse is still accelerating to early race speed, so it
|
|
does not convert much of the move lane speed modifier into distance (although still on the order of a gold speed skill worth
|
|
of gain on most medium races).
|
|
</p>
|
|
<p>
|
|
We get advantage from move lane speed modifier by following DD with <Skill skill={skills.pp} /> or <Skill
|
|
skill={skills.ignitedWIT}
|
|
/>. 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={skills.sixthSense} mention />, <Skill
|
|
skill={skills.centerStage}
|
|
mention
|
|
/>, <Skill skill={skills.burningWIT} 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>
|
|
For the same reasons, Ignited WIT is a bit stronger than PP, because it has a <i>smaller</i> effect value and also a longer base
|
|
duration. The tradeoff is that it is a 200 SP base cost skill, versus 120 base cost for PP. Using both skills is viable: it increases
|
|
consistency at the cost of lowering the maximum gain.
|
|
</p>
|
|
<p>
|
|
The <a href={resolve('/race/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>. See
|
|
<a href={resolve('/doc/lanecalc')}>my guide</a> for English instructions on how to use it.
|
|
</p>
|
|
|
|
<Sec
|
|
h={3}
|
|
id="uphills"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
|
|
>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"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
|
|
>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 (win an RNG roll every second); 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, 75]}
|
|
/>
|
|
</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"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.xdha40q2176g"
|
|
>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.</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, 23]}
|
|
plotOptions={{ color: { legend: true } }}
|
|
/>
|
|
<div class="mx-auto flex w-full md:max-w-2xl">
|
|
<label class="my-auto mr-2 hidden flex-1 pr-2 text-right text-sm md:inline" for="secSpeedRaceLen">Race Length</label>
|
|
<RaceLenSlider bind:value={raceLen} />
|
|
<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"
|
|
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.7l02ti4pvzxp"
|
|
>No-Overtake Zone</Sec
|
|
>
|
|
<p>
|
|
The no-overtake zone is the 200m portion of the race prior to the first corner. For unclear reasons, while in the no-overtake
|
|
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-overtake 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-overtake 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-overtake 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={skills.falcoUlt} /> is likely to fire before entering the no-overtake 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. Later front runners like Ballroom Helios will
|
|
get kits even more suited to taking advantage of this mechanic.
|
|
</p>
|
|
|
|
<Sec h={2} id="skills">Skills</Sec>
|
|
<p>Since competitive horses in the current 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={skills.speedEater} /> 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={skills.greed}
|
|
mention
|
|
/>, 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={skills.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={skills.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={skills.pto} /> and <Skill skill={skills.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-overtake zone</a>, so it's marginally weaker. Both want multi-front builds. PTO is
|
|
especially relevant in Grand Concert, since Light Hello gives its gold version, <Skill skill={skills.syl} />
|
|
</li>
|
|
</ul>
|
|
|
|
<Sec h={3} id="gate-skills">Gate Skills</Sec>
|
|
<p>
|
|
Gate skills are <Skill skill={skills.gw} /> (GW), <Skill skill={skills.earlyLead} />, and <Skill skill={skills.conc} /> (Conc),
|
|
as well as all green skills including <Skill skill={skills.runaway} mention /> (but excluding <Skill
|
|
skill={skills.lucky7}
|
|
mention
|
|
/> and <Skill skill={skills.rsmood} 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={skills.earlyLead} /> if you want any chance of being first out of early race. The gold version
|
|
of EL, <Skill skill={skills.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 on normal fronts. Runaways may choose to borrow Palmer Stam for a better source of
|
|
TTL, along with a bit of extra stamina that they are likely to need.
|
|
</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={skills.focus} />, is bad; its only real use is as a backup gate skill for GW
|
|
when you don't have enough greens available. During GL, we happen to be in the interesting position that Mihono Bourbon's
|
|
scenario link gives Conc, meaning Bourbon Wit can give 2/3 of a gate kit on her own.
|
|
</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={skills.fr} /> and the inherits <Skill skill={skills.ogbourbonInherit} />, <Skill
|
|
skill={skills.barcaroleInherit}
|
|
/> and, on Tokyo turf, <Skill skill={skills.inesInherit} /><!-- skill name ends with ! -->
|
|
The latter three are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
|
|
skill={skills.kfcInherit}
|
|
mention
|
|
/> – OG Bourbon particularly for runaways or solo front builds, since its powered up version requires never dropping below
|
|
2nd.
|
|
</p>
|
|
<p>
|
|
<Skill skill={skills.pulseInherit} /> 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('/race/spurt')}>spurt speed calculator</a> analyzes this situation. A 1600 speed front runner with a 0.25 speed
|
|
skill active has speed equivalent to a 1581 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={skills.eyes} />, <Skill skill={skills.murmurGold} />, <Skill
|
|
skill={skills.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, or 8 lengths. 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={skills.sfv} />, <Skill skill={skills.uma2} />, 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="pace-promo">Zero Front</Sec>
|
|
<p>
|
|
While this is a front runner guide, it's still valuable to think about the effects that zero front races have on other styles;
|
|
which is to say, <i>pace promotion</i>.
|
|
</p>
|
|
<p>
|
|
Whichever pace chaser (or late surger if there are also no paces, or end closer if it's all ends) happens to get in front of
|
|
the pack by the first few dozen meters or so becomes the pace setter for the race. She runs as if she were a front runner with
|
|
no position keep modes, but she retains the pace chaser coefficients for target speed and acceleration. For this reason, pace
|
|
chasers tend to see their highest win rates in zero front races.
|
|
</p>
|
|
<p>
|
|
It used to be possible to build pace chasers specifically for promotion, but the changes to position keep in the 1 Jul balance
|
|
patch seem to have made this too random.
|
|
</p>
|
|
<p>
|
|
If you want to run an end closer or late surger as your ace, but front runners may be rare and <s>Christmas Oguri Cap</s> a pace
|
|
chaser is meta for the race (or COC is the meta end closer), preventing pace promotion could be a reason to run a solo front build
|
|
instead.
|
|
</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. (This changed a bit with the 1 Jul balance patch, as solo fronts
|
|
now get an extra-long speed-up range, but it doesn't appear that they're maintaining much of a gap over paces in practice.)
|
|
</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 always now that <Skill skill={skills.headon} mention /> is buffed, you'll have matches where your team's
|
|
front runner is solo. The best choice for how to design a solo front depends on the rest of your team composition, because ultimately
|
|
the choice you are faced with is whether to use a runaway blocker.
|
|
</p>
|
|
<p>
|
|
The ideal runaway blocker has capped power, capped wit, and surface S, along with full gate and <a href="#lane-combo"
|
|
>lane combos</a
|
|
> where applicable, to build as much of an early race lead as possible. Her speed stat doesn't particularly matter, because her
|
|
job is to block, not to win.
|
|
</p>
|
|
<p>
|
|
Because runaways get 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 tend to lose access to pace-up mode with slower pacesetters, and it disfavors
|
|
late surgers and end closers who normally don't keep up with their pace zones either way but now have to fight better paces.
|
|
</p>
|
|
<p>
|
|
So, if you want to run a composition like one front and two end, it might serve you to choose against building a runaway
|
|
blocker. This kind of composition probably should build the front runner for the purpose of winning against other front
|
|
runners, and simply accept that solo front matches will be up to the other two instead. That leaves little room for a
|
|
dedicated support like a debuffer.
|
|
</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 or SMaru.
|
|
</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 acceleration 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={skills.vcInherit} /> 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={skills.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, <Skill skill={skills.encroaching} mention />, and the stamina-burning <Skill
|
|
skill={skills.claw}
|
|
mention
|
|
/> are currently the only consistent accels for long distance; front runners are common generally here.) 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>
|
|
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={skills.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 between front and pace, then even late/end win cons like <Skill skill={skills.beyondInherit} mention /> and <Skill
|
|
skill={skills.pumpInherit}
|
|
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 CM10 on dirt and Curren Chan as front in the CM9 sprint. 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 given pace chaser being
|
|
especially strong for a 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={skills.cornerConn}
|
|
mention
|
|
/>, <Skill skill={skills.burningPOW} mention />, and <Skill skill={skills.wwyou} mention />.
|
|
</p>
|
|
|
|
<div class="hidden" id="chariot"></div>
|
|
<Sec h={3} id="rabbit">Rabbit</Sec>
|
|
<p>
|
|
A front runner build that I have seen but not attempted is the rabbit: a runaway with a strong early race but insufficient HP
|
|
to spurt stays in front of one or two other front runners who have <Skill skill={skills.nsm} mention /><!-- ends with ! -->
|
|
</p>
|
|
<p>
|
|
I saw a team using a rabbit 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>
|
|
About two weeks ahead of CM15, Hakuraku's replay data is showing teams using a rabbit build, or even double runaways, with
|
|
high win rates. I've watched a few dozen of those races and have found that the runaways are not functionally doing anything
|
|
specific to runaways: they're being built without <Skill skill={skills.gw} mention /> and <Skill
|
|
skill={skills.earlyLead}
|
|
mention
|
|
/>, so the normal fronts (typically UG1 or better) pass them during early race.
|
|
</p>
|
|
<p>
|
|
If this build ever had an era, it was during the first pass of 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>
|
|
|
|
<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>
|
|
Maruzensky is the ultimate front runner speed card for a long time. She has hints for <Skill skill={skills.gw} mention /> and
|
|
most front runner speed skills,
|
|
<Skill skill={skills.topRunner} mention /> as her gold skill,
|
|
<Skill skill={skills.earlyLead} mention /> on a non-chain event, and a massive 25% training effectiveness during summer.
|
|
</li>
|
|
<li>
|
|
Ines Fujin gives <Skill skill={skills.speedEater} mention />, <Skill skill={skills.pto} mention />, and <Skill
|
|
skill={skills.slipstream}
|
|
mention
|
|
/>. Her wit SR has high hint frequency, making it decent for auto mode.
|
|
</li>
|
|
<li>
|
|
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={skills.ramp} mention /> and <Skill
|
|
skill={skills.thh}
|
|
mention
|
|
/> as hints. The SSR is one of the highest stat total cards in auto mode.
|
|
</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={skills.professor} mention /> is strong, Kitasan Black is especially valuable. El Condor Pasa gives
|
|
<Skill skill={skills.tunes} mention /> and Taiki Shuttle gives <Skill skill={skills.maven} mention />. That kind of deal.
|
|
</li>
|
|
<li>
|
|
For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={skills.gw} mention /> in her chain, and her
|
|
gold skill is <Skill skill={skills.centerStage} 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 Stam is another good parent card for parents. Her chain starts with <Skill skill={skills.dd} mention /> and ends with
|
|
<Skill skill={skills.escapeArtist} mention /> (albeit agemasen). She also carries a <Skill skill={skills.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>
|
|
|
|
<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,
|
|
GL shops, 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={skills.earlyLead} /> 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={skills.fastPaced} mention /> or <Skill skill={skills.leadersPride} mention /> instead, you gave up that
|
|
potential 12 SP to save 18. It's incredibly good to take early.
|
|
</p>
|
|
<p>
|
|
On exactly one of your three CM horses, <Skill skill={skills.loneWolf} /> is another snap take. Base cost of 60 SP for +40 speed,
|
|
which can secure races 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={skills.anglingInherit} /> 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>
|
|
<Skill skill={skills.straights} /> and <Skill skill={skills.corners} /> are strong and cheap. If you've taken Early Lead and Angling,
|
|
they probably won't change the outcomes of any career 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, so if you're committed enough to do parent runs in MANT,
|
|
it's very likely to be one you run. Howeevr, it's 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. 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. Because career races have
|
|
more runners, duels are also pretty likely—except for fronts.
|
|
</p>
|
|
<p>If you do commit to the race, consider switching to pace.</p>
|
|
<p>
|
|
As a corollary, you also cannot win this race with B mile. A miraculous start in MANT 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('/race/spurt')}>spurt calculator</a
|
|
>. (This race is why I made it.)
|
|
</p>
|
|
|
|
<div id="jbc-sprint" class="hidden target:block">
|
|
<h3>JBC Sprint</h3>
|
|
<p>
|
|
It used to be the case that Oi 1200 Dirt had a strange neither-straight-nor-corner segment at the start of late race so that
|
|
Angling wouldn't activate. As of the 1 Jul update, the corner is now connected to the final straight, so there is no longer
|
|
anything remarkable about this track.
|
|
</p>
|
|
</div>
|
|
|
|
<Sec h={3} id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
|
|
<p>
|
|
The main concern with 3K races is always stamina. Front runners tend to be punished on long distances because they convert
|
|
stamina to HP less efficiently than late or end, and because Spot Struggle drains an extra chunk.
|
|
</p>
|
|
<p>
|
|
A stat line like x/400/x/400/600 should be enough to win Kikuka Sho. TSS seems to need something more like x/650/x/500/800 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={skills.moxie} /> is the only front-specific recovery skill you can get from mechanics like GL shops or 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>
|
|
In MANT, 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.
|
|
</p>
|
|
<p>Kitasan benefits from running as a Pace Chaser early on, just for the higher effective speed.</p>
|
|
|
|
<Sec h={2} id="umas">Front Runners</Sec>
|
|
<ul class="mb-4 list-disc pl-4">
|
|
<li>
|
|
Valentine's Mihono Bourbon (VBourbon or Chocobon) is the easiest font runner to train because she has <Skill
|
|
skill={skills.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={skills.cacao} mention /> is full strength, mid race, extremely forgiving in activation,
|
|
and even has a heal. And she has <Skill skill={skills.conc} mention /> and <Skill skill={skills.escapeArtist} 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={skills.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={skills.anglingInherit} 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={skills.blast} mention /> is the gold version of <Skill skill={skills.longStraights} 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>
|
|
Aston Machan is an exceptionally strong front running sprinter who has TTL and GW built in. Once we get evolved skills, she
|
|
will have an unusual TTL pink that increases its duration to 4s, which is enormously stronger than the usual TTL evo of
|
|
increasing accel to 0.5.
|
|
</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={skills.view} mention /> and <Skill skill={skills.palmerUlt} mention />. Suzuka in particular is notable for
|
|
having Conc built in, which along with Runaway makes her the highest scoring horse in Team Trials.
|
|
</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={skills.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={skills.uma2Inherit}
|
|
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, with a strong unique that requires position 3 or behind, 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="legacies">Legacies</Sec>
|
|
<p>
|
|
Now that auto mode lets well-equipped players make SS horses at will, there are two broad approaches to building veterans for
|
|
inheritance. The first is to take the cards that lead to SS, because that gives white sparks (only) a dramatically higher
|
|
chance to be 2★ or 3★. The other option is to take cards for their skills regardless of their stats, enabling choices like
|
|
Seiun Sky stamina and Silence Suzuka gacha SSR even at LB0, with the goal being to maximize the number of sparks in the short
|
|
term by taking all the relevant gold skills possible.
|
|
</p>
|
|
<p>
|
|
As a general strategy for choosing veterans to keep as parents, it's worth considering that the <i>only</i> quality of
|
|
legacies that tends to improve naturally over time is white spark count. Star levels are always random (and depend on the
|
|
qualities of the veteran herself), but each instance of a given white spark across a horse's legacy improves the chance to
|
|
generate the same spark, if eligible. See
|
|
<a href="https://hakuraku.moe/notes/spark_generation" target="_blank" rel="noopener noreferrer">Hakuraku's analysis</a> for details.
|
|
</p>
|
|
|
|
<Sec h={3} id="sparks">Important Sparks</Sec>
|
|
<p>
|
|
Front runners are uniquely capable of making good use of wit sparks, since wit governs early- and mid-race speed, which is
|
|
unusually important for them. Power sparks are typically still best, and stamina sparks can help to forgo a stamina card or
|
|
two for 2400m+ builds. Fronts have a disproportionate representation of horses with high speed talent, which arguably makes
|
|
speed sparks a bit less valuable.
|
|
</p>
|
|
<p>
|
|
Pink sparks are more interesting, because – at least until other styles finish catching up on accels – they're
|
|
less reliant on distance S to win. Building a high affinity legacy tree requires keeping some mile and long sparks on hand.
|
|
Front sparks are better than other style sparks, especially if you do <a href="#triple-front">triple front</a> CM builds using
|
|
<a href="#taiki-shuttle">fixed pace chasers</a>.
|
|
</p>
|
|
<p>Front runners are more reliant than other styles on getting certain skills from inspiration:</p>
|
|
<ul class="mb-4 list-disc pl-4">
|
|
<li>
|
|
Building a full <Skill skill={skills.gw} /> legacy is the first step to front runner training. Fronts without it are non-competitive
|
|
even as supports. Aside from Maruzensky, who has ten skill hints, the cards that give it aren't great for ace builds. There is
|
|
no gold version of it yet, so getting it from inheritance is truly ideal.
|
|
</li>
|
|
<li>
|
|
<Skill skill={skills.pp} /> similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of
|
|
<a href="#lane-combo">lane combo</a>, it isn't applicable to every race, but it's very strong when it is. The white skill is
|
|
better than the gold skill, so it is another ideal inherit.
|
|
</li>
|
|
<li>
|
|
<Skill skill={skills.ignitedWIT} /> is the stronger lane combo piece. The only sources of it are inheritance and Unity Cup; which
|
|
is to say, the source of it is inheritance. When searching databases for borrows, looking for Ignited WIT is a shortcut for listing
|
|
good front runner legacies, since it's only valuable to fronts.
|
|
</li>
|
|
<li>
|
|
Almost all green skills are valuable to inherit at one point or another as GW triggers.
|
|
<Skill skill={skills.right} /> and <Skill skill={skills.left} /> are particularly good; one of the two is always the best green
|
|
available for a race.
|
|
<Skill skill={skills.firm} /> is a bit less strong, and slightly superseded by the existence of Narita Top Road, but it applies
|
|
to the majority of CM races. Season greens are great, but a bit narrow; distance greens are good. Weather greens are acceptable,
|
|
but while guts is better on front runners than other styles, it isn't good.
|
|
<Skill skill={skills.compSpirit} /> is good if you like to do <a href="#triple-front">triple front</a> builds, because it
|
|
activates when there are four of the runner's style in CM.
|
|
<Skill skill={skills.savvy} /> is slightly less valuable as an inherit, since it's more available from other sources.
|
|
</li>
|
|
<li>
|
|
All generic speed skills that aren't strictly late race are good inherits.
|
|
<Skill skill={skills.risky} /> is the best one by ratio of strength to difficulty to acquire; if you aren't forced to borrow Smart
|
|
Falcon, you can get the gold version of this from Nakayama Festa Wit.
|
|
<Skill skill={skills.thh} />, <Skill skill={skills.pto} />, <Skill skill={skills.ramp} />, and <Skill
|
|
skill={skills.cornerAdept}
|
|
/> are also strong, but available as hints or chain skills from some usable-to-good cards.
|
|
</li>
|
|
<li>
|
|
Getting sparks for front-runner-specific skills like Straights, Corners, <Skill skill={skills.fastPaced} mention />, <Skill
|
|
skill={skills.leadersPride}
|
|
mention
|
|
/>, and so on has become especially important now that the MANT era is behind us. GL shops can still give these, but it's
|
|
usually better to buy stats instead.
|
|
<Skill skill={skills.madDash} /> and <Skill skill={skills.fr} /> are new front runner skills that are especially strong and lean
|
|
toward rare; the former has its gold version on Turbo Guts, but the latter has Kitasan Black's Triple Crown event as its only
|
|
fixed source.
|
|
</li>
|
|
</ul>
|
|
|
|
<Sec h={3} id="parents">Parents</Sec>
|
|
<p>
|
|
The primary consideration for choosing parents is the quality of the <a href="#win-cons">inherited uniques</a>. Front runners
|
|
win with consistent inherited acceleration skills more than anyone else.
|
|
</p>
|
|
<p>
|
|
Generally speaking, the horses that are <a href="#umas">good front runners</a> are good front runner parents as well. However, since
|
|
everyone has zero base affinity with themselves, it's a good idea to mix in some other horses that are highly compatible with the
|
|
main competitors, particularly to be grandparents.
|
|
</p>
|
|
<ul class="mb-4 list-disc pl-4">
|
|
<li>
|
|
Seiun Sky, Kitasan Black, and El Condor Pasa (original) are the top tier parents, with the exact choice depending on the
|
|
race.
|
|
</li>
|
|
<li>
|
|
VBourbon is a good second inherit on tracks that don't require something else, for the same reasons that VBourbon herself is
|
|
a top ace.
|
|
</li>
|
|
<li>
|
|
Ines Fujin has a strong inherited unique for Tokyo turf (specifically; but all distances except 1400m), and she has
|
|
excellent compatibility with Mihono Bourbon and Smart Falcon, along with good compatibility with other front runners
|
|
broadly.
|
|
</li>
|
|
<li>
|
|
Mayano Top Gun doesn't have an actual front runner variant (until Halloween Mayano in 2028 or so), but she acts like a front
|
|
runner for affinity. In particular, Maya and Kitasan is among the highest base compatibility pairs currently in the game.
|
|
(They were #1 prior to the 1 Jul balance patch, but now that spot goes to Tamamo Cross and Inari One.)
|
|
</li>
|
|
<li>
|
|
TM Opera O is technically a pace chaser parent, but she still has good compatibility with most front runners, and her unique
|
|
is strong for them.
|
|
</li>
|
|
<li>
|
|
For <a href="#triple-front">triple front</a> teams on sprints and most miles, Nishino Flower's <Skill
|
|
skill={skills.blossomInherit}
|
|
/> can be especially strong. My CM18 team used a runaway Suzuka along with Chocobon and Taiki both with Angling + Blossom to reach
|
|
an overall 80% win rate including first place finals.
|
|
</li>
|
|
</ul>
|
|
</Article>
|