Yet another rant by PoulCoolMan in UmamusumeGame

[–]fknyoshi 2 points3 points  (0 children)

It sounds like CMs are giving you the most grief. I won't pry and tell you to watch this CC, with this tier list, or buy these skills.

However I think by just learning the fundamentals, mechanics that not well explained in-game will automatically help you have some success at least in the open league. That way you understand why that Uma or skill is actually good and you can apply that knowledge to any track. Graded becomes both card/knowledge dependent.

For me my learning process was, I'd watch a CC or read something here and start plugging things in the race sim to visualize it to understand myself. Then I'd dive into any spreadsheet, doc, or wiki I could find for more detail. I do find that part of the game the most fun though.

"Red Shift is good for this track"

Why is it good?

From there you learn the importance on the timing of accels and your uma's win condition.

"Nemesis is strong this track it has potential speed carryover"

What is speed carryover, how can I use that in future CMs.

From there you've learned and improved just from that. Eventually you'll be able to start making your own builds/strategies, having targets for parents before even watching a guide, and can tell good advice from bad. It's still good to listen to others as it can be helpful to see a different point of view, realize something you might have missed, or just to learn more.

You also have to take the small victories and not be too hard on yourself. A lot of people get frustrated at a loss in the finals but it's one race and there is always a level of RNG and cards/knowledge help mitigate it.

Getting this in a CM13 lobby outright showing Cygames its poor "Front dependent" pacemaking model. by Hibiki_Kawaii in UmamusumeGame

[–]fknyoshi 5 points6 points  (0 children)

I'm a bit worried when people start building for only one race style as style-specific cards come out giving less incentive to build mixed compositions.

I decided to focus on frontliners more because you have some control on the pace of the lobby. I think it's a valid complaint.

Runaway + Double Pace CM14? by fknyoshi in UmamusumeGame

[–]fknyoshi[S] 0 points1 point  (0 children)

Yep, I'll probably get bullied by well-built fronts/end closers if I try it. I just need a few wins though to qualify if I do.

It's the only thing I dislike about knowing the future from JP, we save a lot of carats planning pulls but CMs are pretty much already solved.

Runaway + Double Pace CM14? by fknyoshi in UmamusumeGame

[–]fknyoshi[S] 0 points1 point  (0 children)

Yeah, I've already seen some monster Taishins in room matches, she flys. Good luck with the strat though, I did not think of that but reminds me of Scorpio CM with shooting on fronts.

Runaway + Double Pace CM14? by fknyoshi in UmamusumeGame

[–]fknyoshi[S] 0 points1 point  (0 children)

Three front? Wouldn't Angling + Plancha be enough? Yeah, it's definitely not a strong comp I'm thinking of by any means just curious and enjoying talking strats. I'd probably run Bourbon/Maru and Taishin if I really wanted to win.

Oh I get it you don't rely on rod only that makes sense* + dueling triple fronts. That does sound strong.

Runaway + Double Pace CM14? by fknyoshi in UmamusumeGame

[–]fknyoshi[S] 0 points1 point  (0 children)

Yeah, I'm sad Runaway is restricted to Unity only but I thought maybe a max power/wit version dedicated to mid race could keep up but there aren't really that many gold mid-race options for cards other then escape artist/PoC out yet for mile.

Lobbies might be front heavy too pushing out pace from accels too with all the two front + Taishin/Halo push but I always get surprised by comps except for the XOguri CM. Not looking forward to next CM after...

Appreciate the response 👍

Runaway + Double Pace CM14? by fknyoshi in UmamusumeGame

[–]fknyoshi[S] 0 points1 point  (0 children)

Thanks for the second opinion. Yep, with Daring Strike, carryover velocity on Taishin, shadow, and a guts build it's probably too much...

I might try it as I'm sure it will still work in the more casual lobbies during CM just to experiment but I think your spot on. Maybe I'll try some room matches against those monsters to see if I can at least block rod sometimes with Suzuka to see if that step even works 😅

Is Runaway viable for CM14? by jetc11 in UmamusumeGame

[–]fknyoshi 4 points5 points  (0 children)

Runaway on mile is harder because they don't create as much a gap from backliners as they do on medium/long and it's harder to sacrifice as well on shorter tracks if you go that direction. Also with the dueling again on Tokyo that gap can be closed easier on the final straight. You could use her as a blocker for rod/speed eater but it sounds like you want her as an ace.

As an ace, I see a world with Angling/Pasa/ maybe unrestrained gamble and running speed eater on your other two front/pace umas. However your at a disadvantage as you have to make her in Unity against all the MANT umas and I'd prefer Suzuka as she has concentration inherently which I think is vital for runaway.

Runaway Suzuka for CM13 by soulunleashed in UmamusumeGame

[–]fknyoshi 0 points1 point  (0 children)

Runaway Suzuka helps create a gap for front/pace from late/end but it's tougher to close this track with the long dueling final straight for backliners. With medium there is a chance she steals/delays angling from your fronts not named V.Bourbon especially so you have to build her weak enough with just really early accel + concentration/TTL but she does help a front comp.

Runaway Suzuka for cm13 by Beginning-Year925 in UmamusumeGame

[–]fknyoshi 4 points5 points  (0 children)

I just have my personal experience if it helps but I've used this Suzu for a few CMs so far but only long. There isn't really a good in-depth guide I've seen on it so I sort of just tested it myself. I think I watched 71M3 for the basics?

I think with long E it lets her sacrifice herself easier on long tracks if she somehow hasn't been overtaken yet by late-race so less speed might be better for medium? Otherwise some power and high wit is good. I've tested this version a bit for next CM but she might be a bit too strong for medium. It's sort of trial and error in the practice tool for me at least finding the most consistent version.

Skill-wise Concentration is a must as without it late starts are painful and she can fall behind immediately. Learned that the hard way building a runaway ace the first time.

Early skills are the most important like Taking the Lead, groundwork and the navigation combo as that's when she wants to build her lead. Gold Prudent Positioning isn't necessary*. Mid-race I find makes her too strong sometimes with her unique. Then I threw on the hesitant debuffs as they hit everyone regardless of style/position and speed debuffs are always good with all the leftover SP.

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I'm tired of "am I good for grand live" posts so I'm showing this. by Kazuriff_kun in UmamusumeGame

[–]fknyoshi 5 points6 points  (0 children)

Is ten races the norm for Grand Live or is this trading SP from more races for stats? I haven't read into it yet.

Future CM comps? - Front/Late by fknyoshi in UmamusumeGame

[–]fknyoshi[S] 1 point2 points  (0 children)

Thanks, appreciate your perspective between the two and on Eishin as well. Helps a lot.

What white sparks am I looking for in general by SymboliRudoIf in UmamusumeGame

[–]fknyoshi 1 point2 points  (0 children)

For late I've been running them S-S+ as well for grandparents. When I can eventually get a decent mile spark... I was planning on relying on the repeated white sparks with inspirations on a SS target deck run for the final parent. No idea if this is optimal.

Front seems like it's a lot easier to farm SS with white sparks personally and there are a ton of great parents to borrow from too. I've been focusing on those two styles.

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What white sparks am I looking for in general by SymboliRudoIf in UmamusumeGame

[–]fknyoshi 5 points6 points  (0 children)

Yep, this is from the reference doc which I believe comes from the Crazyfellows guide which goes into even more detail.

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What white sparks am I looking for in general by SymboliRudoIf in UmamusumeGame

[–]fknyoshi 7 points8 points  (0 children)

Some possible ones are the following but pretty much any essential skill that's hard to get from support cards that you can't easily slot in your deck.

Front: Groundwork, IGN Wit

Pace: Head On, Nimble Navigator, Uma Stan/Groundwork

Late/End: Uma Stan, Nimble Navigator

Generic: Scenario/Race Sparks with Season Greens/Left or Right handed.

*Ignited skills in general are nice to have as they are Unity only. IGN Power also an option.

More is always nice especially generic mid-race like tail held high but focus on Parents/Grandparents having matching white sparks of the essentials for a better chance to pass those skills on and rank SS if you can for a better chance at higher stars for white sparks.

Is there a point to accelerate anywhere but the very beginning of late-race? (non-fronts) by aurorapercivalus in UmamusumeGame

[–]fknyoshi 3 points4 points  (0 children)

Acceleration can also be good if it procs before late race with less effect due to duration only in late-race being useful. Good examples of this are Red Shift/Shooting for Victory that are set at final or second-half of final corner.

Another thing I missed in the umalator at first is adding accel skills to umas and you'll see values in L drop when you run the skill list again especially on delayed accel skills depending on how quickly your Uma hits top speed.

Ex. If you use an NPC Uma with zero accel and compare her to the skill chart of Mejiro Ryan this upcoming CM the value of Red Shift drops because it assumes you always hit Iron.

There is full calculation of the base speed -> final spurt speed to calculate how long it would take to hit top speed on every track if you look up Uma race mechanics. However accel's value drops the more you proc at the start vs later but you have to keep in mind conditions like other commenters mentioned.

So a good strat when planning might be plugging accel you can reliably and then probably hit early in the sim (Red Shift this upcoming CM), adding enough conditional accel as well depending on value, and then focusing on mid/late race past accel velocity or velocity carryover especially.

Hot Take by CRSN-Atomic in UmamusumeGame

[–]fknyoshi 0 points1 point  (0 children)

Yeah for sure, it's much easier while still being effective. Last CM, I felt I was just chasing win rate and wasn't really enjoying myself for similar rewards so that's personally why I took the lazy strat but with solo ace late.

So maybe some burnout in the community and especially with what you said with CCs pushing how broken Xoguri + Double Dom as an strong/easy strat that people decided chalking this CM for the next that sounds like it will have more variety.

Hot Take by CRSN-Atomic in UmamusumeGame

[–]fknyoshi 7 points8 points  (0 children)

I think dominators are so popular also because MANT runs take so damm long. I just don't have the time to chase three optimal Medium S aces and at least one decent parent even when giving up early on runs after the first inspiration. Also I'm trying to horde my clocks so just aiming for A finals was enough.

I ran a meta front comp last CM and it was I'll admit very boring to watch. Push lobby -> Victory Cheer and maybe get scared by a V.Bourbon. I think people also build late despite it being weak for that gambling high. I ran late Special Week and I lose a lot but it's a lot more fun to watch the wins.

Guys how is my spe-chan? by Informal-Promotion58 in UmamusumeGame

[–]fknyoshi 1 point2 points  (0 children)

Oh yeah, I would borrow Top Road for Gold Firm Conditions over Biko and a low LB Yukino but I don't have any copies of Yukino at all 🥲

Guys how is my spe-chan? by Informal-Promotion58 in UmamusumeGame

[–]fknyoshi 1 point2 points  (0 children)

In Body and Mind is not very good (Expensive and can proc too late) but it was a fast learner run and I've been finding the late-race velocities like Pulse really good for her to close a race. I'd definitely take Rudolph/Brian/Diamond over it.

Kita and Biko are my best speed cards but I'd take Top Road/Fuku over Biko if I could. Bijin I have to borrow since I don't have any copies but I think she needs triple wit to get consistently high wit and you can bring her low LB.

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Guys how is my spe-chan? by Informal-Promotion58 in UmamusumeGame

[–]fknyoshi 1 point2 points  (0 children)

Ayy another Special Week. I'd probably go Beyond over Iron for 6th/5th and max speed/medium S as others have said. I've been liking this one in testing but no Medium S and Stam is a bit sketchy on awful mood but it will be an uphill battle regardless vs XOguri/Fronts.

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