Summary

  • The race is decided on the final straight (late race starts at 800 m, no corner left): accelerate the moment the straight begins and add a speed boost in the last 200 m. Do not buy Angling and Scheming, Let's Pump Some Iron!, Shooting for Victory! or Moving Past, and Beyond: they do not trigger here.
  • Bring Pace Chasers and End Closers. Measured use in Graded League Round 2: Pace Chaser 60%, Front Runner 16%, Late Surger 12%, End Closer 12%. A room-match tier list ranks Pace Chaser ≥ End Closer > Front Runner = Late Surger; the JP wiki says those two took most Round 2 wins. No measured win rates exist.
  • Ace: King Halo [Cheerleader in Noble White] as End Closer (Louder! Tracen Cheer!, the fastest acceleration here; SS and a 'very high win rate' in the room-match tier list; most used Uma in Graded League Round 2). Pace Chaser core: Nishino Flower [Layered Petals], Oguri Cap [Starlight Beat], Taiki Shuttle [Bubblegum☆Memories], Yamanin Zephyr [Fluttertail Spirit], El Condor Pasa [El☆Número 1]. End Closer: Seeking the Pearl [Rocket☆Star], Narita Taishin [Nevertheless]. Front Runner: only Aston Machan [Flare].
  • Stats about 1600/450/1200/600/1200; 400 Stamina is enough with no recovery skill. Turf S before Sprint S. Greens: Left-Handed ○ and Winter Runner ○ (Speed); Firm Conditions ○ optional.
  • Expect ~1.6 Front Runners per room of 9 (0 to 4 among rivals; no rival Front Runner in 22-31% of Graded League rooms) and almost no Runaways. Skip debuffers.
  • Global risk: JP End Closers and King Halo leaned on the new SSR Sweep Tosho (Wit, 30128: Razor-Sharp Steps and Restraint). Its Global release is estimated for 2026-10-22; if it slips, End Closers lose one acceleration and King Halo's unique fails more often.

Guides: Two Pace and King End. Front requires a specialized team.

Running styles

Styles the guides favor: Pace ChaserEnd Closer

Use is the share of rival Umas that ran each style in Japan: how popular it was, not how often it won.

StyleVerdictUse in JapanNote
Pace ChaserBest59.8 %From guides Use is measured (Graded League Round 1 58.2% of 646, Round 2 59.8% of 259; Open League 48.6% / 56.5%). Informed verdict: a room-match tier list ranks Pace Chaser ≥ End Closer > Front Runner = Late Surger, and the JP wiki says those two won most of Round 2. Its inherited accelerations (Budding Blossom, Give Mummy a Hug ♡, Neck and Neck) start on the final straight. Downside: Budding Blossom needs 3rd-4th place, so many Pace Chasers or 3+ Front Runners leave it dead (two player reports). Sample: use: 259 rival Umas, Graded League Round 2 of the real CM; no measured wins
End CloserStrong12 %From guides Use nearly doubled from Graded League Round 1 (6.5%) to Round 2 (12.0%) as King Halo moved from Late Surger to End Closer. The room-match tier list puts the style just behind Pace Chaser; a JP guide and a player meta report call it the style with the most fastest-trigger accelerations (inherited Louder! Tracen Cheer!, Lightning Surge, Straightaway Spurt, Encroaching Shadow, Razor-Sharp Steps). Few Front Runners keep the field bunched, which favours the style. In Global, Razor-Sharp Steps is not out yet (see caveats). Sample: use: 259 rival Umas, Graded League Round 2; no measured wins
Front RunnerWeak16.2 %From guides Includes Runaways (JP counted them as Front Runners). Graded League Round 1 19.5%, Open League Round 1 28.5%. Angling and Scheming does not trigger, so Front Runners lose their base acceleration; the JP wiki says they were present in Round 1 but rarely won. Only Aston Machan stands out (Silent Letter + In High Spirits + Groundwork), and a JP guide warns that with few Front Runners the Umas behind run her down. One own Front Runner can still help a Pace Chaser teammate in rooms with no rival one. A Graded League Finals race in Group A was won with three Front Runners [anecdote]. Sample: use: 259 rival Umas, Graded League Round 2; no measured wins
Late SurgerWeak12 %From guides Graded League Round 1 15.8%, Open League 20.8% / 20.4%. The room-match tier list ranks Late Surger last with Front Runner; a player meta report says End Closer got every Late Surger tool plus more (Razor-Sharp Steps copies On Your Left! with a wider window), so Late Surger is outclassed. If Razor-Sharp Steps is still missing in Global, the gap shrinks [inference]. King Halo and Bamboo Memory can still run Late Surger. Sample: use: 259 rival Umas, Graded League Round 2; no measured wins
RunawayAvoidnot countedFrom guides The JP wiki never saw a Runaway win: at 1200 m the early lead is small and easily caught. A player meta report: Runaway gains little on short courses. A JP guide rates Silence Suzuka as Runaway C, only as a launch pad for an own Front Runner; another warns two Runaways destabilise each other. Sample: Runaways not counted separately; Silence Suzuka [Innocent Silence] was 2.3% (Round 1) and 3.5% (Round 2) of Graded League rival Umas, an upper bound

Expected room

Front Runners per room (Runaways included): 1.6 on average, from 0 to 4. Runaways per room: 0.3 on average. Measured

Among the 6 rivals in Graded League rooms: 0 Front Runners 22.2% (Round 1) / 30.7% (Round 2), 1 = 44.3% / 44.1%, 2 = 27.7% / 21.2%, 3 = 5.5% / 3.8%, 4 = 0.3% / 0.2%; mean 1.17 / 0.99 (Open League Round 1 1.71, Round 2 1.10). For a full room of 9, use × 9 gives 1.76 (Round 1) and 1.46 (Round 2), so ~1.6 on average; max 4 is the highest seen among rivals, before adding your own. Front Runners include Runaways. Runaways are an inference: the data does not separate them; 0.3 is an upper bound (Silence Suzuka's 2.3-3.5% share × 9, assuming every Silence Suzuka ran Runaway).

Umas

What Japan used and what the guides recommend, one card per outfit. A recommendation is a guide author's priority, not a chance of winning.

  • King HaloCheerleader in Noble WhiteEnd CloserAceMain pick

    In Japan: SS in the room-match tier list, with a 'very high win rate' credited to Restraint keeping her unique reliable; S and SS in a JP guide and a player meta report. Most used Uma in Graded League Round 2 (10.8% of 259 rivals; 56% as End Closer, 44% as Late Surger), 7.4% in Round 1 (61% Late Surger). Her unique is the fastest acceleration here but needs her in 6th-9th place and not Rushed in the first half. End Closer aptitude must go from D to A. From guides

    Guides:End Closer: Outfit-specific acceleration

    • Convert to End and keep the unique firing
    • Validate availability and version in Global

    gamewith.jp

  • Nishino FlowerLayered PetalsPace ChaserCoreMain pick

    In Japan: S in two JP guides, 5/5 in a third. Use 10.4% (Graded League Round 1) and 10.0% (Round 2), 96% as Pace Chaser. Budding Blossom fires at the start of the straight if 3rd-4th. A player meta report lowered her slightly on 4 Jan; in one Open League finalist's team she lost to the speed uniques of Oguri Cap and Seeking the Pearl [anecdote]. From guides

    Guides:Pace Chaser: Acceleration on entering the straight

    • Meet the unique's rank range and duel
    • Validate availability and version in Global

    gamewith.jp

  • Oguri CapStarlight BeatPace ChaserCoreAlternative

    In Japan: S in two JP guides, SS in a player meta report (as Pace Chaser and End Closer). Use 7.0% (Round 1) and 10.0% (Round 2), 82-87% as Pace Chaser. Triumphant Pulse hits in the last 200 m; one JP guide prefers her as End Closer with Louder! Tracen Cheer! + Lightning Surge. 2nd in one Open League Finals race [anecdote]. From guides

    Guides:Pace Chaser: Speed in the late race

    • External acceleration; not Christmas
    • Validate availability and version in Global

    gamewith.jp

  • Seeking the PearlRocket☆StarEnd CloserPace ChaserCoreAlternative

    In Japan: S in a JP guide and SS in a player meta report as End Closer ('an Oguri Cap that is easy to convert to End Closer'); B in the room-match tier list. Use 2.8% (Round 1) and 3.1% (Round 2). I'm Possible! needs her 2nd or lower within 4 lengths of the leader in the last 200 m, which End Closers meet easily. From guides

    Guides:Pace Chaser: Finishing speed

    • Nishino unique, own or inherited; positions and secondary acceleration
    • Sprint adaptation needed depending on aptitude
    • Guides add Nishino Flower's unique as an inherited skill: a Nishino Flower parent or grandparent.

    umamusumelabo.com

  • Aston MachanFlareFront RunnerCoreConditional

    In Japan: A in two JP guides: the best Front Runner here (Silent Letter fires as the straight begins; owns Taking the Lead, Groundwork and In High Spirits). Use 6.3% (Round 1) and 7.3% (Round 2), 86% as Front Runner. Won one Graded League Finals race in Group A with two other Front Runners; 3 wins in 41 races for another finalist [anecdotes]. From guides

    Guides:Front Runner: Specialized front-side ace

    • Front-side team and high build quality
    • Validate availability and version in Global
    • Guides pair her with a front-leaning team; her unique needs a rival ahead, which another Front Runner or Runaway can provide.

    gamewith.jp

  • Taiki ShuttleBubblegum☆MemoriesPace ChaserAlternativeAlternative

    In Japan: A in a JP guide, SS in a player meta report, B in the room-match tier list. Per the JP wiki, her unique is effectively worth 0.50 m/s, more than Triumphant Pulse, and she owns Neck and Neck; listed among Finals winners in the wiki's player thread [anecdote]. Use 2.2% (Round 1) and 3.1% (Round 2). From guides

    Guides:Pace Chaser: Unique and secondary acceleration

    • Nishino unique, own or inherited; positions and secondary acceleration
    • Sprint adaptation needed depending on aptitude
    • Guides add Nishino Flower's unique as an inherited skill: a Nishino Flower parent or grandparent.

    umamusumelabo.com

  • Yamanin ZephyrFluttertail SpiritPace ChaserAlternativeAlternative

    In Japan: A in a JP guide, SS in a player meta report (rated even higher on 4 Jan), B in the room-match tier list. Her final-corner unique is strongest in 2nd place, a different slot from Budding Blossom's 3rd-4th; Ambitious Breeze links into the late race. Use 3.6% (Round 1) and 3.5% (Round 2). From guides

    Guides:Pace Chaser: Advantage in second place

    • Nishino unique, own or inherited; positions and secondary acceleration
    • Sprint adaptation needed depending on aptitude
    • Guides add Nishino Flower's unique as an inherited skill: a Nishino Flower parent or grandparent.

    umamusumelabo.com

  • El Condor PasaEl☆Número 1Pace ChaserAlternativeConditional

    In Japan: A in two JP guides; one Open League finalist found her the strongest Pace Chaser in the Open League [anecdote]. Victoria por plancha ☆ is her own unique. Sprint F: needs heavy Spark work. Use 2.3% (Round 1) and 3.9% (Round 2). From guides

    Guides:Pace Chaser: Own acceleration unique with Sprint F adaptation

    • Nishino unique, own or inherited; positions and secondary acceleration
    • Sprint adaptation needed depending on aptitude
    • Guides add Nishino Flower's unique as an inherited skill: a Nishino Flower parent or grandparent.

    umamusumelabo.com

  • Curren ChanMa Chérie of the New MoonPace ChaserAlternativeAlternative

    In Japan: Curren Chan [Ma Chérie of the New Moon], unique One True Color. Use 5.0% (Round 1) and 6.9% (Round 2), 100% as Pace Chaser in Round 2; S in a player meta report, C in a JP guide. Won one player's Finals race, with 18 wins in 76 races (23.7%) [anecdote]. From guides

    Guides:Pace Chaser: Acceleration unique

    • Nishino unique, own or inherited; positions and secondary acceleration
    • Sprint adaptation needed depending on aptitude
    • Guides add Nishino Flower's unique as an inherited skill: a Nishino Flower parent or grandparent.

    umamusumelabo.com

  • Curren ChanFille ÉclairPace ChaserAlternative

    In Japan: Use 7.7% (Round 1) and 6.6% (Round 2), 95% as Pace Chaser; S in a player meta report. #LookatCurren fires just before the late race. Won one Open League Finals race (Pace Chaser ×3 team) [anecdote]. From guides

  • Narita TaishinNeverthelessEnd CloserAlternative

    In Japan: A in two JP guides, SS in a player meta report: owns Encroaching Shadow and a unique that links into the late race. Sprint F and a hard career make her the hardest to build. Use under 2% in Graded League Round 1 (unlabelled slice). From guides

  • Bamboo MemoryIron AmbitionLate SurgerAlternative

    In Japan: B in the room-match tier list, B in another JP guide (as Late Surger), S in a player meta report (as End Closer). Red-Hot Discipline! is a conditional fastest-trigger acceleration; her hidden event gives Sprint Straightaways ○ and Homestretch Haste. Use under 2% (unlabelled slice). From guides

Stats and aptitudes

Target Speed Stamina Power Guts Wit
Recommended160045012006001200
Minimum15004001000600900

Without one: 400.

Aptitudes: Turf S first (its Power bonus means acceleration), then Sprint S, style S last (JP guides agree). King Halo needs End Closer D→A; El Condor Pasa and Narita Taishin need Sprint F→A.

From guides Recommended = a JP guide's Speed-Wit build (a second guide gives the same with 400 Stamina); minimum = a third guide's lower target for Nishino Flower. Alternative Guts build from the first guide: 1450/400/1100/1100/1100. Stamina ~400 without any recovery skill (second guide: Front Runner/Late Surger/End Closer 400 + 500 Guts, Pace Chaser 400 + 600 Guts, Runaway 450 + 600); recovery skills are not needed, hence no 'with gold' value. The long downhill from 100 to 875 m makes Wit (downhill mode, positioning) and Power (acceleration) count; Guts decide the final-straight duel, and the third guide asks 600-800 for Pace Chasers.

Check your own build in the HP Calculator before training: these targets come from Japanese guides.

Skills

Inherited uniques 6

  • Louder! Tracen Cheer!End CloserLate SurgerFastest late-race acceleration for back styles, firing on the final straight; needs the Uma in 6th-9th and not Rushed in the first half (JP guides and wiki agree).
  • Red-Hot Discipline!Late SurgerEnd CloserBamboo Memory's acceleration, listed by a JP guide for Late Surger and End Closer.
  • Red Shift/LP1211-MLate SurgerEnd CloserBack-style acceleration recommended by two JP guides; a Global CM9 guide also lists it for back styles on this track.
  • Budding BlossomPace ChaserPace Chaser's fastest inherited acceleration here, firing as the straight begins when 3rd-4th (JP guides and wiki agree); a position lottery in crowded Pace Chaser rooms.
  • Give Mummy a Hug ♡Pace ChaserFinal-straight acceleration for Pace Chasers (two JP guides and an Open League finalist); a Global CM9 guide also rates it on this track.
  • Victoria por plancha ☆Pace ChaserFront RunnerFinal-straight boost for front styles (one JP guide's Front Runner list, another's Front Runner and Pace Chaser lists, an Open League finalist).

Gold skills 11

  • Lightning SurgeEnd CloserLate SurgerMust-have End Closer acceleration in the late race while overtaking from the back half (a JP guide: 'always take it'; the JP wiki agrees). Taught by SSR Daiichi Ruby.
  • Encroaching ShadowEnd CloserGold version of Straightaway Spurt; Narita Taishin owns it (JP guides and a player meta report).
  • Razor-Sharp StepsEnd CloserNot in Global yetThe third End Closer acceleration in JP (per the JP wiki, End Closers needed Louder! Tracen Cheer! + Lightning Surge + this). Not in Global yet: taught by SSR Sweep Tosho (30128), whose Global release is estimated for 2026-10-22.
  • On Your Left!Late SurgerLate Surger's own late-race acceleration (on a JP guide's Late Surger list).
  • Neck and NeckPace ChaserPace Chaser acceleration early in the late race in the front half; a player meta report wants it on Nishino Flower and Oguri Cap for when they sit 1st-2nd. Taiki Shuttle [Bubblegum☆Memories] owns it.
  • No Stopping Me!Pace ChaserEnd CloserLast-spurt acceleration when blocked ahead; a JP guide lists it for Pace Chaser and End Closer.
  • ConcentrationFront RunnerPace ChaserBetter start: mandatory for Front Runners and recommended for Pace Chasers (JP wiki and guides agree).
  • Taking the LeadFront RunnerFront Runner opening acceleration to take the lead (two JP guides); Aston Machan owns it.
  • In High SpiritsFront RunnerPace ChaserSprint-only gold speed skill in the front half before the late race (two JP guides); Aston Machan owns it.
  • See Ya Later!Front RunnerPace ChaserLate SurgerEnd CloserMid-race speed to fix position; one JP guide lists it for every style, another for Front Runners.
  • Professor of CurvatureFront RunnerPace ChaserLate SurgerEnd CloserCorner speed; corners run from 300 to 788 m, and the JP wiki and a Global CM9 guide say every corner-velocity skill pays off here.

White skills 4

  • Straightaway SpurtEnd CloserEnd Closer acceleration once the last spurt starts on a straight; here that is right at 800 m (a must-take in a JP guide).
  • RestraintEnd CloserLate SurgerLowers the chance of getting Rushed, which keeps Louder! Tracen Cheer! (own or inherited) alive; the room-match tier list credits it for King Halo's win rate. In Global data only Sweep Tosho [Platanus Witch] teaches it until the SSR Sweep Tosho arrives.
  • GroundworkFront RunnerPace ChaserOpening acceleration after several early skills; one JP guide lists it for Front Runner and Pace Chaser, another calls it essential for Front Runners.
  • HighlanderFront RunnerPace ChaserLate SurgerEnd CloserUphill acceleration; the climb from 875 to 975 m sits inside the late-race acceleration window (JP wiki, a JP guide and a Global CM9 guide).

Green skills 3

  • Left-Handed ○Front RunnerPace ChaserLate SurgerEnd CloserAlways active here; Speed +40 (two JP guides rank it among the useful greens).
  • Winter Runner ○Front RunnerPace ChaserLate SurgerEnd CloserAlways active here; Speed +40. It is rarely taught, so a JP guide suggests inheriting it.
  • Firm Conditions ○Front RunnerPace ChaserLate SurgerEnd CloserAlways active on Firm; Power +40. Optional per one JP guide; Sunny Days ○, Standard Distance ○ and Chukyo Racecourse ○ are lower priority still.

Team compositions

  • Pace Chaser + Pace Chaser + End Closer (e.g. Nishino Flower [Layered Petals] or Oguri Cap [Starlight Beat] + Taiki Shuttle [Bubblegum☆Memories] or Yamanin Zephyr [Fluttertail Spirit] + King Halo [Cheerleader in Noble White] as End Closer)

    From guides Proposed on a JP guide's Pace Chaser and End Closer pages, and the most used rival trio in Graded League Round 2 (19.3%; use, not wins). Mix Pace Chasers with different position windows (Yamanin Zephyr 2nd, Nishino Flower 3rd-4th, Oguri Cap anywhere) so they do not block each other.

  • Front Runner + Pace Chaser + End Closer (Aston Machan [Flare] + Nishino Flower [Layered Petals] or Oguri Cap [Starlight Beat] + King Halo [Cheerleader in Noble White])

    From guides On a JP guide's Front Runner and Pace Chaser pages. Your own Front Runner sets the order in the 22-31% of rooms with no rival Front Runner, which helps a 3rd-4th Pace Chaser's unique fire.

  • Pace Chaser + End Closer + End Closer (Oguri Cap [Starlight Beat] or Nishino Flower [Layered Petals] + King Halo [Cheerleader in Noble White] + Seeking the Pearl [Rocket☆Star] or Narita Taishin [Nevertheless])

    From guides A JP guide's proposal on its End Closer page; leans on End Closer's acceleration depth when rooms are short of Front Runners.

  • Pace Chaser ×3 (Oguri Cap [Starlight Beat], Seeking the Pearl [Rocket☆Star], Curren Chan [Fille Éclair]) or Front Runner ×3 (Aston Machan [Flare], Mihono Bourbon [CODE: ICING], Curren Chan)

    Anecdote Each won one Finals race (an Open League Finals race won by Curren Chan; a Graded League Group A Finals race won by Aston Machan). High-risk stacks, shown only as proof they can win.

  • 2 × Pace Chaser + 1 × End Closer

    From guides Proposed on a JP guide's Pace Chaser and End Closer pages, and the most used rival trio in Graded League Round 2 (19.3%; use, not wins). Mix Pace Chasers with different position windows (Yamanin Zephyr 2nd, Nishino Flower 3rd-4th, Oguri Cap anywhere) so they do not block each other.

  • 1 × Front Runner + 1 × Pace Chaser + 1 × End Closer

    From guides On a JP guide's Front Runner and Pace Chaser pages. Your own Front Runner sets the order in the 22-31% of rooms with no rival Front Runner, which helps a 3rd-4th Pace Chaser's unique fire.

  • 1 × Pace Chaser + 2 × End Closer

    From guides A JP guide's proposal on its End Closer page; leans on End Closer's acceleration depth when rooms are short of Front Runners.

  • 3 × Pace Chaser

    Anecdote Each won one Finals race (an Open League Finals race won by Curren Chan; a Graded League Group A Finals race won by Aston Machan). High-risk stacks, shown only as proof they can win.

  • 3 × Front Runner

    Anecdote Each won one Finals race (an Open League Finals race won by Curren Chan; a Graded League Group A Finals race won by Aston Machan). High-risk stacks, shown only as proof they can win.

Debuffers

Weak The JP wiki: no need to consider debuffers; at most speed debuffs. Stamina debuffs do nothing because Stamina is irrelevant with the long downhill. One JP guide lists only a Gold City [Autumn Cosmos] debuff slot (Battle Formation plus the inherited unique of Gold Ship [RUN! RUIN! LAUNCHER!]). No debuffer shows in the measured, labelled usage.

Support decks

Decks published by guides for this CM in Japan. Some cards may not be in Global yet; the planner checks which ones you can use.

Example deck · Pace Chaser

JP · Grand Live · 2 Speed / 1 Guts / 2 Wit / 1 Pal · 2022-12-27 · umamusumelabo.com
  • MaruzenskySSR Sentimental Flare ♪Training
  • Agnes TachyonSSR Q≠0Training
  • Fine MotionSSR Wave of GratitudeTraining
  • Tokai TeioSSR Teio-Oo-Oo!!!Training
  • Sakura Bakushin OSSR Super! Sonic! Flower Power!Key skillIn High Spirits
  • Light HelloSSR From the Ground UpScenario link

Power and Guts from factors; Guts training is concentrated in the training camps. Not the only valid deck: it changes with LB, growth and parents.

Card picks · End Closer

JP · Grand Live · 2 Speed / 1 Power / 2 Wit / 1 Pal · 2023-01-05 · umamusumelabo.com
  • Daiichi RubySSR Ah, Such MajestyKey skillLightning Surge
  • Mr. C.B.SSR Dear Mr. C.B.AlternativeDaring Strike
  • Light HelloSSR From the Ground UpScenario link

Guts preferred if the main stats are already high. Sweep's Wit card comes later and is not in the current catalog.

The guide does not name every card of this deck.

Deck shapes

  • 2 Speed / 1 Guts / 2 Wit / 1 Pal · Pace Chaser · JP · Grand Live · umamusumelabo.com

Guides in other languages

  • Korean · author guide · 2024-04-17 · inven.co.kr

    • Oguri Cap (original) · Pace Chaser · Practical
    • King Halo (cheer) · End Closer · High ceiling
    • Aston Machan (original) · Front Runner · Alternative

    Historical guide; no population census; patch and Global availability pending.

What may differ in Global

  • Razor-Sharp Steps (202491) is not in Global (marked not in game; no Global English version yet). It comes with SSR Sweep Tosho (Wit, 30128), whose Global release is estimated for 2026-10-22. In JP that card arrived in December 2022 and pushed End Closer above Late Surger; if it slips, End Closers lose one acceleration.
  • Restraint (202161) exists in Global, but in Global data only Sweep Tosho [Platanus Witch] teaches it (through her own event). JP got it from the same new SSR, and the room-match tier list credits it for King Halo's very high win rate. Without the card, King Halo's unique will be less reliable.
  • Final-corner accelerations do not trigger on this course: do not spend points on Angling and Scheming, Let's Pump Some Iron!, Shooting for Victory! (Taiki Shuttle [Wild Frontier]) or Moving Past, and Beyond.
  • Global's CM9 used this track on Soft and Snowy; builds from then (Wet Conditions, stats for Soft ground) do not apply. Its straight-line and corner-speed skill advice still does.
  • Same scenario (Grand Concert, same caps). All 12 Umas listed are in the Global roster of 2026-10-02, and every skill except Razor-Sharp Steps is in Global.

Gaps in the data

  • No measured win rates by style or Uma for Capricorn Cup 2023: the room-match tier page returns 403 and is not archived, and the usage collector has no 2023 Finals deck. Every win_pct is null.
  • The usage data does not separate Runaways from Front Runners; the ≤0.3 Runaways per room is an upper bound estimated from Silence Suzuka's usage.
  • Front Runner counts come from one collector's rooms; Global rooms may be distributed differently.
  • SSR Sweep Tosho (30128) release date in Global is an estimate (2026-10-22), not confirmed.
  • The articles found on one JP blog cover the 2022 Capricorn Cup (Soft ground, other scenario) and are not used as precedent.
  • Skill 202491 is named 'Razor-Sharp Steps' in the English fan database but 'Unrivaled Wits' in the local skill-name data; the official Global name is unknown until it ships.

Sources and credits

This guide is our own summary, in our words, of the research below; the findings belong to their authors. Follow the links to read them in full.

Guides cited