Nakayama Turf 2500m (Inner) - Right - Firm - Sunny - Winter
Accel zone starts on a straight but quickly turns into a corner about 30 meters in. A lot of accels work on this track. Fronts have access to Kitasan Black, and both Seiun Sky inherits, with Kitasan being the most important inherit this CM. Due to the amount of extra accel skills, the large downhill, and shorter straight, fronts are generally the strongest role. Runaways, as a result, are able to win more consistently on this track as well. Pace, Late, and End all have access to their own style specific accels in My True Strength/Beast Mode, Scramble/Claw Forward, and Straightaway Spurt/Encroaching Shadow. Mejiro Ryan and Mejiro Dober inherits work on this track, but are slightly delayed. Generally, Late and End are about equal, with stronger individual Umas in End, but Lates being overall very good. Most Pace Chasers are generally safe Umas that have access to easy recovery options, but are the weakest role on this track. Pace Chasers have the issue of only having My True Strength to rely on. Their accel inherit options overlap with Front Runners, and they don't have anything else that work specifically for them this track to differentiate them, so their inherit options likely will not proc in common lobby compositions. There are two outliers in power level here though. Stamina debuffers have high potential this CM due to the high stamina requirements. If Umas are built perfectly, velocity debuffers are always better, but due to how difficult it is to hit all the stat requirements in Grand Live, a lot of people will have lower than recommended stamina, and rely on extra recoveries and higher wit on downhill to make up for it. The usual of "Stamina debuffs round 1, Dominators round 2 and finals" you can apply here. Runaway debuffers are fine, but it is a waste to use both of them as such when they are capable of winning on their own. Palmer especially should be run as an ace if you are willing to invest the time into it.
Front: Kitasan Black and Ballroom Seiun - perfect acceleration on this track. Ballroom Seiun is slightly buffed compared to other servers' CM20, so she will be even better as an ace than historically. Valentine Bourbon - incredibly easy to make, with good growths, a unique that also helps with her stamina, and almost everything a Front Runner needs in her kit. Mejiro Palmer - easiest stamina requirements out of the Fronts, as she has a gold recovery on her unique with extra target speed, and good Long mid game. Able to win as an ace easily due to the multitude of accel options Fronts have available this track. This is her as a Runaway, as there is no reason to use her as a regular Front Runner. Pace: Blaze Brian - .55 target speed unique and .4 perfect accel. The only thing she is missing is a gold recovery, which is easy to make up for since Pace Chasers don't have any mandatory niche cards to borrow this CM. Do note that she might not be out in time for this CM depending on how the banner schedule lines up, so she might not be available for this CM. She is included because other servers outside of JP were able to run her in their finals. Late: No late is head and shoulders above the others. They are generally all usable, and there are arguments for nit picking which Late is technically the best, but all of them getting access to .4 perfect accel in Claw Forward, given you are 4th place and below, makes this role good overall. End: The two Umas with Encroaching Shadow are here. Every other end closer needs to rely on getting Straightaway Spurt. Festive Inari One has Overwhelming Pressure and a potential .45 final straight unique, while Taishin has Sleeping Lion. Both will win when built well.
Front: OG Seiun - still just OG Seiun, a high potential Uma that can auto win if she hits first place. Her only downsides compared to other Angling tracks is that she is slightly delayed, and Ballroom Seiun is strictly better. Suzuka - Easy growths + built in concentration, but stamina is harder to hit on her compared to Palmer. Can still win when built well. This only applies to her as a Runaway, as there is no reason to use her as a regular Front Runner. Daiwa Scarlet (Christmas) - Gold Firm Resolve (a .45 velocity skill), a built in gold recovery for the track, and a unique that can potentially carry over. Very good front for this track, just slightly weaker than the instant accel fronts, while Bourbon has better growths for a Long. Pace: Commander Special Week's weakest role if you run her as pace. She has everything you need to run her for this track, but you lose out on Claw Foward/Spurt and higher speed coefficient, in exchange for My True Strength, recovery access, and potential Lucky Pace. She is still the second strongest pace, and if your cards and sparks are more pace favored, she can win, but it is less optimal than Late/End. My True Strength is also difficult to access until Narita Brian power comes out, and you do not want to run a power card on an Uma that needs a gold recovery unless your sparks are amazing. Late: Christmas Vodka - Difficult to train due to Long F and no recovery, but extremely good if you can make it work. Has Gold Pedal to the Medal which is a .45 last straight velocity skill, multiple solid late skills, and a speed carry over Unique. Satono Diamond, Manhattan Cafe, Special Week Summer, TM Opera O - These are all umas that have a gold recovery built in, along with good bonus skills in their kit. Satono Diamond has Lie in Wait and Right Handed Demon, New Year Opera has Maestro and her .45 speed unique, Manhattan Cafe has her mid-game unique, Relax, and Stamina Siphon, and Special Week Summer has a gold recovery unique and multiple generic mid game skills. These are all easy Umas to run with Kris S Stam, while also having good kits for the Long/track. Tamamo Cross - High potential with speed carry/accel unique, but hard to train and make work due to not having a gold recovery built in. End is easier, late is finnicky but has a high ceiling. Recommended to inherit Fantasy Grass Wonder if going Late. Commander Special Week - Highest ceiling role as late, but has the same problem as Tama in needing to run Kris S while not having access to a gold recovery. She will need a lot of good sparks and a strong deck to make work, and you will likely have to inherit Fantasy Grass Wonder, or run a card like Tosen Jordan Speed for the recovery. Oguri Cap (Christmas) - Triple 7 activates a little bit into the accel zone, but is still early enough to provide a lot of value. Has the easiest stam requirements out of the lates, and has the advantage of only needing Claw Forward + her unique to win, so you can focus on inheriting .25 velocities. End: Tamamo Cross, Gold Ship - Tried and true end closers. Gold Ship has Daring Strike as Unique, a gold recovery, and Uma Stan built in. Tama has Spurt built in, Tail Nine, and potential unique carry over. Solid Umas for the track that can still win. Commander Special Week - Solid as end, trades Claw Forward ceiling for Straightaway Spurt which has no position requirement, and the highest end game speed coefficient. The deck is also easier for her here, as she can afford to use Super Creek for recovery and not be forced onto Kris S.
Almost all the Umas here are missing something compared to their higher tier brethren, due to only having one thing going for them with lower potential, being better in a different role, or noticeable drawbacks that dissuade usage. Examples: Summer Maruzensky - cannot use her own speed card Daiwa (OG) - Worse than her Christmas version as a Front, but still has potential to be rocketed forward with a Runaway Mayano Top Gun - Has No Stopping Me and Breath of Fresh Air (which works after the 2nd anniversary changes), but doesn't stand out compared to other Fronts or Lates, as her unique likely will not work as a backline, and NSM is a gamble as a front you need to build around if you buy it Christmas Oguri Cap - incredibly easy to make Stamina but you lose out on Claw Forward and have to farm for My True Strength as a pace. End has higher potential, but you lose on the advantage late provides in unique inherit flexibility if you pick one of the roles where she only has .2 accel options. You can argue Pace should be higher up, as its one of only 3 pace chasers that have notable unique strengths going for them this track, as the stamina is extremely easy with built in Gourmand. Oguri Cap (OG) - Mediocre Uma, with Triumphant Pulse getting weaker the longer the track gets. Christmas Oguri Cap is preferred on the 2000-2500m distance. Special Week (OG) - Outclassed entirely by Commander Special Week on this track. Pace does have Gourmand, which makes it easy to build her though. TM Opera O (New Year) - Outclassed by herself as a Late Surger Tamamo Cross (Festival) - Outclassed by her original outfit as a Late/End Meisho Doto (Halloween), Daiwa Scarlet - Solid pace chaser umas. Daiwa can be rocketed, Doto has almost everything a pace ever needs built in. The issue for Pace Chasers on this track is that they only have My True Strength as consistent accel, while the inherits they need are position requirement accels that are likely stolen by fronts in the lobby. Grass Wonder (Fantasy)/Matikanetannhauser/Mejiro Bright - Lates with only recoveries while lacking mid game. Mambo and Bright are better than Grass, but are all around the same power level. Mejiro Dober (Camping) - Has all of the drawbacks of Christmas Vodka, while only having a speed unique that can carry over and Dauntless, while Vodka's entire kit will work on this track.
There are a lot of good late race velocity skills on longs, especially with the 2nd anniversary changes being moved up early. Straight accel skill inherits and corner accel inherits are both good, so the usual suspects of OG Seiun Sky, and the two Mejiros are good inherits. It is recommended to skimp on one of Ryan/Dober for back line due to both roles having access to perfect accel, with Ryan being the one to drop first. If you are to inherit a second unique with accel, OG Special Week is recommended over Ryan, due to the much easier chance of it proccing and providing value for you even if it procs outside of the accel zone. The velocities to inherit depend entirely on what you have access to. Since there are so many choices, pick the ones you own and are easiest to make parents for/borrow for. Inherit recommendations are in order from left to right, top to bottom based on general strength when they are in the same group. Commander Special Week is notable for being the best .25 velocity inherit for every single role, as she does not have a position requirement. You only have to proc an additional skill on the Final Corner. If you decide to inherit OG Special Week, you will need to decide on which one you want to inherit as main, with the other as a grandparent on the other side. Fronts will also have this problem with Seiun and Ballroom Seiun.
Mandatory: Kitasan Black One of Ballroom Seiun/OG Seiun, this depends on what you have access to. If you want to spend extra time playing the game, you can also inherit all three, with one of the Seiuns as a main parent and the other as a Grandparent on the other side. Pick and choose the other inherits based on what you own. Mcqueen and Biwa are final corner skills.
Pace follow the same logic as Front for their inherits, with Brian and Oguri being potential extra inherits due to not always being in the front. It is not recommended to use Oguri if you have the other options, as her unique gets worse the longer the distance gets.
Due to having access to Claw Forward, having both Mejiro's is not as important, with Dober being the preferred inherit. Claw Forward + Nimble Navigator + Moving Past and Beyond and some other are generally enough, though this depends on what you have access to. The .25 velocity inherits you mix and match based on what you have and what's easiest for you to use. One notable unique you might want is Fantasy Grass Wonder's Superior Heal. Since you need to use Symboli Kris S Stamina, some Umas you might want to run will not have a recovery built in, so you will either need a very high stamina number, or you will need to get a recovery elsewhere.
Similar to Lates, Ends get access to Straightaway Spurt/Encroaching Shadow. This lets you potentially skip on one of the Mejiros. Then, pick the .25 velocities you have access to as your other inherits. Superior Heal is also a viable inherit for this track for end closers, as several of the strong End Closers do not have a gold recovery, but this is less important for Ends since their stamina card is not Kris S.
You can choose to run umas with dominator for speed debuff, or you can run umas with Mystifying Murmur for stam debuff. Either way just remember to inherit 564 and try to get as many white debuffs as you can + stamina siphon if you can afford it but you dont have to prioitize it as it doesnt hit everyone and it is only another white skill. only get keen eye if your debuffer doesn't have dominator or mystifying murmur innate
Taking the Lead
Groundwork
Uma Stan
Uma Stan
Uma Stan
Firm Resolve
Beast Mode
Head-On
Nimble Navigator
Claw Forward
Nimble Navigator
Pedal to the Metal
Encroaching Shadow
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Front Runner favored track. (you stink)
With enough effort your runaways can win, but you can also just decide to get debuffer skills like subdues and hesitants on your runaways as they are unlikely to win and are only used to stretch the distance between frontliners and backliners in the early race.
Same as above in terms of runaways, you shove in the runaways with debuffer skills, such as subdues and hesitants. This is essentially just 1 Ace + 2 debuffers, but 1 debuffer being a runaway.
The 1 Ace needs to be very consistent. It can be anyone, doesn't need to be a late surger, but preferably not a front runner as though there are likely going to be other fronts if you get unlucky and queue into a 0 fronts lobby you are likely losing
Backliners are strong with them having consistent acceleration skills like Claw Forward and Encroaching Shadow.