Contributors: catbomb
Last Updated: May 23, 2026

Gemini Cup

Gemini Cup, or the 14th Champions Meeting (CM14), takes place in the same Track as the original Cancer Cup, or CM3. This CM is based off of the Yasuda Kinen.

Acceleration

Unlike the previous CMs, the late-race begins on the final Corner, with the final Straight following 33 meters after. Uniques that activate on any late-race Corner, such as Angling and Scheming and Let's Pump Some Iron!, will still function. However, Moving Past, and Beyond and Red Shift/LP1211-M activate at the start of Corner 4, and activate too early to overlap with the late-race.

Similar to CM10, Taiki Shuttle’s Unique, Shooting for Victory!, works on Taiki Shuttle herself. However, the Skill does not overlap with the late-race when inherited due to the shortened duration.

Two Uniques that are newly viable to this Track are Nishino Flower’s Unique, Budding Blossom, and King Halo’s Unique, Louder! Tracen Cheer!. Budding Blossom has similar Activation Conditions to Shooting for Victory!, but with the caveat that it can only activate in the late-race at any point past the midpoint of Corner 4. This means that, unlike Shooting for Victory!, Budding Blossom will activate perfectly.

Like Shooting for Victory!, Budding Blossom also has a Positional Requirement of 3rd-4th. This Skill should be mainly taken on Pace Chasers, unless specific gameplans are made around bringing Late Surgers and End Closers into 4th in the mid-race.

WARNING

While Budding Blossom has looser Activation Conditions than Shooting for Victory!, the Skill also has a Precondition of being blocked on the side by 2 or more seconds in a mid-race Corner. This can make the Skill inconsistent depending on lobby composition.

Louder! Tracen Cheer! is a Unique that activates on the final Straight. While the final Straight is delayed by 33 meters, the distance is short enough to consider this Skill. Although Louder! Tracen Cheer! has no Positional Requirements, it also has very strict Preconditions of being unable to push past 6th in the first half of the Race. Due to this, it should mainly be taken on End Closers. 

Outside of inherited Accels, the main consistent Acceleration Skill is Straightaway Spurt for End Closers. Due to the Accel Zone starting after the final Corner, Nimble Navigator/ No Stopping Me! is inconsistent and only Nimble Navigator should be considered, at most.

Similar to previous Mile CMs, gambling Accels can be considered for secondary Accel Skills. Two of the most effective gambling Accels are Corner Acceleration ○ for Backliners and Final Push for Front Runners. As there are only two Corners on this Track, Corner Acceleration ○ has a high chance to activate in or near the Accel Zone, with around 20 to 22% effectiveness. Final Push only activates on the final Corner, which means that it has approximately double the effectiveness for around 40 to 44%.

INFO

Effectiveness was calculated as the chance to gain at least one second of Acceleration from the Skill in the late-race. The values will slightly increase based on the number of Velocity Skills activated within the Activation zone.

WARNING

While Corner Acceleration ○/ Corner Connoisseur can be used from any Position and therefore is effective for overtaking, Final Push can only be used from 1st and should mainly be taken as a hedge against Backliners.

In addition, it is often better to forego gambling Accels for consistent Velocity Skills, which can more consistently secure existing win conditions. Take these Skills with prudence.

Velocity Skills

Like CM10, CM14 is a very hostile environment for overtaking. The mid-race begins on a 283 meter Straight, into 517 meter Corners. This means that 200 meters out of the 283 meters Straight takes place in the No-Zone, and the remainder of the mid-race takes place around Corners.

TIP

Because Tokyo has the widest lanes, it is difficult to overtake around Corners.

Due to this, the early-race is especially important for securing position. Velocity Skills such as Unyielding Spirit, Leader's Pride, Productive Plan, and generic Straight Skills will help secure the lead early in addition to the Lane Movement Combo for Front Runners. Skills that defend position around Corners, such as Playtime's Over!, Speed Eater, and generic Corner Skills are also important.

Backliners will often need to aim to overtake around the Corners after the end of Position Keep to secure position for their Accels. For End Closers, Skills that activate in the final Corner such as Nemesis, Shadow Break, and Full of Vigor are exceptionally important as they will not overshoot Louder! Tracen Cheer! preconditions. These Skills also have a chance of providing Speed Carryover, which is especially effective in shorter Tracks.

As always, generic Velocity Skills remain effective.

As CM14 takes place in a short Mile Track, the Stamina requirements are on the lower side. However, as the Track Stat threshold is Stamina and Guts, at least 601 Stamina should be aimed for. If accounting for Bad Mood, aim for 613 Stamina instead.

Similar to the previous CM, Guts is especially effective on Backliners due to dueling on the long Final Straight. As Front Runners can’t consistently duel, Guts is slightly less effective: However, the additional lengths gained early on from Guts-boosted Spot Struggles can often be the difference between losing and securing 1st.

Refer to our Trackblazer Guide for general Deck Advice!

The recommended Deck for CM14 is the standard 1 SPD 3 GUT 2 WIT Deck. This base composition can be changed flexibly depending on the Growths of the Uma: For example, Umas with Guts growths can opt to drop a Guts Card in exchange for another Wit or Speed Card.

The three standard Guts Cards for budget Players is Haru Urara, Yukino Bijin, and Admire Vega. Alternatives include Sirius Symboli, Air Groove, and Seeking the Pearl.

INFO

At this point, Players will have three SR Uncap Crystals if none were missed or used. Due to the importance of Admire Vega Guts, using all 3 on it is recommended if it is at least 1LB.

Alternate Guts Cards to consider are Ines Fujin for her high Specialty Priority and Hints on valuable Skills, Bamboo Memory for Full of Vigor, and Mejiro Palmer for the Power Bonus.

WARNING

Ines Fujin and Mejiro Palmer, while powerful Cards, only have 5 Race Bonus.

As Guts Decks are fundamentally more volatile, Players can also opt to run SPD PWR WIT Decks like previous CMs.

Example Decks

3 Guts Budget
Kitasan BlackYukino BijinAdmire VegaHaru UraraAgnes TachyonFine Motion
3 Guts Whale
Narita Top RoadInes FujinAdmire VegaBamboo MemoryMr. C.B.Fine Motion
2 Guts Budget
Kitasan BlackShinko WindyAdmire VegaBamboo MemoryAgnes TachyonMarvelous Sunday
2 Guts Whale
Kitasan BlackNarita Top RoadAdmire VegaBamboo MemoryMr. C.B.Fine Motion

Due to the available Acceleration Skills, Pace Chasers are more viable compared to previous CMs, while Late Surgers only have access to Let's Pump Some Iron! and inconsistent Louder! Tracen Cheer!. End Closers remain powerful due to the long final Straight, and Front Runners are always viable.

Inherit Skills

It may be difficult to hit the positional requirements for the Accels with warning signs. Only consider these Skills with specific gameplans.