Scorpio Cup
Scorpio Cup, or the 19th Champions Meeting (CM19), takes place on the Kyoto 2200m Racetrack. This CM is based on the Queen Elizabeth II Cup.

Acceleration
Like many other Medium Races, CM19 is a standard Corner 3 Acceleration Track. Most corner-based Acceleration inherits are viable, such as
Angling and Scheming,
Moving Past, and Beyond, and
Let's Pump Some Iron!. However, as the final Corner and Straight are far away from the start of the Accel Zone, skills such as
Straightaway Spurt and
Red Shift/LP1211-M are not recommended.
As with other Corner 3 Acceleration Tracks,
Nimble Navigator/
No Stopping Me! are viable options as well.
WARNING
Outside of Umas such as Mayano Top Gun who have the Skill through Potentials,
No Stopping Me! can only be acquired through the use of Yukino Bijin, a weak Wit SSR. If the rest of the Deck is not strong enough to make up for using this Card, borrowing a stronger Card and acquiring
Nimble Navigator through other means is recommended.
Pace Chasers
Like most Medium CMs, Pace Chasers do not have consistent inheritable Acceleration Skills. However, in CM19, they have several non-inheritable options that make them viable.
The first Skill is
Determined Descent/
Straight Descent.
Determined Descent is an Acceleration Skill that activates at a random point on a random Downhill: As CM19 only has a 200m Downhill that overlaps directly with the start of the late-race,
Determined Descent will on average activate perfectly, and at the very worst be slightly delayed.

TIP
As
Determined Descent can only be acquired through Nishino Flower and only provides 0.1 more Acceleration than
Straight Descent, players that cannot borrow Nishino Flower should aim to acquire
Straight Descent through Legacies instead.
The second Skill is
Solid Strike.
Solid Strike is a Hybrid Target Speed-Acceleration Skill that activates at a random point in the second half of the mid-race, and can only be acquired through Oguri Cap. This skill is significantly less consistent than
Determined Descent: There is around a 24% chance to get Speed Carryover from the Skill, and ~20% to get at least one second of Acceleration. However, even if the Skill does not overlap with the Accel Zone, it still provides 0.25 Velocity in the mid-race.
WARNING
Like inherited Hybrid Uniques,
Steady Gait is significantly worse than
Solid Strike and should not be purchased.
The final Skill is
Neck and Neck/
Head-On. After it was buffed on the 7/1 Patch, the Skill now activates in the first half of the Accel Zone, making it significantly more consistent. Like the other Backline Styles,
No Stopping Me!/
Nimble Navigator should also be taken.
TIP
Pace Chasers with powerful mid-race Skills such as Tamamo Cross are often able to compete for first place against the Front Runners.
Angling and Scheming becomes a great primary choice for such Uma. On other Uma, the Skill is a viable Accel to account for races where the Pace Chaser is promoted to Pacemaker.
Christmas Oguri
Like previous <2400m Medium CMs, Oguri Cap (Christmas) is able to get a Speed Carryover on her Unique through
Triple 7s. What is unlike previous CMs, however, is that there are two Styles of Christmas Oguri that are able to use 4 Recovery Skills in order to consistently activate
Festive Miracle.
The first, like previous CMs, is
U=ma2. Due to the early Corner 3, however,
U=ma2 will cause
Festive Miracle to activate very early, and reduce the duration of Acceleration gained from it in the Accel Zone.
The other Recovery Skill is
After-School Stroll, an End Closer Recovery Skill that activates on the first Downhill after 5 seconds into the Race. As the Downhill at 1375m is the only Downhill in CM19,
After-School Stroll activates
Festive Miracle only slightly earlier than
Triple 7s, which activates at the 1423m point. This is significantly better than
U=ma2, which will generally activate at 1300m.
Recommended Stats
Stamina will be the most difficult stat to acquire for this CM. The lack of long Downhills, the high Speed cap, and the abundance of debuffers means players will need to aim for at least 800-850 Stamina and a
Gold Recovery Skill to survive the track. To achieve this in Grand Concert, most players will likely need at least 8*s of Blue Stamina Sparks and a Stamina Card.
Power is also crucial. An Uma’s Speed going Uphill is affected by their Power Stat - Uma with low power will noticeably slow down as they climb the Uphill located in the mid-race. Since this Uphill ends less than 100m before late-race, higher levels of power will give positional advantages to activate Primary Acceleration Skills. Over 1000 power is ideal to achieve these positional wins.
Recommended Decks and Support Cards
If possible, Uma should be trained in Grand Concert due to the higher average Skill Point gain and access to increased Speed Caps. Refer to our Grand Concert Guide for general Deck Advice!
Example Decks: 14+ Stamina Sparks
Example Decks: 8+ Stamina Sparks
Decks can vary greatly depending on the number of Stamina Sparks a player has in their Legacies. With a large amount of Stamina Sparks (greater than 14), players can use a 3SPD, 2
WIT,
Light Hello Deck.
Note this Deck is unlikely to exceed 850 Stamina - thus it will only be effective if the Uma has a Gold Recovery Skill native to their kit, or a SPD Card which provides a Gold Heal is used. These Cards include:
Tosen Jordan for
Breath of Fresh AirZenno Rob Roy for
Lie in WaitSilence Suzuka and
Mihono Bourbon for
TrackblazerAir Shakur for
SerenitySpecial Week for
Gourmand.Mejiro Ardan for
Race Planner
TIP
Although not directly via the Card’s events, the other Silence Suzuka also provides
Trackblazer via Scenario Link in Grand Concert.
Players without enough Stamina Sparks or without easier access to a Gold Recovery Skill will need to use a Stamina Card in place of a Speed Card. Super Creek is the best option in this scenario, providing strong Stamina training and the ever-reliable
Swinging Maestro.
WARNING
Due to the strict Stamina requirements, it is unlikely for a player to dedicate a Deck Slot to a Skill Card (a Card only useful for its Skills). An example of a Skill Card is Daiwa Scarlet and
Yukino Bijin. They offer
Neck and Neck and
No Stopping Me! respectively, each of which are great Acceleration Skills. However, the loss in effectiveness in Training isn’t worth the upgrade from
Head-On or
Nimble Navigator, which can be acquired via Inheritance.
In light of the above, there are still some Style-specific Cards that offer both Skills and great Training value. Some examples include:
Maruzensky and
Silence Suzuka for
Front Runners.
Agnes Tachyon,
Tokai Teio, and
Oguri Cap for
Pace Chasers
Seeking the Pearl,
Nice Nature,
Tamamo Cross, and
Nakayama Festa for
Late Surgers
Mr. C.B. for
End Closers.
Inherited Skills

Late Surgers
and End Closers
A particularly noteworthy Inherit is
Wherever This Wonder Leads from Mejiro Dober (Camping). This Skill has a guaranteed Speed Carryover effect entering the Late-race, and can very likely help chain other critical skills such as
Nimble Navigator.
WARNING
Moving Past, and Beyond, the primary Accel for backliners, is acquired from base Mejiro Dober. This means that
Wherever This Wonder Leads can only be acquired at the Grandparent layer, and only from one side. While this Unique is very important, players should not actively reset for it.
All other inherits are standard Velocity inherits to help close out the Late-race.
Recommended Uma

Christmas Oguri
Similar to previous Medium CMs, Oguri Cap (Christmas) will be the dominant Uma for CM19. End Closer Christmas Oguris will generally see more success than Pace Chaser variants due to having a more effective 4th Recovery, but will also require more effort to secure core Skills such as
After-School Stroll and necessary mid-race Recovery Skills.
Pace Chasers
Even not considering Christmas Oguri, Pace Chasers will generally yield the most consistent results this CM. The best performers will be those who can contest 1st for
Angling and Scheming such as Tamamo Cross, or Uma who have innate
Neck and Neck/
Determined Descent and great late-race such as Fine Motion and Meisho Doto. However, most Pace Chasers are viable due to the abundance of available Acceleration Skills.









