Winning the Kikuka-sho in Uma Musume Pretty Derby: The G1 Marathon That Breaks Everyone

Winning the Kikuka-sho in Uma Musume Pretty Derby: The G1 Marathon That Breaks Everyone

If you’ve spent any time in the trenches of Uma Musume Pretty Derby, you know the feeling. You’ve got a speed demon. They’ve crushed the Satsuki-sho. They’ve breezed through the Tokyo Yushun (the Derby). You’re staring down the Triple Crown. Then, the calendar hits late October. The Kikuka-sho Pretty Derby schedule looms, and suddenly, your star horse-girl is gasping for air at the 2,500m mark while some long-shot NPC rockets past you.

It’s brutal. Honestly, the Kikuka-sho is the first real "wall" for most casual players.

This isn't just another race on the calendar. It’s 3,000 meters of Kyoto turf. In the real world, the Kikuka-sho is the final leg of the Japanese Triple Crown, modeled after the St. Leger Stakes. It’s meant to test stamina above all else. In the game, it’s exactly the same. You cannot "speed-stat" your way through this. If you try to run the Kikuka-sho with 300 Stamina and a dream, you’re going to have a bad time.

Let's get into why this race ruins runs and how you actually survive the Kyoto climb.

Why the Kikuka-sho is the Ultimate Vibe Check

Most players focus on Speed and Power early on. It makes sense. Early races are short. But the Kikuka-sho is a different beast entirely.

The distance is 3,000m. For context, the Satsuki-sho is 2,000m and the Derby is 2,400m. That extra 600 meters feels like six miles when your girl hits the "out of breath" animation. When your Stamina stat is too low, your speed effectively caps out way before the final stretch. You’ll see your Uma Musume’s face change—she’ll look distressed—and her speed will plummet. This is the game telling you that you failed the stat check.

But it’s not just the distance. Kyoto Racecourse has a very specific quirk: the hill.

The Kyoto Hill Mechanic

In Uma Musume Pretty Derby, the Kyoto track features a famous slope on the third turn. You go up, and then you go down. This isn't just visual fluff. Going up the hill drains Stamina faster if your Power is low. Going down the hill can trigger a "downhill" speed boost, but if your Wisdom (Kashikosa) is low, your girl might lose her positioning or waste energy.

It’s a technical nightmare.

You need enough Stamina to finish, enough Power to climb, and enough Wisdom to not act like a maniac during the downhill phase. Most people ignore Wisdom early on. The Kikuka-sho is usually where they realize that was a mistake.

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The Magic Numbers: What Stats Do You Actually Need?

Kinda depends on your strategy (Leg Style), but there are some baseline rules.

If you are running a "Runner" (逃げ - Nige) like Mihono Bourbon or a "Leader" (先行 - Senkou) like Rice Shower, you are going to burn more Stamina. Why? Because they are pushing the pace. If you’re playing the "Between" (差し - Sashi) or "Chaser" (追込 - Oikomi) roles, you can get away with slightly less, but you need higher Power to burst at the end.

Generally, for a successful Kikuka-sho Pretty Derby run in the URA Finals or Grand Live scenarios:

  • Stamina: Aim for at least 450 to 500.
  • Recovery Skills: This is the "cheat code." One "Gold" recovery skill (like Maestro of the Arc) is worth roughly 150-200 points of raw Stamina.
  • Power: 400 minimum. You need to get over that Kyoto hill.

Honestly? If you don't have Super Creek's SSR support card (the one that gives Maestro of the Arc), you're playing on hard mode. That skill is the gold standard for long-distance racing. It triggers on a corner, and since the Kikuka-sho has plenty of those, it almost always procs when you need it most.

The "Rice Shower" Problem

We have to talk about Rice Shower. In the anime and real-life history, Rice Shower is the "Black Assassin" who broke Mihono Bourbon’s Triple Crown dream at the Kikuka-sho.

In the game, if you are training a horse-girl who is a rival to Rice Shower, the AI version of her in the Kikuka-sho is buffed. She is a monster. She has high Stamina and usually sports several recovery skills. If you’re trying to win the Triple Crown with Bourbon or even Tokai Teio, Rice Shower is the final boss of your second year.

I’ve seen countless runs die because Rice Shower decided to have the race of her life. The only way to beat her is to out-stamina her. You can't out-sprint her at the end if you're both tired, because her base stats for long distance are naturally higher.

Common Misconceptions About Long-Distance Racing

A lot of people think "Guts" (根性 - Konjou) is a meme stat.

It used to be. Early in the game's life, Guts didn't do much. But after several balance patches, Guts now plays a huge role in "Last Spurt" speed and how much Stamina you preserve during a "Last Spurt" battle. In the Kikuka-sho Pretty Derby context, having around 300 Guts helps prevent that "meltdown" at the 2,800m mark. It’s not your primary stat, but don't leave it at 150.

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Another mistake? Ignoring the track condition.

Kyoto can be "Heavy" or "Bad" turf depending on the RNG. If it’s raining during your Kikuka-sho, the Stamina drain increases significantly. This is why over-training Stamina is always better than hitting the bare minimum. You never know when the weather will flip and ruin your day.

Strategy by Leg Style

How you run the race matters as much as your stats.

  1. Runners (Nige): You are the rabbit. You need the highest Stamina because you have no one to draft off of. If you don't have a 5-length lead by the final corner, you're probably losing.
  2. Leaders (Senkou): You stay right behind the lead pack. This is the most "balanced" way to run the Kikuka-sho. It's safe, but you're vulnerable to being boxed in if your Wisdom is low.
  3. Betweens (Sashi): You’re banking on Power. You’ll sit in the middle of the pack and pray you don't get stuck behind a slow NPC. Your stamina needs are lower, but your "Acceleration" skills must be on point.
  4. Chasers (Oikomi): Think Gold Ship. You stay in the very back. You save all your energy for one massive surge. This is actually a great way to win the Kikuka-sho if your Stamina is slightly subpar but your Power is elite.

Real Sources and References

If you look at the data compiled by the Uma Musume community—specifically the Japanese Gamewith guides and the English-speaking NGA or Discord theorycrafters—the consensus on the Kikuka-sho has shifted over the years. Early on, we thought 400 Stamina was enough. With the introduction of new scenarios like Project L'Arc or UAF, the stat ceilings have risen.

In modern play, if you’re hitting the Kikuka-sho in a late-game scenario, the AI rivals might have stats approaching 600-700. The game scales. Always check the "Expected" (Yousou) icons before the race. If you see a double-circle (◎) on your Stamina, you’re good. If you see a triangle (△) or an X, you’re in trouble.

Dealing with the "Stamina Cliff"

There is a mechanical phenomenon in the game code often called the "Stamina Cliff."

Basically, the game calculates your "Target Speed" based on your Speed stat. However, if your remaining Stamina reaches a certain low threshold, the game forces a new, much lower Target Speed to ensure you actually finish the race. This usually happens at the start of the final straight.

If you hit the Cliff, you look like you're running in sand.

To avoid this, use blue skills. Skills like Straight Recovery (直線回復) or Corner Recovery (コーナー回復) are cheap and effective. Even the white (normal) versions are better than nothing. If you are a fan of Gold Ship, her unique skill Wave of the Disillusioned helps her positioning, but it doesn't save her from the Cliff. You still need the raw numbers.

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Is the Kikuka-sho Too Hard?

Some players argue the Kikuka-sho is a bit of a progression killer.

It’s the first race that requires "long" distance aptitude (A-rank). If your horse-girl has a B or C in Long Distance, she takes a hidden penalty to her speed and stamina efficiency. You can fix this through inheritance (blue/red factors) before you start the training.

If you're taking a Medium-distance specialist into the Kikuka-sho—like Mihono Bourbon—you must use inheritance to bump her Long Distance rating to A. If you don't, you're fighting an uphill battle regardless of your stats.

Actionable Steps for Your Next Run

Don't just jump into the race and hope for the best.

First, look at your inheritance. Ensure you have at least one or two "Long Distance" (長距離) red factors. This makes a massive difference in how the game calculates your efficiency over 3,000m.

Second, prioritize the "Light Hello" or "Tazuna" (or whatever scenario link character you're using) friendship early to get your stats up, but by the end of the first year, start hitting that Stamina training hard. You want to hit the summer training camp before the Kikuka-sho with at least 350 Stamina already in the bank.

Third, hunt for recovery skills.

  • Maestro of the Arc: The king of skills.
  • Cool Down: Good for the straightaways.
  • Clear Skies/Good Track: These are passive buffs that help efficiency.

If you find yourself failing consistently, stop focusing on Speed for a few turns. In the Kikuka-sho Pretty Derby experience, 400 Speed and 500 Stamina will win the race much more often than 600 Speed and 300 Stamina.

Finally, watch the race. Don't just skip it. Look at where your girl starts to slow down. If she's flagging before the final corner, you need more Stamina. If she’s at the front but gets caught in the last 100 meters, you need more Power or a better "Closing" skill.

The Kikuka-sho is a puzzle. Once you solve the Stamina requirement, the rest of the Triple Crown usually falls into place. It’s the gatekeeper of the game. Respect the 3,000 meters, or the 3,000 meters will disrespect you.