Racecourse Analysis & Phase Timing ​

Deep dive into race phases, corner vs straight zones, uphill/downhill effects, and acceleration timing across official courses.

The Four Race Phases ​

Every racecourse is strictly divided into four mathematical phases: Opening Leg (0 to 1/6 distance), Middle Leg (1/6 to 2/3 distance), Final Leg (2/3 to 5/6 distance), and Last Spurt (5/6 to finish line). Understanding where the 2/3 mark falls is critical for skill acceleration timing.

For instance, on a 1600m course, the Final Leg begins at exactly 1067m. Skills triggering between 1067m and 1333m provide the highest acceleration value.

Acceleration Zones vs Velocity Caps ​

At the 2/3 distance mark (the start of the Final Leg), an Umamusume target speed jumps from middle-leg pace to maximum spurt speed. Velocity skills activated before maximum spurt speed is reached are largely wasted; acceleration skills like and must trigger immediately to close the gap.

ACCELERATION RULE

Always align your main Acceleration skills to the exact geometry of the 2/3 mark. If the 2/3 mark is in a corner, corner accelerations are essential; if it falls on a straight, straightaway spurts take priority.

Slopes and Stat Checks ​

Downhill slopes reduce HP drain and allow random acceleration rolls, while uphill sections test Power. Check track slope markers carefully to determine whether recovery skills like will trigger before critical stamina thresholds.