The Tanabata Sho isn't just a race. Honestly, if you've spent any time grinding in Uma Musume Pretty Derby, you know it's one of those weird, high-stakes moments that can either solidify your build or absolutely wreck your training run. It’s a Grade 3 handicap race held at Fukushima Racecourse. 2000 meters. Turf. It’s the middle of summer in the game’s calendar, and it’s notorious for being a "trap" for players who aren't paying attention to their stamina or their girl's specific track preferences.
You’re basically dealing with a summer heatwave and a tricky, clockwise small-turn track. It's tough.
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The reality of the Tanabata Sho Uma Musume experience is that it mirrors the real-world unpredictability of the Japanese horse racing circuit. In the game, the Tanabata Sho occurs in July (Early July, to be precise). It sits right in the middle of the Summer Training camp period for many scenarios, which creates a massive dilemma. Do you skip a high-value training session to grab those fans and the G3 trophy? Or do you play it safe? Most players get this wrong because they underestimate the Fukushima track's incline.
The Fukushima Factor and Why It Ruins Runs
Fukushima Racecourse is a bit of a nightmare for speed-only builds. Unlike the flat, sweeping stretches of Tokyo or the prestige of Kyoto, Fukushima is tight. The Tanabata Sho involves a right-handed turn and a finishing straight that feels way shorter than it actually is.
In Uma Musume, the course stats matter. You're looking at a 2000m distance, which classifies it as a Medium (Middle) distance race. If your girl has a "B" or "C" rank in Medium distance, you're going to struggle. But the real killer? The "Anti-clockwise" or "Right-turning" skills. If you haven't propped up those specific passives, the AI will often box you in during that final corner. It happens all the time. You think you're cruising toward a victory, and suddenly, a random NPC with better positioning stats zips past you on the inside.
Let's talk about the handicap. Since it's a handicap race in real life, the game reflects this through the varying strengths of the competition based on your current stats. It isn't a fixed-weight race like the Arima Kinen. This means if you’ve over-leveled your Speed but neglected Power, the "heavier" simulation of the handicap can make that final uphill stretch at Fukushima feel like running through molasses.
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Which Horse Girls Actually Thrive Here?
Not everyone is built for the Tanabata Sho. You want girls who specialize in Medium distance and can handle the summer heat.
Twin Turbo is the obvious fan favorite here. Her high-octane, "Great Escape" (Oonige) style fits the shorter Fukushima straight. If she can break away early, the rest of the pack often can't close the gap in time. However, it's risky. If Turbo gasses out before the final 200 meters, it’s over.
Then you have the steadier options.
- Nice Nature: She’s the queen of G3 and G2 consistency. Her debuffs (red skills) are incredibly effective at Fukushima because the pack stays tighter. When the girls are bunched up on those narrow turns, Nature’s "Sharp Eye" or "Tricky" skills can effectively tank the stamina of the leaders.
- Mejiro Dober: Since she relies on positioning and specific burst windows, the 2000m distance is her sweet spot.
- Agnes Tachyon: Her recovery skills are a godsend. Summer races in the game have a hidden stamina drain because of the "Summer" track condition. Tachyon’s "Umanest" or her innate healing triggers help mitigate the fatigue that often causes other girls to crumble.
Honestly, the mistake most people make is bringing a Long-distance specialist here just to fill a schedule gap. Don't do it. Gold Ship might have the raw power, but her late-game "spurt" is often neutralized by the layout of the Fukushima track. She needs more room to breathe than this G3 sprint allows.
Dealing with the Summer Camp Dilemma
This is the technical part that separates the casuals from the Tier-1 trainers. In the Uma Musume training loop, July and August are "Summer Camp" months. During this time, all training levels are maxed out. You get huge stat boosts for every turn you spend training instead of racing.
So, why would anyone run the Tanabata Sho Uma Musume event?
- Legend Race Requirements: Sometimes, certain missions or "Legend" titles require a victory at Fukushima in the summer.
- Fan Count: If you're behind on fans and need to hit that "Senior" year threshold to avoid a game over, the Tanabata Sho is a reliable 10,000+ fan boost.
- Skill Points (Pt): If your training rolls for that week are terrible—maybe three girls are in the rest area and the stat gains are tiny—it's actually more efficient to race.
But here is the nuanced truth: if you have a "Rainbow" training link (multiple support cards on one stat) during the first week of July, you skip the race. Every time. The stat gains from a summer camp rainbow training session outweigh the G3 rewards. But if the training board looks like hot garbage? Take the race. Get the Skill Points. Buy that "Cornering" or "Straight" skill you've been eyeing.
Tactical Skill Picks for the Tanabata Sho
If you are specifically aiming to win this race—perhaps for a specific trophy collection or a mission—you need to prioritize "Right Turn" and "Summer Girl."
"Summer Girl" (Natsu Uma Musume) is one of the most underrated passives in the game. It provides a speed and power boost specifically during July and August. Since the Tanabata Sho is the quintessential summer race, having this at Level 3 makes the handicap weight feel nonexistent.
Also, look at "Fukushima Racecourse" specific skills if you're using a character like Twin Turbo. The "Small Turn" skill is another big one. Because Fukushima's corners are tighter than Tokyo’s, your girl loses more speed naturally during the bend. "Small Turn" helps maintain that momentum. It’s the difference between entering the final stretch at 1st place or 4th place.
The Real-World Connection: What the Game Gets Right
Cygames is obsessive about detail. The real Tanabata Sho is known as a "turbulent" race. Since its inception in 1965, it has been a place where underdogs frequently beat the favorites. This is because of the handicap system—faster horses carry more weight.
In Uma Musume, you’ll notice that sometimes "lesser" NPC girls perform surprisingly well in this specific race. That’s the game’s way of simulating the handicap volatility. It’s also why the track conditions are almost always "Firm" but "Hot." The visual of the Tanabata decorations in the game’s UI during this period is a nice touch, but don't let the festive vibe fool you. It’s a tactical trap.
Most trainers who fail here do so because they treat it like a 2000m race at Nakayama. It isn't. The elevation profile at Fukushima is unique; there’s a dip and then a rise right at the finish. If your "Guts" (Root) stat is below 300 during your Junior or Classic year, you might see your girl's head drop in the final 50 meters. That’s the "stamina cliff."
Actionable Strategy for Your Next Run
To actually master the Tanabata Sho Uma Musume timing, stop looking at it as an isolated event and start looking at your Skill Point (Pt) totals.
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- Check the Training Board: On July Early, if no more than two support girls are on a single training tile, enter the Tanabata Sho. The Skill Points you gain will allow you to buy a "Gold Skill" earlier in the run, which snowballs your success in the later G1 races like the Tenno Sho (Autumn).
- Focus on Power: Because of the tight turns and the uphill finish, Power is more important than Speed for this specific G3. If your Power is under 400, expect to get blocked by the crowd.
- Use the "Clock" Wisely: If this is a crucial mission run and you lose, don't be afraid to use a clock to retry. However, if the "Condition" of your horse girl is "Normal" or below, the handicap will crush you regardless of how many times you retry. Ensure she is at "Perfect" (Orange face) before the summer starts.
- Skill Allocation: If you have the points, grab "Positioning" skills before July. "Front Runner" (Maemochi) or "Following Wind" helps significantly in the cramped Fukushima corridors.
The Tanabata Sho is a test of greed. It tests whether you value raw stats from the Summer Camp or the tactical advantages of race experience and Skill Points. Most veterans will tell you to skip it for the training gains, but if you're building a character specifically for Medium-distance PVP (Champions Meeting) that features a similar layout, winning here is a necessary proof of concept for your build.
Stop treating G3s like filler content. In the world of Uma Musume, a poorly planned summer can end a legendary run before it even reaches the URA Finals. Pay attention to the track, respect the Fukushima incline, and only run the Tanabata Sho if the training gods haven't blessed you with a rainbow turn.