JuiceBox here, coming back at you with a post dedicated to new players.

An important part of any game you’re playing is figuring out what your playstyle will be. Maybe you like getting in the face of your opponent and harassing them, maybe you like creating some distance between the two of you, or maybe you prefer to do a bit of both. This post will give you a few good examples of decks for whichever playstyle suits you best, as well as some basic strategy for each deck.

Our first deck will cater to the up close and personal type of player:

Character: Mars

Triple Kick

Throw

Knockback

Dragon Uppercut

Slide Kick

Break Kick

Stomp

Mega Punch

Now, as mentioned before, with this deck the idea is to not give the enemy space to pop off projectiles. However, you have to be smart about it. Slide kick is an important part of any deck due to it being the only card that can dodge under projectiles quickly. Save it to close distances quickly, as well as to interrupt other cards such as punching moves. The throw card is unblockable and can often be used to draw out an enemy block. Triple kick is arguably the most powerful card in the game, but having this card is also good for interrupts/linking combos. Knockback stuns, and Dragon Uppercut knocks your enemy to the ground, leaving them vulnerable to any kick, or ground hitting move you can use. Break Kick is for getting of the ground quickly, but be wary of the lengthy animation, it can leave you vulnerable at times.

Moving on to those that like some distance, this deck doesn’t need to be exclusive to any one character, so you can sub out moves based on who you use. For this example I will use Mia:

Mortarbot

Fireball

Knockback

Dragon Uppercut

Dart

Break Kick

Slide Kick

Mega Fireball

Even though this is intended to be a ranged build, it is still best to have some melee moves to get you out of tight spots. Use Mortar bot to keep pressure on your opponent, and Fireball to force out a block if they haven’t already used it, if not then that’s a free hit. After they’ve lost their block use melee hits moves to maintain you pressure. If you can pop off a Knockback while you mortar is still active, don’t get too greedy about follow up moves and leave yourself vulnerable, let the mortar do it’s poke damage while back up to an optimal distance and cycle your cards. Dart serves as a fast interrupt projectile, and is often too fast to be blocked. This can sometimes be used to pressure out a block as well, depending on your opponent. In order to get a guaranteed hit with Mega Fireball, make sure your enemy has no block to use (or stun them), and that your at a safe distance, but not too far. If you’re too far away the fireball will timeout and the rest of the ultimate move won’t be triggered.

Last but not least, is the mix up build. This is for those that like to have options for varying situations. I will again use Mia, but I also stress that the character you use is up to you.

Dart

Fireball

Knockback

Throw (or uppercut)

Stomp

Break Kick

Slide kick

Mega punch

This build has the ability to do distance damage, block chipping, and can get up close and personal as well. Use dart and fireball to bait out blocks, finish a combo, and interrupt enemy moves. Use throw when an enemy is blocking, or to finish a combo. Knockback can be used to start combos, break kick is for ground recovery, stomp is for finishing damage when an enemy is on the ground (otg) or when they’re stunned. As mentioned before, slide kick is for interrupts, dodging, and gap closing.

As a closing thought, remember that these decks are only some baseline examples, feel free to tweak and experiment to find out what works best. Feeling comfortable with your deck is one of the most important parts of this game.

Best of luck, fellow brawler!