Fights in Tight Spaces

Fights in Tight Spaces

   
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"Counter-Striker deck. Obvious gameplan: Palm Strikes and Power Sinks. Replaced Steel Body before the final chapter with First Turn Redraw because I was already hurt and didn't think I needed 8 max hp anymore.

Distraction is MVP again. It is ridiculous how clutch it's been, preventing 3 damage from every source. It'll even protect you from chip damage when you play a block or counter against a heavy hitter.

Momentum enhancement isn't as powerful here as long as you picked up a few momentum upgrades, because you're mostly just playing 3-5 momentums worth of cards every turn (Block/Counter, maybe Jump Kick to close the distance)

If you can't get more Long Counters, keep some kind of Advancing attack card. You'll need it to beat up shooters who move when you move.

Classic Difficulty."