Let’s Talk Decks —– OUTDATED

There are so far 3 common, reliable, and solid decks that I have noticed while playing this game.

OTG:

Invented and coined by Paragal, this build mainly focuses on knocking the opponent on the ground (OTG) and depleting their health with moves that hit low, such as triple kick. Mars is by far the best character to use if one wishes to play OTG, and a common decklist for an OTG build would be:

  • Throw
  • Slide Kick
  • Triple Kick
  • Break Kick
  • Uppercut
  • Fireball (In his OTG build, Butler switches this with stomp for more damage when the opponent is down — it also keeps cooldowns low)
  • Knockback
  • Mega Punch

I personally have not used this build, but I can agree that this build probably is the strongest in the game right now. Reliable damage and quick moves such as slide kick and triple kick allow for massive pressure on opponents, while fireball allows for zoning in desperate times. If a person playing OTG is able to keep their opponent locked in a corner, the opponent is doomed almost 100 percent of the time. Keeping throw allows both shield pressure and another way to keep the opponent down. Mega punch both keeps the opponent OTG longer than mega fireball and is easier to land. Knockback is just icing on top, as it stuns for a long duration and sets up easy combos.

There are very few cons to playing an OTG deck, because it has relatively low cooldowns, and the high cooldown moves cool down quickly due to the relatively high damage and combo potential of the other moves. The only place where OTG may fail is against a deck with super quick moves, such as haymaker, yet these quick moves do little damage, and timeouts usually favor an OTG deck.

In conclusion, an OTG deck is probably “the meta” right now, if one can be said to exist. Its ridiculous combo potential and consistent damage make it a frontrunner in the game. I know for a fact many players in the top 50 use this build or a variation of it, and for good reason. It is hard to beat.

Butler’s Mop:

Popularized by a player going by the name of Butler, this build deals fairly consistent damage and mixes zoning and up close fighting to be good against all types of builds. His build consists of:

  • Throw
  • Uppercut
  • Knockback
  • Fireball
  • Break Kick
  • Mortarbot
  • Stomp (I personally switch Stomp out for Slide Kick due to the increased mobility)
  • Mega Punch

This build is very strong due to it being good in almost every situation. It deals decent damage and allows both time to recover (due to zoning from Mortarbot and Fireball) and is still able to get up close and personal, while dealing decent damage when the opponent is OTG. Really, this deck is so good because, while it does rely on outplaying the opponent, it provides ample opportunities to.

However, it does lack mobility, which is why I personally swap stomp with slide kick — slide kick allows me to get up close faster and it comes off quickly, which allows me to interrupt an opponent’s move easily, because many of these moves have a long startup animation.

In conclusion, Butler’s mop is a very strong mix of zoning and brawling, yet can be tricky when fighting opponents who rely on range, due to a lack of mobility. It is a very well-balanced deck and killer if played well, proved by Butler’s position on the leaderboard.

Miannoying:

I see this deck often as well, and it is very strong due to insane mobility. I despise playing against this build, as the title shows, because it is very, very strong in the hands of an experienced player. I am relying on memory, due to not playing this build myself, but I believe a typical deck contains the following cards:

  • Smoke Bomb (CORE)
  • Dart
  • Knockback
  • Slide Kick
  • Uppercut
  • Break Kick
  • Fireball
  • Mega Punch

Honestly speaking, this deck is not very good without a smoke bomb at least level 2. At level 2, though, smoke bomb into throw or uppercut is almost a true combo, which allows for safe high damage and combo opportunity. It also allows for quick getaways if caught off-guard. The rest of the deck is very mobile, allowing lots of zoning to chip away the opponent’s health, and quick moves to interrupt combos.

In addition to its powerful strengths, it has two glaring flaws. As I said before, this deck is strong in the hands of an experienced player. It has relatively low damage moves, and, if these moves aren’t high levels, timeouts occur regularly. In addition, it is very tricky to play, and, if a player does not know what he or she is doing, it can get very bad very quickly. If trapped in a corner, this deck is doomed.

In conclusion, this deck is very strong, but I believe its low damage leads it to be a very niche deck, relying too heavily on smoke bomb for me to be comfortable playing. However, I have seen (and lost to) many players using a deck like this one, so I do believe it deserves a spot on this list and in the meta.


Now, I’d like to talk about a deck that I never see — mine.

Grenadify/Elecnade/Falcon’s Fury

  • Knockback
  • Slide Kick
  • Break Kick
  • Triple Kick
  • Electrify
  • Grenade
  • Uppercut
  • Mega Punch

This deck is crazy. I’m probably crazy for playing it. But I really enjoy playing it.

This deck’s strength is burst damage. Electrify/Throw/Triple Kick, Grenade/Electrify (Pull into Grenade)/Anything, Electrify/Knockback/Anything, and many more combos all do insanely high damage. A match can end in as little as two moves, one if electrify does not count. It also has enough quick moves to break a combo. It is also fairly solid without relying on burst, as other combos, such as Uppercut/Triple Kick/Break Kick keep it afloat without a handy electrify. This deck relies on timing and secrecy above all else – never give away what you are going to do, and mix it up between rounds.

However, even as biased as I am towards this deck, there exist several glaring weaknesses. It has relatively high cooldowns, and timing is key – if you screw up the electrify, your opponent will screw you up, and if you don’t get the cards you need, the game goes south fast. Grenade is also very situational and can be cumbersome to use. Finally, to play this deck, you’ll want a grenade and electrify at least level 8. Otherwise, the damage multiplier simply isn’t worth it.

Overall, this deck is not meta. It is not close to meta. It should never come close to meta. It is simply weird. However, I love it due to its insane damage, and, if you’re brave enough and have the cards for it, you can also one-or-two-or-three shot lower levels. I have found it to be a niche deck against OTG and can beat it about half the time – a rarity in this meta. The other half, it loses terribly. In conclusion, if you’ve got the timing, the reflexes, the cards, and ELO to spare, this deck is the deck for you. I am fully aware of its flaws, yet, out of all the decks I have played with, this deck is by far the most fun.


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