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Ein Übersetzungsproblem melden
In very short for all the decks, you want to keep your deck lean. There are a few cards like Front Kick and Root In Place which are absolutely great no matter what. There are others like Step that you should get rid of. Generally, it's better to upgrade your cards than to pick up new ones, but that's up to you. If you get cards or perks that allow you to go through the deck faster, you can take on more cards. An ideal deck is around 20-25 or so?
Deck strategy also changes depending on difficulty level. On the lower difficulties, you'll either be presented with a free movement card or have one drawn for you semi-randomly. In those cases, it's helpful not to load up on exotic Movement cards so that you draw only the cards that are the most useful.
Block is great in the early levels and doesn't scale up easily to the later levels unless you have some brilliant cards. Bleed can be powerful, but it's also situational so you might be stuck without cards that do real damage. Combo is great for one-shot massive alpha strikes, but too much movement saps Combo. Is it better to remain in place and possibly take hits, or is it better to dance all over the floor and avoid getting hit at all but possibly lose any chance to make a meaningful attack?
In every case, no matter what your deck is, your floor position is at least as important as well. Be mindful of walls, doors, ledges, and furniture in your way! A great deck is no use if you get kicked out the door.
Counter striker: get more conditioning cards and retain block cards so you become a tank
Aggressive: get better movement cards and upgrade surprise attack, and get more block if you suck at positioning too
Grapple: get more attack cards so you dont get stuck with heavies
Slasher: more attack cards, the overall damage on slasher is quite weak but its a decent deck overall
Trickster: remove every single card, im dead serious, the only reason you pick trickster is to immediately get shift, back slam, grapple, wall kick, and ponder, the rest can go as there are superior alternatives that are relatively easy to get
other than that, just play good
But the five (subjectively) ultimate cards are Front Kick, Grapple, Shove, Shift, Slip. These cards are useful in literally any deck, and you mostly don't need to upgrade them (though upgraded version are nice). Most of the time you'd want at least one of these cards in your deck, so usually if I don't have them and I see them I'll pick them no matter what deck I'm playing.
But what I can do is give you suggestion on what card I usually prioritize to upgrade and remove from each of the decks. Once again, it depends on all things I mentioned above. Sometimes I got to the end with cards I mention below. The timing is also important, you have to decide when to remove each cards, for example, block might be useful early on. If you don't have good attack cards don't remove quick strike yet. If you don't have good movement card don't remove step yet. That kind of things. A lot of cards I mention to remove below would be perfectly good cards. But there are better cards, and you want to draw those better cards.
First, the general one. My first priority is always to remove block/counter cards from decks OTHER than counter striker (and maybe slasher, see below). Later on I remove step/dash/push/quick kick/quick strike/long strike after I get better movement/attack/push cards in any deck. If not, I keep them.
Balanced:
Priority removal for me are Quick Block, Block, Counter. You don't play this deck to be counter attacker. Then I usually remove Head Smash and Combo Finisher. This is subjective, but most of the time I don't like End Combo card, especially head smash since it turn enemies toward you. But you can keep them if you want, once again, depends.
Priority upgrade for me are hammerfist, this is the best combo attack in the game. Then maybe slip, though this depends. Do I have good amount of momentum? If I do, I don't upgrade slip.
Once again, trust your experience/instinct. I have at least one winning run where I end up with upgraded long strike (surprising).
Counter:
Priority removal: Snap Strike. This is useless. Then usually I remove Block and Quick Block, because I want actual counters. I often keep Head Smash until late game since this deck lack good attacks, and turning your opponent toward you often don't matter in this deck (see what I said before on it depends?). Maybe Jump Kick, if I have Heavy Strike/Front Kick but I often end up with Jump Kick to the end.
Priority upgrade: Well, all counter cards.
I sometimes don't remove Block and Quick Block until late because I lack counter card drops. Instinct/experience, etc.
Agressive:
Priority removal: Surprise attack. This is deadweight in this deck. Then quick block. I often remove 540 kick, but it's perfectly good card, I just prefer not ending my combo. Then Quick strike (you have better attack cards in this deck). I'll remove jab, then hook kick, IF I have good amount of max momentum.
Priority upgrade: Steel self, then pull (upgraded version is retained, which is amazingly useful).
Slasher:
This is the hardest deck to thin/upgrade and need your experience and gut instinct the most. Because a lot of the cards can be powerful when upgraded, but your resource are limited.
Priority removal: Snap Strike. Then you need to decide. There's /potential/ of turning this into counter deck, but it's hard. If you don't want to play counter, remove counter slash and quick block. Them maybe I'll remove scratch/caltrops depending on situation/mood/zodiac sign.
Priority upgrade: This is the hard part. Heavy Strike+ is a billion time better than Heavy Strike. Jumping Stab is your most powerful attack in this deck. Slash is weak card but Slash+ is super good and would be your bread and butter. Swap is cheap to upgrade and you need the extra momentum. Hidden Blade is your second bread and butter.
Which one to upgrade first?
¯\_(ツ)_/¯
Grappler:
Most of the cards here are good. Your priority is more to find ways to deal with enemies that are immune to throws.
Priority removal: Counter throw, quick block. You don't play this game to be counter attacker. I'll remove Head Smash AFTER I get good attack cards, you need cards to deal damage to heavy enemies.
Priority Upgrade: Roll throw to reduce the momentum. Then decide what you need. I often upgrade Jumping Twist Kick and Headbutt early to deal damage to heavies. I'll upgrade ponder after I have good momentum, because ponder is always good, but you need extra momentum to use it. Upgraded Swap is cheap and you need the extra momentum. Though, sometimes I'll upgrade my throws early for better damage.
Trickster:
What Corvus said