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One change I made was adding more movement. I had two runs that failed when I drew no movement (or ponder) and got executed. The last time was in the final battle, when it happened twice in a row - very unlucky, but it got me paranoid! My third attempt was successful with 6 movement cards.
Compared to the guide, I retained Dash, removed Broad Shoulders, did not add any Throw (never offered any) and added another Shift.
Grapple+
Push
Wall Kick+
Back Slam
Dash
Shift x3
Swap+
Slip+
Ponder+
Kick Punch Combo+
Hook Kick
Hammerfist+
Throat Punch+ x2
I didn't have the opportunity to increase Momentum cap without skipping Gyms, so I used Hook Kick and upgraded Slip, Swap and Grapple to compensate. It worked well.
I was skeptical at first of some of your choices to keep - I never liked Ponder before - but after a successful run,I could see how your cards work together. It was the easiest final battle I've had yet.
My one tip to anybody else trying it out is don't add too many good cards as you go, and keep enough money saved up to remove at least one card for each one you add. This way if you are offered something you absolutely have to have, like Uncontrolled Power+, you've got enough money to remove a weaker card at the next gym. My first try I blew it by having 1 extra card I couldn't remove at the last gym.
By the ninja mission, you prob shouldn't add even a great card unless you're already down to 16, and then only if you know for sure you can get rid of a card to replace with it.
Personally, I find Heavy Strike is a card that's welcome in almost any deck, it's super versatile, decent damage, and a movement option that isn't a movement card is super handy for maintaining combo and positioning without triggering aggressive enemie's reaction moves.
I do not mind this one card much, as it gives pleasant surprises sometimes, and first use costs 0 momentum. Maybe I just keep it longer for the thrill.