Safe side first
Stand so the opponent has the bad angle. If the black hole is behind you, reset before pushing.
Push and block decisions matter because the arena gets less safe over time. Good pressure starts from safe space, not panic.
The goal is to make the other player run out of safe ground before you do.
Stand so the opponent has the bad angle. If the black hole is behind you, reset before pushing.
Wait for movement, missed ability, or edge pressure before using Throw.
Blocking can help survive crowd pressure while the arena shrinks.
If your push does not convert, rotate out instead of turning one miss into a round loss.
Pure finisher play can win highlight duels, but control plus escape is more forgiving while exact ability data is still being checked.
In final three, avoid standing between two players. Let them trade first, then push from the safe side.