Fast answer
Three momentum first, feint second, throw only when it matters.
Sumo does not need a bloated theory page. The useful source advice is a short match script: bank momentum, make the opponent hesitate, probe with push hands, then convert when the health line is low enough.
Match question
What is the simple high-win line?
Build to three momentum first, use zero-momentum push-hand feints, then throw when the opponent is low enough.
Jump to noteMatch question
When do I throw?
The CN source uses roughly 120 health as the point where a two-momentum throw line becomes live. Keep the exact number patch-labeled.
Jump to noteMatch question
Why charge first?
Three stored momentum makes the opponent respect throw threat. That gives you time to probe instead of trading immediately.
Jump to noteMatch question
Is Jingang Throw safe?
No. The source presents it as a gamble after the cleaner throw line fails, and says the mini-game can collapse into throw betting.
Jump to noteCharge first, fight second
The source line starts by building three momentum. That makes the opponent less eager to attack and gives you threat before committing.
Use push hands as a probe
After charging, the suggested line uses one or two zero-momentum push-hand feints to test whether the opponent bites.
Throw after the health drop
If the opponent drops near the source threshold, switch from probing into a two-momentum throw finish.
Do not call it solved
The source itself says the triangle is not fully closed. Global balance, health values, and throw labels still need verification.