Title says it all really, get a crash ridiculously early on and keep up the pressure so that you can more or less just ignore the opposing strategy and keep throwing damage at them.
𝗦𝘁𝗮𝗿𝘁
Reveal Ezplosio to go first, and also start with Joi and Twisted-6.
𝗧𝘂𝗿𝗻 𝗯𝘆 𝗧𝘂𝗿𝗻
Turn 1: Play the backpack and trigger it. Usually you play the S.P.4.4.M (Spam) and consume it at the end of the turn, doing 2 damage to twisted and 2 to someone who you can take down next turn. I guess you can also save the backpack to use Twisted Tacos next turn instead, but probably not worth normally.
Turn 2: You can play the Polar Flip, swap in Yvelette for 5 damage then consume the spam again for another 2 damage. That means you can take down anyone with 9 or less health on turn 2. If they know your deck already then they will probably swap out their damaged character after turn 1 to save it, but even then you can just target down their most vital character, and if they have to swap it out that's still a win.
Turn 3: Ideally just swap in H+H here to setup tacos on someone (preferably twisted-6, as you want to save the 2 byte tokens on spam for regurgitation). Alternatively you can go the disruptive route by using disco hand grenade, amplitude and caustic tincture to destroy their early setup. Equally if Ezplosio is still active for some reason then tear the core early is fine too.
From then on you just want to keep loading up the damage to threaten their lower health characters - since this is aggro you just look to get the game done quickly, although you do have a few later game value options.
𝗖𝗵𝗮𝗿𝗮𝗰𝘁𝗲𝗿 𝗚𝘂𝗶𝗱𝗲
Hungry and Hounds: Sets up the tacos early game for very efficient damage, and can situationally put out some huge damage with regurgitation, although it's no big deal if that doesn't pan out. Hunt the weak is at the bottom for some cycle and again efficient damage. I generally don't even end up using H+H's stack a lot other than tacos, but if the game goes long she can bring some extra damage for a bit of investment by getting back to the tacos (assuming they didn't crash).
Twisted-6: Takes advantage of the damage patches, mainly spam for that insane early damage. Irritant Scratch mainly serves as a 1 cost card that can clear the suspend if you need to play the counter chomp at any point, but the main use case for counter chomp is against other aggro decks to be honest, so you won't often need it.
Joi: Sets you off quickly with the ramp, then has a nice little 2 card combo to slow the opponent down and get a bit of chip damage each time. Later on it's your way to trigger kill switch as well, but it really doesn't matter if Joi crashes. She serves as an easy way to spend RAM each turn and speeds you up along the way with the battery backpack.
Ezplosio: The character itself is there to go first, which is decently important if you want the early crash with minimal chance of anything going wrong. Otherwise, after the main polar flip combo she acts as patch removal that you can swap in as needed to deter the attachment of 3 cost patches. Kill Switch is a good bit of extra damage with Joi still in, but you can also just throw it on a variety of characters that suspend themselves, which is definitely more prevalent with mega byte's release. And of course the character ability really discourages the opponent from crashing her, as it would basically be a death sentence with the amount of damage you can deal at once.
Yvelette: Her main use is the big polar flip damage combo, but you can't discount her cheap patch remove and damage ability. And then you can send her back in later game if things aren't going to plan. Imagine 1 or 2 of your characters crashed and you're running low on programs to activate per turn, so you have a lot of spare RAM to spend. That's where the fungal possession reload comes in, to open up your options and throw in some surprise disruption to the opponent.
𝗥𝗲𝗽𝗹𝗮𝗰𝗲𝗺𝗲𝗻𝘁𝘀
I might consider replacing regurgitation with second helping, and swap the stack position with hunt the weak for a more reliable source of late game damage and the ability to use hunt the weak early.
I also think a cool variation may be to replace kill switch with rocket crush, then run a sideboarded scrapper or heap using armour up, defrag and pass the plate. Not sure what the sideboard situation would be to swap in that variant but you'd probably have to take out H+H for that game, since anything else disrupts your combos.
And finally I still think Fungal possession is just terrible, even after giving it a chance in all sorts of deck testing! So something like acidic core would just be better there as guaranteed damage rather than hoping to find a good target for fungal and spending 4 RAM to do nothing. (Sorry fungal possession the whole deck started as a way to use you but you're too bad :( )