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Tech - Commando reference (work in progress)

LOCO

DADDY BARAKA
My words are not concrete, the comunity needs to help me chizzle this into a master piece

execution tip for ps3 pad, when executing grabs dont let go of down and grab should come out for example
DBF 4 = D (HOLD) BF 4 (LET GO)


SAFE ON BLOCK STRINGS
b1 3 choke 16%
1 1 2 choke 20%
b3 1 choke 16%
b3 1 2 12%
3 2 choke 17%
2 choke 15%
f4 choke 15%
  • all strings are safe without choke except b3 1 2
  • can mixup pressure strings by cancleing choke early, or not completing string
    • so b1 3 choke can be broke down into 4 different combinations
      • b1
      • b1 3
      • b1 choke
      • b1 3 choke
  • don't abuse as they are safe on block not plus, but this will keep the opponent guessing on when to punish


BLOCK AND HIT ADVANTAGE
EX KNIVES
  • any cancelble string can be canceld to exknives for plus 9 on block
    • what this means is almost anything that is followed up needs to be blocked or armored through or they'll eat the damage
  • good close to corner due to mixxing in unblockable command throws, now blocking isn't an option
SOLO 2
  • is plus on block
    • it is a high tho (acts like a mid sometimes, but if it whiffs it can cost u)
  • 13 frame startup which is pretty good for its reach
  • throw this out to lower all of your other strings startups essentialy and keep up pressure
3 2
  • frame trap on HIT
  • can follow up with anything, except grab, and the opponent needs to eat it or block
the power of 2 and 3 2
  • grab setup
    • 3 2 - 2 - plus 2 on block
    • 3 2 - 2 - if hit, pause then grab
  • on block can repeat 3 2
  • new startup of due to block adv. from normal 2 is 7 frames, pretty fast
  • other options safe on block
    • b1 now 7 frames
    • d3 and now 6 frames
    • 1 now 6 frames


COMBOS from combo thread thankyou @RM I$AAC (needs updated version?)
Midscreen Meterless
- 112 xx DF1 (20%) (CanadianBaconX)
- NJP, Dash Forward, DBF4 28% midscreen (LOCO)
- NJP, Run, 23, 112 xx DBF4 (30%) (CanadianBaconX)

Corner Meterless

- B312, 32, 11, D4 xx DBF4 (34%) (villainous monk)
- B312, 11, 11, 112 xx DBF4 (35%) (MrInsaynne)
- B312, NJP, B1, 11, 112 xx DBF4 (37%) (Phosferrax) *Hitbox Dependant
- B312, 32, 112 xx DBF4 (37%) (OmGxBdON)
- B312, NJP, 32, 112 xx DBF4 (38%) (OmGxBdON) *Hitbox Dependant
- B312, 32, 11, 112 xx DBF4 (38%) (mrpowerhouse)
- B312, NJP, 32, 11, 112 xx DBF4 (39%) (mrpowerhouse) *Hitbox Dependant
- B312, B312, 112 xx DBF4 (40%) (CanadianBaconX)

Midscreen One Bar
- 112 xx BF3EX Cancel, Dash, NJP, Run, 32, 112 xx DBF4 (35%) (OmGxBdON) *May be Hitbox Dependant

Corner One Bar
- 112 xx BF3EX Cancel, B312, 11, 112 xx DF1 (35%) (Mutton)
- 112 xx BF3EX Cancel, B312, 11, 3 xx DBF4 (36%) (Decay)

- B312, 11, 11, 112 xx DF1EX (36%) (Brutal Chimney)
- B312, 32 xx DF2EX, 112, DBF4 (43%) (Rager Da Prince)
- B312, NJP, 32 xx DF2EX, 112 xx DBF4 (44%) (mrpowerhouse) *Hitbox Dependant

Corner Two Bars
- 112 xx BF3EX Cancel, 112 xx BF3EX Cancel, B312, 11, 11, 112 xx DBF4 (41%) (Anbu)


COUNTERABLE STRING credit to @OG Mannimal (need updated version?)
The (*) indicates where you should input parry.

Shinnok
112*3 - DB1 EX

Kung Lao
11*212 - DB1 EX This one might actually be after the first 2, but it’s hard to tell. Must be crouching.
b12*2+4 - DB1 Must be crouching. This one would actually be better to interrupt with 112 DF1 EX, as you have more than 3 frames to interrupt.
F2*1 - DB3 EX
4*4 - DB1

Jax
12*b4 - DB1 EX
d1*d2 - DB1 EX
2*12 - DB3 EX
21*2 - DB1
b3d2 - DB1 EX or DF1 EX The gap is big enough that you can get an armored choke, pick between them for spacing purpose. DB1 switches sides and DF1 throws them forward
Wrestler
f3*1+3 - DB1
f4*1+3 - DB1

Kano
11*2 - DB1 EX
Cybernetic
f3*2+4

Johnny Cage
Entertainer
3*4 - DB1 Only if they hold 4
Fisticuffs
b12*1 - DB1 EX

Sonya Blade
b1*42 - DB3 EX
2*134 - DB1 EX
213*4 - DB1 EX
2*1u4 - DB1 EX
2*22 - DB1 EX
2*24 - DB1 EX
b33*u4 - DB1

Erron Black
b32*d1 - BF3 EX
b32*u1 - 112 DF1

Kenshi
44*12 - DB1 EX
441*2 - DB1 EX
43 - When crouching the last hit whiffs, so you can do 112 DF1

Liu Kang
11*3 - DB1
2*b2 - DB1 EX He could do 22 which isn’t parry-able, but feel free to hit DB1 EX since you’ll still block the second 2 if he does 22, and will parry if he does 2b2
f444 - If you crouch, the last hit whiffs. 11 DFB4

Kitana
Nothing, fuck you, Kitana.

Ermac
f21*d2 - DB1
f3*4 - DB1

Scorpion
11*4 - DB1
b32*f2 - DB1 EX

Kotal Kahn
Nothing.

Reptile
141 - DB1

Sub Zero
Nothing.

Ferra/Torr
Lackey
4*2+4 - DB1 EX

Mileena
2*1u4 - DB3 EX
21*u4 - DB1 EX
f4*4 - DB1
Ravenous
b12*1+3 - DB1
Piercing
b12*1+3 - DB1 EX

D’Vorah
11*3 - DB1 EX

Takeda
1*12 - DB1 EX
b21*2+4 - DB1 EX

Raiden
b1*2 - DB1 EX

Thunder God
112*2 - DB1
b112*2 - DB1
b3*2 - DB1 EX

Cassie Cage
12*1 - DB1 EX
b12*4 - DB1
33*2 - DB1 EX

Quan Chi
Warlock
12*1+3 - DB1 EX

Jacqui Briggs
211*4 - DB1 Must be crouching.

Goro
b12*u2 - DB1
f21*2+4 - DB1 EX

Kung Jin
f2d1*u2 - DB1 EX
Shaolin
22*1 - DB1 EX


Pokes and misc.....ji4
counters....
kano ball...
airball....


strategieSSS... ( like different inputs from different players


videos... (looking for high level play / tech videos)
 
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FlappyDaniel

Snappin' spines all day e'ry day.
So is this a like REALLY REALLY rough place holder? the formatting leaves something to be desired right now and Im not really sure what it's telling me, though I do find it interesting from this small amount of info that you apparently use 32 a LOT. I'm looking forward to some more in depth thoughts on how it's useful, since I still stand by my opinion that it's kinda meh. But you said you were using it to anti armor right? I haven't found a good quick move to beat armor with Kano yet.
 

LOCO

DADDY BARAKA
So is this a like REALLY REALLY rough place holder? the formatting leaves something to be desired right now and Im not really sure what it's telling me, though I do find it interesting from this small amount of info that you apparently use 32 a LOT. I'm looking forward to some more in depth thoughts on how it's useful, since I still stand by my opinion that it's kinda meh. But you said you were using it to anti armor right? I haven't found a good quick move to beat armor with Kano yet.
Yea this super rought draft, if my threads in the baraka, noob, and cyber forums still around in mk9 section u can see how this gona look later, i use spoilers as folders and ... yea its gona look nice later

as far as 32 goes, i was messing with it the other day and i've notice that it does not get used a lot, when its pretty decent
on hit, you pretty much can follow up with anything and they have to armor through or block, the stagger this gives is insane, i'm surprised it doesn't combo actualy

u mix it in with 2, which is plus on block and u can start some decent pressure
Kano has a lot of good normals with their own properties, and it is not an anti armor, i'm sorry i got u excited, I'm not really sure what I said that implied that, sorry bro, we got counters that eat armor tho =) , and his 11 works sometimes too on some characters

just be patient with me getting this thread right, I be working and gotta take care of my girls when i get off, I'ma add and clean up more this weekend
 

FlappyDaniel

Snappin' spines all day e'ry day.
Ok cool, I just remember somebody saying that about it maybe being a good anti armor a while back. You're right about the parries, I need to use them to Anti armor, wasn't even really considering that. I've just mainly been using 2/2F4 pressure with B13s and B31s and tons of D4s thrown in between. I'll try and start testing out 32 more and find applications too.
 

LOCO

DADDY BARAKA
updated
added a lil more + fixed up a lil
don't worry lol, still super rough draft

I'd like everybody to contribute bits and pieces tho, even videos, or damn, got some bad ass art we can stick in there too

ill do more manana
 
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LOCO

DADDY BARAKA
Midscreen MeterLess combos is commando only problem
meterless midscreen really doesn't have a lot, I personally don't play commando around damage
Imma update with combos later tho, but being commando, probably going to have a lot of unpractical combos, especially metered combos, since his meter is so valuable elsewhere other than combos

njp dash toward 32 32 cmd throw 28% midscreen, there's probably better
 

Hara-Killer

Reverse Salt
meterless midscreen really doesn't have a lot, I personally don't play commando around damage
Imma update with combos later tho, but being commando, probably going to have a lot of unpractical combos, especially metered combos, since his meter is so valuable elsewhere other than combos

njp dash toward 32 32 cmd throw 28% midscreen, there's probably better

only wall combos r Huge , 40% meterless , 41% Meterless

cant wait for ur update bro
 

FlappyDaniel

Snappin' spines all day e'ry day.
He has no midscreen meterless sky. Just have to pressure. Ex ball is good wake up or punish pokes wit h it's armor and get full combo. My midscreen eng mainly comes from 112xxball on punish and just pressure and grabs.
 
op , sorry your info about 32 is wrong. it has so much frame advantage on hit that you can confirm into a command throw, which can only be jumped or armored. on block, you cannot repeat 32. it is -1 and has 9 or 10 Startup. standing 2 is a high and can easily be avoided. from my experience both are practically suicide.

the way to use 32 is to throw it out on opps wakeup, because its fast and has the best mid hitbox (stuffs mileenas roll if timed right) of his safe strings. on hit, mix up with a cmd throw (best on the first recovered frame) or b12 (catches jumpouts grounded if done correctly). you can also use b12~df1, but will be negative. a connected b12 can also be followed with a command throw, but the time to catch the first recovered frame is way shorter. if anything is blocked, either backdash, parry or armor. i like to make sure i have meter before i start this pressure.
 

LOCO

DADDY BARAKA
op , sorry your info about 32 is wrong. it has so much frame advantage on hit that you can confirm into a command throw, which can only be jumped or armored. on block, you cannot repeat 32. it is -1 and has 9 or 10 Startup. standing 2 is a high and can easily be avoided. from my experience both are practically suicide.

the way to use 32 is to throw it out on opps wakeup, because its fast and has the best mid hitbox (stuffs mileenas roll if timed right) of his safe strings. on hit, mix up with a cmd throw (best on the first recovered frame) or b12 (catches jumpouts grounded if done correctly). you can also use b12~df1, but will be negative. a connected b12 can also be followed with a command throw, but the time to catch the first recovered frame is way shorter. if anything is blocked, either backdash, parry or armor. i like to make sure i have meter before i start this pressure.
i said u can repeat 32 after a blocked 2
stagger state of 32 will make the command throw whiff
i've mention that 2 is a high already, but take note that the reach is very generous
the wake up properties i have not messed with yet

suicide will be to overlook extra ammunition
hopefully i cleared up your confusion, please don't try to derail useful info in statements and rather use questions instead
 

imblackjames

Ive seen the leprechaun
@LOCO idk if u saw the kano (commando) general discussion thread. But theres a lot of info in there so u don't have to find it urself.

Thats also in general a good reference/guide for anyone who wants to use kano because its not super long lol
lol

i said u can repeat 32 after a blocked 2
stagger state of 32 will make the command throw whiff
It wont whiff u just have to pause before doing it.....i mean youre both technically right lol
 

LOCO

DADDY BARAKA
@LOCO idk if u saw the kano (commando) general discussion thread. But theres a lot of info in there so u don't have to find it urself.

Thats also in general a good reference/guide for anyone who wants to use kano because its not super long lol
lol



It wont whiff u just have to pause before doing it.....i mean youre both technically right lol
even if u pause it still whiffs, unless i'm doing it wrong, then srry i am wrong, but i just checked 30 seconds ago still can't get it

i know if i do a longgg pause, i can connect it, but... I'm not sure if that would even be advisable, having to wait til your hit advantage starts fading away and then connecting the grab closer to neutral

of course i've seen the general discussion thread lol, when was op last updated? N i'm hoping i don't have to find everything myself, I'm hoping the kano community will help me put this thread together

edit- on next update i'll try to adress the exknives situation
 

imblackjames

Ive seen the leprechaun
even if u pause it still whiffs, unless i'm doing it wrong, then srry i am wrong, but i just checked 30 seconds ago still can't get it

i know if i do a longgg pause, i can connect it, but... I'm not sure if that would even be advisable, having to wait til your hit advantage starts fading away and then connecting the grab closer to neutral

of course i've seen the general discussion thread lol, when was op last updated? N i'm hoping i don't have to find everything myself, I'm hoping the kano community will help me put this thread together

edit- on next update i'll try to adress the exknives situation
Well yea its a really long delay but then u can mix it up with a string. Personally i dont do that but its an option. And i was just making sure that you saw it for ur guide, Theres a lot of info in those pages u could use here. And for when u update as far as i know the only strings that give u guaranteed uninterrupted ex knives are b31 and 112
 

LOCO

DADDY BARAKA
Well yea its a really long delay but then u can mix it up with a string. Personally i dont do that but its an option. And i was just making sure that you saw it for ur guide, Theres a lot of info in those 4 pages u could use here. And for when u update as far as i know the only strings that give u guaranteed uninterrupted ex knives are b31 and 112
3 - exknives also works
2- exknives also works, if 2 connects on block

i'll go through all of them tho, I didn't even think about the exknives whiffing to be honest with you
 

imblackjames

Ive seen the leprechaun
3 - exknives also works
2- exknives also works, if 2 connects on block

i'll go through all of them tho, I didn't even think about the exknives whiffing to be honest with you
Those only work if they stay blocking but they can neutral duck the first one and poke u before the second one comes out

Also i should mention 112 can be poked out by ffemales but works on all guys and b31 works on everyone because of the block stun
 
i said u can repeat 32 after a blocked 2
stagger state of 32 will make the command throw whiff
i've mention that 2 is a high already, but take note that the reach is very generous
the wake up properties i have not messed with yet

suicide will be to overlook extra ammunition
hopefully i cleared up your confusion, please don't try to derail useful info in statements and rather use questions instead
command throw after 32 WILL NOT WHIFF if you time it correctly, so you catch him on his first recovered frame. the way you use it rips away one of his best offensive Tools. sorry man commando is my main since 2 months and id never do as you suggest.
 

LOCO

DADDY BARAKA
command throw after 32 WILL NOT WHIFF if you time it correctly, so you catch him on his first recovered frame. the way you use it rips away one of his best offensive Tools. sorry man commando is my main since 2 months and id never do as you suggest.
first your right about throw not whiffing if u read the couple post before yours we discuss it
to connect tho u have to wait until most of your hit advantage fades away, i will add it as a posibility to op and clearify my descriptions a lil

Im not Sure y u think my sugestions aré so horrible
Comando has also been my main since day one
Ive spent over hundred of hours disecting kano to the fullest
u can disagree all u want but until u can proove your argument i will continue to disect kano to the fullest, i will not be derailed so im sorry, something that i find incredibly valueable as a kano main is not just going to be dismissed because u havent found the same use for it
 
Note that the optimal thing to do after 3,2 hits (or b13/b31) is to hit confirm into either EX kano ball combo or regular kano ball.
If blocked you cancel into choke/do nothing and run your gambit of options at negative frames.

And yeah, as with any character you have to mix it up. Saying one non-guaranteed option is better than another is pretty moot when to play optimally you need to use all the different options your character has at its disposal. Command grab after a string where you have a bunch of + frames is only the best option if you know 100% the opponent won't escape it.
 

DFC

Cutthroat Truther
Like I said in a different thread. maybe a little reference to what strings will Jail an EX knives(and how consistently so)? Actually, experimenting has shown that EVERY string is finicky with EX knives. I've gotten every commando string to hit and whiff midscreen

EDIT: It seems to be by character. It's absolutely by character, and from there it's by distance.

Also, Coach Steve posted a combo in the video thread. B312 3xxdf2 112xxdbf4(or dfb4) in the corner meterless for 40%
 
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