M2Dave
Zoning Master
Well, I am not happy with the latest nerfs that Kano has received as many of you already know. In fact, I will be honest by saying that it appears on paper to me that Skarlet can do many of the things that Kano used to be able to do. However, I still think Kano has a place in tournaments. I am not dropping him. So, let us start with Kano's difficult match ups first. Do post your own opinions, but please do your research. Corrections and new insights are welcome.
Kano Vs. Kung Lao
Match Up: 4 : 6 in favor of Kung Lao
Brief analysis: I think the Kung Lao match up must be one of Kano's most difficult match ups. Kung Lao is a balanced character in the sense that he is jack of all trades and does not have a particular weakness that can be exploited. Kano must keep Kung Lao away in my opinion. Should Kung Lao come close, expect to block a barrage of 1,1,2~Low Hat strings that Kano can no longer punish on block thanks to the added start up frames on the Up Ball. If the Low Hat connects up close, Kano has to block another string, and no one wants to deal with that. Kano's best chance is to zone Kung Lao at mid screen or further with the knives. Be aware of dive kicks and teleports, though. Be aware of his Low Hat too at larger distances because it has a great recovery. However, Kung Lao cannot toss projectiles as far as Kano can as there is a "cool down" until the hat re-appears on his head. Furthermore, no character, including Kano, can approach Kung Lao from the air. If you jump, you get hit by the Spin (d,f+1) against good players. It is as simple as that. Instead, check him on the ground with b+1,1,2, d+3, and d+1 to create space. Blocked Up Balls result in easy Spins, so think twice about using them on wake up. Kano is better off using wake up Choke albeit it can be crouched.
Kano Vs. Sub Zero
Match Up: 4 : 6 in favor of Sub Zero
Brief Analysis: Sub Zero can walk Kano to the corner and there is not much Kano can do about it. Aside from the X-Ray, Kano has no anti-Ice Clone tools because none of his enhanced special attacks have any armor. More or less, Kano has to kill Sub Zero before Sub Zero corners him. This is easier said than done, but keep in mind that Sub Zero cannot perform point blank Ice Clones. Another tremendous problem is that Sub Zero's slide goes underneath the knives. The Sub Zero player can slide underneath the knives on reaction at mid range, which now works better than ever thanks to the added recovery frames. Kano's best chance is to try and bait a slide by whiffing d+1s and d+3s and punish with a combo. Sub Zero's 2,2~Ice Ball punishes the Up Ball, but it has to be done quickly. The slide is an easy punish otherwise.
Kano vs. Cyber Sub Zero
Match Up: 4 : 6 in favor of Cyber Sub Zero
Brief Analysis: Kano can keep tossing knives on Cyber Sub full screen away. However, as soon as Cyber Sub approaches the mid screen, Kano has to stop. The far dive kick punishes any knife toss on reaction mid screen. The slide may also be used, but Cyber Sub players usually stick to the far dive kick as it is a much safer option. The problem is that Cyber Sub's forward dash is very quick, so keeping him full screen away is impossible. Kano's best chance is to try to bait a dive kick by whiffing d+1s and d+3s and punish with the straight ball. By the way, all dive kicks are punishable by the straight ball with the exception of the EX dive kick when it hits low. Furthermore, Cyber Sub's parry is another problem. It parries all of Kano's attacks except d+1, d+3, and d+4. Up close Cyber Sub rushes with 2,1 and 2,1,1+2 and getting away is not easy. He only punishes the Up Ball with the slide as far as I know because his jabs are rather slow.
Kano vs. Nightwolf
Match Up: 4 : 6 in favor of Nightwolf
Brief Analysis: Kano struggles in this match up because Nightwolf can reflect the Knife Toss and the EX Knife Toss and use each against Kano. Nightwolf's EX Reflect absorbs almost all projectiles and gives him back roughly 15% of life. Needless to say, tossing knives is not an option vs. Nightwolf. Nightwolf cannot be zoned, but Kano can still build meter by neutral jumping full screen away and air throwing just as his feet are about to touch the ground. Because Kano is jumping, you also avoid Nightwolf's unblockable Lightning attacks in the process. If you jump, the regular Lightning is terribly unsafe and can be punished full screen away with the straight ball. Pay close attention to the EX Lightning because it juggles, has a larger hitbox, and recovers a little bit quicker than the regular version. Nightwolf's arrow is a mediocre projectile, so you have nothing else to worry about full screen away. The arrow has a slow start up, but it does travel rather quickly. Nightwolf's best special attack is the shoulder ram. The shoulder ram controls the mid range very well. The attack is safe on block. In order to punish the shoulder ram, you have to crouch without blocking and it will whiff entirely. Kano can d+2 or b+1,1,2 + combo if you are adequately fast. You can also keep whiffing d+1 and d+3 and the shoulder ram cannot harm you because you are crouching, but watch out for Lightning. Kano has to rush Nightwolf down in order to have a chance at victory. Nightwolf's wake up game is good but not great. As I have already mentioned, the shoulder ram hits high and be crouched without blocking. The same is valid for Nightwolf's Choke and EX Choke. However, the EX Hatchet juggles and hits those who crouch without blocking, but you can cross up Nightwolf and the EX Hatchet will whiff. Kano has an easier time fighting Nightwolf with full super meter, especially since Nightwolf's f+3,1~Hatchet is very effective. Also, do not abuse the Up Ball. Nightwolf punishes the Up Ball with a full combo now.
Kano Vs. Shang Tsung (by D.Barrett)
Match Up: 5 : 5 (arguably 6 : 4 in Kano’s favor)
Brief analysis: I believe this match up can go either in Kano’s favor or be an even experience for both zoning type characters. That being said lets break down the style in which Shang places his up skulls, and down skulls. A majority of Shang’s will mix up their barrage of skulls through skulls that pop up or come down where you stand, or cutting off your advances with a forward up/down skull to keep you where he wants you, plus build meter, or take life from your struggle. The best answer I have found is to be tactical with your knife throws by using dash blocking forward into your knife toss, or back dashing into knife toss. Now abusing this tactic is only half the battle as it will not be enough to convince shang to give up the zoning war. The possibility of using meter for things like EX Soul Steal can come into play where he will cut off your counter pressure with an absorbed knife and thus becoming your character. This is where things like instant air ball will come into play allowing you to mix up the zoning pressure. Reading and watching the movements of the opponent will keep you ready as you bait and punish his up/down/forward skulls with knife or a well placed air ball. Note most of this must be done at mid screen as a full screen Air ball whiffing can lead into a full BnB from the old sorcerer. Once his zoning game seems like high risk low reward you will see him try to advance. This is when you will do the same and apply close range pressure with B+1,1,2…D+1xxChoke or other mix ups as you see fit. While up close I recommend blocking high, but keeping your eye out for shang’s F+3,4 combination. A majority of his strings have overheads as well as the F+4,3,4 string which must be blocked high entirely or you will eat damage. With that said, just apply mix ups and allow him to make mistakes as he comes to you. Pick your poison on how you approach this match and do your best to shut down his zoning options at all cost.
More to come. This is not a one man project. Add your own strategies by private messaging me. Just please test off-line before you state something as a fact. We do not want to spread misinformation to new players.
Kano Vs. Kung Lao
Match Up: 4 : 6 in favor of Kung Lao
Brief analysis: I think the Kung Lao match up must be one of Kano's most difficult match ups. Kung Lao is a balanced character in the sense that he is jack of all trades and does not have a particular weakness that can be exploited. Kano must keep Kung Lao away in my opinion. Should Kung Lao come close, expect to block a barrage of 1,1,2~Low Hat strings that Kano can no longer punish on block thanks to the added start up frames on the Up Ball. If the Low Hat connects up close, Kano has to block another string, and no one wants to deal with that. Kano's best chance is to zone Kung Lao at mid screen or further with the knives. Be aware of dive kicks and teleports, though. Be aware of his Low Hat too at larger distances because it has a great recovery. However, Kung Lao cannot toss projectiles as far as Kano can as there is a "cool down" until the hat re-appears on his head. Furthermore, no character, including Kano, can approach Kung Lao from the air. If you jump, you get hit by the Spin (d,f+1) against good players. It is as simple as that. Instead, check him on the ground with b+1,1,2, d+3, and d+1 to create space. Blocked Up Balls result in easy Spins, so think twice about using them on wake up. Kano is better off using wake up Choke albeit it can be crouched.
Kano Vs. Sub Zero
Match Up: 4 : 6 in favor of Sub Zero
Brief Analysis: Sub Zero can walk Kano to the corner and there is not much Kano can do about it. Aside from the X-Ray, Kano has no anti-Ice Clone tools because none of his enhanced special attacks have any armor. More or less, Kano has to kill Sub Zero before Sub Zero corners him. This is easier said than done, but keep in mind that Sub Zero cannot perform point blank Ice Clones. Another tremendous problem is that Sub Zero's slide goes underneath the knives. The Sub Zero player can slide underneath the knives on reaction at mid range, which now works better than ever thanks to the added recovery frames. Kano's best chance is to try and bait a slide by whiffing d+1s and d+3s and punish with a combo. Sub Zero's 2,2~Ice Ball punishes the Up Ball, but it has to be done quickly. The slide is an easy punish otherwise.
Kano vs. Cyber Sub Zero
Match Up: 4 : 6 in favor of Cyber Sub Zero
Brief Analysis: Kano can keep tossing knives on Cyber Sub full screen away. However, as soon as Cyber Sub approaches the mid screen, Kano has to stop. The far dive kick punishes any knife toss on reaction mid screen. The slide may also be used, but Cyber Sub players usually stick to the far dive kick as it is a much safer option. The problem is that Cyber Sub's forward dash is very quick, so keeping him full screen away is impossible. Kano's best chance is to try to bait a dive kick by whiffing d+1s and d+3s and punish with the straight ball. By the way, all dive kicks are punishable by the straight ball with the exception of the EX dive kick when it hits low. Furthermore, Cyber Sub's parry is another problem. It parries all of Kano's attacks except d+1, d+3, and d+4. Up close Cyber Sub rushes with 2,1 and 2,1,1+2 and getting away is not easy. He only punishes the Up Ball with the slide as far as I know because his jabs are rather slow.
Kano vs. Nightwolf
Match Up: 4 : 6 in favor of Nightwolf
Brief Analysis: Kano struggles in this match up because Nightwolf can reflect the Knife Toss and the EX Knife Toss and use each against Kano. Nightwolf's EX Reflect absorbs almost all projectiles and gives him back roughly 15% of life. Needless to say, tossing knives is not an option vs. Nightwolf. Nightwolf cannot be zoned, but Kano can still build meter by neutral jumping full screen away and air throwing just as his feet are about to touch the ground. Because Kano is jumping, you also avoid Nightwolf's unblockable Lightning attacks in the process. If you jump, the regular Lightning is terribly unsafe and can be punished full screen away with the straight ball. Pay close attention to the EX Lightning because it juggles, has a larger hitbox, and recovers a little bit quicker than the regular version. Nightwolf's arrow is a mediocre projectile, so you have nothing else to worry about full screen away. The arrow has a slow start up, but it does travel rather quickly. Nightwolf's best special attack is the shoulder ram. The shoulder ram controls the mid range very well. The attack is safe on block. In order to punish the shoulder ram, you have to crouch without blocking and it will whiff entirely. Kano can d+2 or b+1,1,2 + combo if you are adequately fast. You can also keep whiffing d+1 and d+3 and the shoulder ram cannot harm you because you are crouching, but watch out for Lightning. Kano has to rush Nightwolf down in order to have a chance at victory. Nightwolf's wake up game is good but not great. As I have already mentioned, the shoulder ram hits high and be crouched without blocking. The same is valid for Nightwolf's Choke and EX Choke. However, the EX Hatchet juggles and hits those who crouch without blocking, but you can cross up Nightwolf and the EX Hatchet will whiff. Kano has an easier time fighting Nightwolf with full super meter, especially since Nightwolf's f+3,1~Hatchet is very effective. Also, do not abuse the Up Ball. Nightwolf punishes the Up Ball with a full combo now.
Kano Vs. Shang Tsung (by D.Barrett)
Match Up: 5 : 5 (arguably 6 : 4 in Kano’s favor)
Brief analysis: I believe this match up can go either in Kano’s favor or be an even experience for both zoning type characters. That being said lets break down the style in which Shang places his up skulls, and down skulls. A majority of Shang’s will mix up their barrage of skulls through skulls that pop up or come down where you stand, or cutting off your advances with a forward up/down skull to keep you where he wants you, plus build meter, or take life from your struggle. The best answer I have found is to be tactical with your knife throws by using dash blocking forward into your knife toss, or back dashing into knife toss. Now abusing this tactic is only half the battle as it will not be enough to convince shang to give up the zoning war. The possibility of using meter for things like EX Soul Steal can come into play where he will cut off your counter pressure with an absorbed knife and thus becoming your character. This is where things like instant air ball will come into play allowing you to mix up the zoning pressure. Reading and watching the movements of the opponent will keep you ready as you bait and punish his up/down/forward skulls with knife or a well placed air ball. Note most of this must be done at mid screen as a full screen Air ball whiffing can lead into a full BnB from the old sorcerer. Once his zoning game seems like high risk low reward you will see him try to advance. This is when you will do the same and apply close range pressure with B+1,1,2…D+1xxChoke or other mix ups as you see fit. While up close I recommend blocking high, but keeping your eye out for shang’s F+3,4 combination. A majority of his strings have overheads as well as the F+4,3,4 string which must be blocked high entirely or you will eat damage. With that said, just apply mix ups and allow him to make mistakes as he comes to you. Pick your poison on how you approach this match and do your best to shut down his zoning options at all cost.
More to come. This is not a one man project. Add your own strategies by private messaging me. Just please test off-line before you state something as a fact. We do not want to spread misinformation to new players.