Some of these changes are just silly. I've played Kano since release and not once have I had any issue with 112. Why? I never use it outside of a punish. Ex Upball whiffing is an issue but his armor meta is already strong as is. Cybernetic uplaser would be nice to be fixed but what would it really change? Him just having a move thats not entirely useless? For cybernetic I'd like a buff to his offense. He already has no 50 50 but unlike other chars without 50 50s such as Kitana or Kung lao; Kano doesnt have absurd damage. To fix this, I'd recommend removing the pushback on his 1+3 ender so he can apply pressure mid screen, which can make his damage compete with others mentioned. Cutthroat is a variation I don't play that much of as it removes his great mid for a crap range overhead. Sure the string is good but you have to take risks just to use it. A nice easy buff for cutthroat would be for more range on his overhead or universally make his jab 6 frames so he can net big damage consistently off of his b1. Even a universal buff to make Kano Ball a true hard knockdown would help immensely. Commando buffs mentioned in op are reasonable. And the upball 6 frame FIX is needed more than anything. Good thread
@MrInsaynne
112 is a fix that i would like, would it change anything? Maybe, maybe not. It doesnt make sense that the entire string is crouchable by many characters although it's high mid mid, it's interruptable AND -2. This is pretty much saying that everything is wrong with this string.
Cutthroat overhead should have more range but again it's not too necessary because of his corner carry and hard knockdowns, (sure, you can roll after, but you can roll after almost every hard knockdown, it is what it is. mid screen you dont necessarily need to be just trying to go for 50/50 after 50/50. Just whiff punish whatever and take em to the corner and then go for your 50/50s, the drawback from this move is the range, but it is a hit-confirmable, special cancelable string that is 0 on block also and uninterruptable.
Pushback on 1+3 ender in commando isn't the problem, the problem (similar to both chokes) is the hit advantage. It's only +4. I would rather him have more hit advantage than be closer.
Cybernetic Up Laser: Useless special moves are something I dealt with in SF and marvel, and they're really stupid and should not exist. I'd rather the move not be there at all so that I dont get an accidental input and that move comes out. I just want the move to have some kind of purpose.
Kano does not need more damage. His tools allow him to really chip out and pick at your opponents life little by little with grabs and D4s and projectiles. By the time you get a clean hit, you have meter if necessary, and they'll have lost a decent amount of life already. If he gets more damage, cool. But it's unnecessary.
I've said many times and will continue saying, aside from glitches. I am perfectly OK with the way Kano is in all variations. I dont want them to give him something really stupid and overbuff him or change his playstyle in each variation.
I always look at the bad before I look at the good, I know what's wrong with the character, and it's more glitches in the system than the character archtype himself.
Kano players "dont place" because the ones that actually would do well and are really good dont travel to every major or local, which means they dont have enough experience. (I win my locals 95% of the time when I actually go, but I cant go often) and at the end of the day, the game is not even 4 months old yet. Give it time. Kano is not an easy character to master, that doesn't mean he isn't strong.