SaltShaker
In Zoning We Trust
As per the TYM trend for non top tier characters, our beloved Kano who is currently listed only one tier above stankin, what would we like to see for him to rise up the ranks? Or at least become relevant in competitive play again. Any and all input welcome.
@Youphemism has a suggestion list. Here it is-
Kano:
General-
-Standing 1 changed from 8 frames to 7
-All whiffing issues fixed (like standing 2, which is an important normal, and non-Cybernetic knives which can whiff on crouch BLOCKING characters such as Scorpion)
-Hit and block reaction changed on F4 so that several moves will not whiff after it, either that or increase the range of said moves that can whiff when cancelled from F4 (like DB1 in Cybernetic).
-Whiff recovery from mb air ball halved.
-5 more frames of hitstun from ex ball cancel (this will make Commando bnbs easier to execute and allow Commando to tap in to a slightly higher damage output)
-Up Ball issues fixed (ie getting beat out by a lot of normals, variable startup with anywhere between 6 and 9(!) frames)
Cutthroat-
-Cutthroat - Ex buff's DoT effect removed
Cybernetic-
-Cybernetic - 2% damage increase to DF2 (and therefore 0.5% chip damage) increase to allow him to compete in zoning wars and actually have zoning worth worrying about
-Cybernetic - Slightly decreased damage scaling on 2+4MB launcher to allow him to have average combo damage and so his variation-specific combo extender isn't made redundant by his universal combo extender (ex ball cancel) since it currently does around the same damage
-Cybernetic - You can now choose where you'd like to place the opponent when doing Kano's 1+3 ender, 1+3B places them near you, 1+3F places them 3/4 screen. In its current state it leaves the opponent in an awkward position where nothing Kano has that's guaranteed reaches and where anything that does reach isn't guaranteed.
-Cybernetic - Slightly increased block advantage on ex knives (from +5 to +8)
-Cybernetic - MB Up Laser hit reaction changed/recovery reduced to allow for more consistent conversions
-Commando - Slightly decrease the damage scaling on 321+3MB so that the move isn't made redundant by ex ball cancel combos as they currently do more damage
-Commando - New tick throws implemented, either B1, F4, B3 or all of them (note: You might think I'm crazy but look at all the other grapplers and try telling me that'd be broken in comparison somehow)
-Commando - Parry inconsistencies fixed (ie being able to parry lows high but not low, vice versa)
@MsMiharo also adds-
-give command grabs more priority and make ex knives (commando/ct) function properly ie the mid is a true mid, doesn't whiff in the corner etc.
Quoting these two because I strongly agree with most of it and not sure what else I would add. Nothing too powerful or game breaking, but would go a long way towards giving the character a hand.
@Youphemism has a suggestion list. Here it is-
Kano:
General-
-Standing 1 changed from 8 frames to 7
-All whiffing issues fixed (like standing 2, which is an important normal, and non-Cybernetic knives which can whiff on crouch BLOCKING characters such as Scorpion)
-Hit and block reaction changed on F4 so that several moves will not whiff after it, either that or increase the range of said moves that can whiff when cancelled from F4 (like DB1 in Cybernetic).
-Whiff recovery from mb air ball halved.
-5 more frames of hitstun from ex ball cancel (this will make Commando bnbs easier to execute and allow Commando to tap in to a slightly higher damage output)
-Up Ball issues fixed (ie getting beat out by a lot of normals, variable startup with anywhere between 6 and 9(!) frames)
Cutthroat-
-Cutthroat - Ex buff's DoT effect removed
Cybernetic-
-Cybernetic - 2% damage increase to DF2 (and therefore 0.5% chip damage) increase to allow him to compete in zoning wars and actually have zoning worth worrying about
-Cybernetic - Slightly decreased damage scaling on 2+4MB launcher to allow him to have average combo damage and so his variation-specific combo extender isn't made redundant by his universal combo extender (ex ball cancel) since it currently does around the same damage
-Cybernetic - You can now choose where you'd like to place the opponent when doing Kano's 1+3 ender, 1+3B places them near you, 1+3F places them 3/4 screen. In its current state it leaves the opponent in an awkward position where nothing Kano has that's guaranteed reaches and where anything that does reach isn't guaranteed.
-Cybernetic - Slightly increased block advantage on ex knives (from +5 to +8)
-Cybernetic - MB Up Laser hit reaction changed/recovery reduced to allow for more consistent conversions
-Commando - Slightly decrease the damage scaling on 321+3MB so that the move isn't made redundant by ex ball cancel combos as they currently do more damage
-Commando - New tick throws implemented, either B1, F4, B3 or all of them (note: You might think I'm crazy but look at all the other grapplers and try telling me that'd be broken in comparison somehow)
-Commando - Parry inconsistencies fixed (ie being able to parry lows high but not low, vice versa)
@MsMiharo also adds-
-give command grabs more priority and make ex knives (commando/ct) function properly ie the mid is a true mid, doesn't whiff in the corner etc.
Quoting these two because I strongly agree with most of it and not sure what else I would add. Nothing too powerful or game breaking, but would go a long way towards giving the character a hand.