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MK11 Kano Discussion

kobrafan79

R.I.P Kobra 2004-2015 we hardly knew ye.
Yeah, I think you're right on Kano's damage potential. He seems like he's going to hit like a truck if he punishes something with 2 bars.

Having B2 be safe would be way too powerful though.
It goes into huge damage too so it'd literally be the only move he'd need to use lol.

My ONLY concern would be his current walk speed.
I know there is a dash speed increase coming on launch, but compared to literally everyone else's walk speed I've seen so far, Kano's is one of the worst.
I feel like they will buff his walkspeed in the final version of the game. Whats the point of a close range mix up character if they cant get in fast.
 

kantboy-2

Ripper
I would like him to have another command grab and a low parry.

That string with the step kick into jumping elbow drop would make for a great command grab by itself.

And peixeira knives as gear for his Cangaceiro costume.

I'm getting hyped for Kano. :D
 

DubiousShenron

Beware my power.
So, what variations are you hoping to get now, after the news...

:DOGE

I don't know how to play him now.
No idea since kano is a character that literally needs thoughtful variation choices. I don’t want the magnetic trap in a variation with command grab it’s such a waste.

If I could choose I would literally do counter, command grab and then any other gear move. I also wanted to make a cybernetic variation with vegemite, magnetic trap and the heart vacuum.

rip.
 

Murderation76

knife boi
Well boys... as disappointing as the news is that custom variations are for funsies only, we might be in for a real shit-show depending on how things shake out with Kano's hard-set variations. A few concerns I have:

-Kano is one of few characters shown so far with no combo-extender on his base moveset. Any variations given to us without snakebite/bio-magnetic pull will have seriously gimped combo pathways and damage potential. He'll be similar to Baraka without gutted and be very reliant on krushing blows for real damage.
-I'm willing to bet his command grab will not be paired with a combo-extender. Maybe "manhandled", but that gives a launch only from a single string that doesn't even have a real mix-up. I really hope I'm wrong.
-If bio-magnetic pull keeps the frame data from the build shown to us, it may not even be on a competitive variation. Shit is too good---casual matches only.
-We're really at the mercy of Paulo here. I had my heart set on playing with a command grab, so I guess I'll work with whatever they give me. Overall for the enitre cast, we're going to witness a new absurd level of constant downplaying/begging NRS to put this or that build into ranked/competitive, swap this move for that. Shit is garbage.

Just gimme Tyler's variation that was the main loadout showcased on KombatKast (lumbar check/manhandled/snakebite), I'm beyond positive I could do some serious work with that.
 

Circus

Part-Time Kano Hostage
I think the command grab will likely be with either Manhandled or That Biomagnetic Trap (two things I really DO NOT want).

A dream set for me personally would have been Lumbar Check/Bio-Pull/Vegemight.
Judging by how they want to spread all the variation moves among all the variations though... this just is not likely at all.

Sigh. I've been all about Kano this whole time, but with this news I'm at the mercy of what NRS decide for him.
 
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Circus

Part-Time Kano Hostage
I've been thinking, and I'd live with Lumbar Check/Bio Pull/Whatever

Because Vegemight could be canceled into another special, I don't think they'd pair Lumbar Check with Vegemight because it might open up too many tick grab opportunities.

But damn I want Bio-Pull and Lumbar Check together.... I'll be holding my breathe waiting to see the pre-set command-grab variation for him.
 

Murderation76

knife boi
A dream set for me personally would have been Lumbar Check/Bio-Pull/Vegemight.
Judging by how they want to spread all the variation moves among all the variations though... this just is not likely at all.
Maaaaan, giving us 3-4 variations per character and just trying to use up all the equipable moves among them is gonna be a recipe for some dogshit variations. From what we've seen, certain custom moves are essential for a character to step into a competitive environment (i.e. misery blade, gutted/blood lunge, cell siphon). If they're really aiming to give us all the moves I hope we get like 10 variations per character. It's lookin like any variation of Kano without bio-pull or lumbar check will be a throwaway. The only thing right and true in competition is WINNING. NRS should give us the strongest versions of each character. I don't really care if I don't get molotov or chemical burn in a variation, gimme the good shit. Lumbar check+Manhandled+Bio-Pull or snakebite, NRS pls.
 

Circus

Part-Time Kano Hostage
I think the command grab will likely be with either Manhandled or That Biomagnetic Trap (two things I really DO NOT want).

A dream set for me personally would have been Lumbar Check/Bio-Pull/Vegemight.
Judging by how they want to spread all the variation moves among all the variations though... this just is not likely at all.

Sigh. I've been all about Kano this whole time, but with this news I'm at the mercy of what NRS decide for him.
Looks like because they will only have 2 variations that his command grab won't be slapped together with some wacky BS. That's relieving tbh.

Hoping at least one of his 2 Variations will be:
Bio-Pull/Vege-Mighty/Anything else good
or
Lumber Check/Bio-Pull/Vege-Mighty
 

Killusion

Stream addict
After seeing the Kollector in action I can safely that I'll be playing Kano all the way.

They are only doing 2 variations at launch which is pretty lame IMO. Now we can only hope that the moves they left completely out are "bad ones" lol.

If two variations is the way to go, I would like them to cheat the system like this:

Kano A: footsies and mixups

Bio-Magnetic Trap
Lumbar Check
Manhandled
Rack Off
Snake Bite

And

Kano B: traps and zoning

Bio-Magnetic Pull
Chemical Burn
Molotoc Cocktail
Optic Blast
Vege-Mighty

Setup like this would give us two Kano's with largely different playstyles. This probably won't happen though.
 

MagicMan357

"130 ms is more legit than Labbing" - TYM
Kano will be the best again just like mkx while everybody is dickriding scorpion and sub again lmao.

From what ive seen his combo extender is his low grab
 
Tournament variations shown on KombatKast belt battle:

Ripper- Lumbar check/Rack off/Manhandled

Dirtbag- Vegemighty/Molotov/Chemical Burn

No snakebite, No Bio-magnetic pull. Really fuckin disappointed myself...
Ripper seems really promising, it's like Commando with the command grab, parry and combo extenders. I don't know enough about molotov and chemical burn. Did we ever find out if those two moves interacted with each other?
 

Circus

Part-Time Kano Hostage
DEREK SHOWED BOTHHHH OF KANO'S TOURNAMENT VARIATIONS!!! BOTH!!!!!

DEREK YOU GOD!!!!! THANK YOU SO MUCH!!!!

EDIT:
Going to really chill out now and assess what I could do with these things. I'm actually pretty bummed that Molotov is in any of these variations tbh. That move seems like it's straight up buns-central.
 

SaltShaker

In Zoning We Trust
Ripper- Lumbar check/Rack off/Manhandled

Dirtbag- Vegemighty/Molotov/Chemical Burn

No snakebite, No Bio-magnetic pull.
Really fuckin disappointed myself...
Once I became skeptical I stayed away, but was optimistically cautious. After this verification, it's safe to say I'm fully jumping off the train and onto the Cetrion one. Will use him casually at best. I love the character, but I just can't do those variations, comparatively to what I want to use. To what I see other characters doing.

I wish all my Kano brethren the best, but this is the end of the road for me. :(
 

Circus

Part-Time Kano Hostage
The Good:

1.
At least Kano has a variation where Vege-Mighty is present.
Outside of the command grab, it's the move I wanted the most because I feel it's critical to use in some matchups.

2.
Lumbar Check and Manhandled together means that from a 241 you could get about 32% I'd imagine.

3.
Chemical Burn is with Vege-Mighty.
Even though it wouldn't be my preferred choice, if you could still cancel the recovery of Vege-Mighty into another special move, having that special move be a safe'ish one could create some interesting situations.

The Bad:

1.
Molotov Cocktail.... sigh.
They said that they were going to give characters special moves that they believe will give them the best chance to win. I hope I'm just severely underselling this extraordinarily slow move. I really hope they didn't just pair it with Chemical Burn for the gimmick of exploding someone if they are burnt while poisoned, and if they did, that it's at least ACTUALLY viable in the matchups that Vege-Mighty will be relevant (vs strong zoning....). Ridiculously disappointing, but I'm hoping for the best.

2. Rack Off Parry.
It's not what I would have personally preferred, but hey, at least it has it's uses.

3.
Lack of Snake Bite and Bio-Magnectic Pull.
Both these moves seem extraordinary. I'm at a lose of words tbh.

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I'm still maining Kano 1000%, lets get that straight, but man. This hit me hard in the gut. I've been theory crafting so much that this is going to take me a while to get accustomed to.

That said, this isn't the worst thing ever. I could work with both of these. Like I said, I'm just EXTREMELY glad they put Vege-Mighty in there somehow. At least now I could start theory crafting correctly with all this info.

Now I just want to know what they have changed from the pre-release build to the final build as far as his frame-data goes.
That's the last thing I'm really dying to see. Things change all the time for them, and I know they really are striving to make all characters as viable as possible.
 
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SaltShaker

In Zoning We Trust
The Good:

1.
At least Kano has a variation where Vege-Mighty is present. Outside of the command grab, it's the move I wanted the most because I feel it's critical to use in some matchups.

2.
Lumbar Check and Manhandled together means that from a 241 you could get about 32% I'd imagine.

3.
Chemical Burn is with Vege-Mighty.
Even though it wouldn't be my preferred choice, if you could still cancel the recovery of Vege-Mighty into another special move, having that special move be a safe'ish one could create some interesting situations.

The Bad:

1.
Molotov Cocktail.... sigh.
They said that they were going to give characters special moves that they believe will give them the best chance to win. I hope I'm just severely underselling this extraordinarily slow move. I really hope they didn't just pair it with Chemical Burn for the gimmick of exploding someone if they are burnt while poisoned, and if they did, that it's at least ACTUALLY viable in the matchups that Vege-Mighty will be relevant (vs strong zoning....). Ridiculously disappointing, but I'm hoping for the best.

2. Rack Off Parry.
It's not what I would have personally preferred, but hey, at least it has it's uses.

3.
Lack of Snake Bite and Bio-Magnectic Pull.
Both these moves seem extraordinary. I'm at a lose of words tbh.

============================================================================


I'm still maining Kano 1000%, lets get that straight, but man. This hit me hard in the gut. I've been theory crafting so much that this is going to take me a while to get accustomed to.

That said, this isn't the worst thing ever. I could work with both of these. Like I said, I'm just EXTREMELY glad they put Vege-Mighty in there somehow. At least now I could start theory crafting correctly with all this info.

Now I just want to know what they have changed from the pre-release build to the final build as far as his frame-data goes.
That's the last thing I'm really dying to see. Things change all the time for them, and I know they really are striving to make all characters as viable as possible.
That #3 con was the nail in the coffin for me, and #1 seems like the exact reason they were paired together. Killed it for me, it hurts. Unless there were some frame buffs from early play to release play, feels almost like a throwaway variation in comparison to the first variation which seems like it can be really good. However with those Jade changes from the beta to the last Kast, it's possible many things have changed by now and we don't know it.

I would have bet the house that these two variations were fake if it was leaked lol. Though if there is one thing NRS has shown from game to game it's progression. They know how to balance characters better than most games now, so I expect Kano to hold his own come launch day in his own way. I remember characters like "Thunder God Raiden" looked like pure trash pre-release and "Master of Storms" was supposed to be broken, but it ended up the direct opposite on release, so we can't really judge these things until we're labbing it up.