Now that I got my shitposting fix for the day out the way, back to taking TYM seriously.
I recently picked up Kano the other day for two reasons 1) I had originally planned to co-main him when he was revealed 2) I feel like playing Kano for awhile will make me a better fighting game player in the long run since he requires you to outplay your opponent with on point footsies, solid zoning and great spacing to win and doesn't rely on braindead 50/50's and "THETPLAY!"
So, my new fellow Black Dragon brethren, what pointers could you give me to improve my game? What do I absolutely need to know and practice with him in order to maximize his potential? Anything specific about Cybernetic as far as knife chucking to keep my opponent at bay, pressure and whiff punishing? When should I go for the chest pump buff in Cutthroat and what are the most optimal combos I should be doing? Is Commando viable, and if so what are the best ways to utilize his parries and command grabs?
Thanks in advanced, and feed me with as much info as possible mates!
P.S. MK1 skin Kano is godlike.
I got you, Bruh.
Pay close attention to the following moves in Cyber:
D4
2,f4
F4
B23
These are your footsie tools. Know them well.
D4: A very + on hit, safe, long range poke. You have a lot of options with this move. On hit, you can run in and use B1 pressure, b31, throw, etc.
On block, you have a lot of options. If you think they will hit a button after a blocked d4, you can link in a knife for a little damage, +frames, and conditioning. Once they stop hitting buttons you can do other things.
If they block a d4, you could check them with f4 depending on your spacing. On hit, you get + frames for pressure or if you're good at hit confirming you get a combo with MB Knives or laser.
F4 is your go-to whiff punisher. Try to dance within it's range and bait unsafe actions. It's safe if blocked and you can cancel into mb knives for pressure or a poke check.
2,F4: An advancing string that you can use at the beginning of the round or at one character space away. The 2 is a high, but is +2 on block and advances him forward. The f4 part of the string is safe, has great pushback on block, and leads to a hard knock down on hit. Use it to create space between you and your opponent, or end combos in the corner with it for set ups. I believe Decay did a video about this.
B23: This move covers a huge amount of space, is hit confirmable to 1+3 or 2+4, and is -4 by itself. The priority on the move is mediocre so you can get hit out of it and it can be jumped. It's best used outside of your opponent's attack range for whiff punishing or to carefully get in once they respect your knife tossing.
I will write more about b13 pressure, b312, and general zoning later. But this should get you started.