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.
To continue where i left off.
As i said before, you have a few different ways to get plus frames on hit or block.
It's important to note that none of his follow ups are guaranteed on block, but that doesn't mean you don't have options.
Kano's pressure is Cyber is all about conditioning. While he is a zoner at heart, sometimes if you need to catch up on a lifelead or obtain one on a hard to zone character, this is what you will need to do.
First and foremost: Kano's B1. Though it recieved an adjustment in the last patch it is still a viable tool for opening people up, but it requires making reads.
The b1 itself starts in 8 frames, recovers in 9, and is -2 on block. The full duration of the move is 17 frames. Because it is part of other strings, you have a legitimate mix up between b1, b13, b13 mb knives, and b13, 1+3.
B13 is only -1 on block, so you're safe if it's blocked and you could try to check your opponent with a poke after, but it isn't guaranteed.
B13,1+3 is not safe, and is punishable by moves like Kung Lao's spin, so keep that in mind. It's great on hit though, as it is + enough for a follow up b2 unless they armor or backdash, it leaves them standing and gives you follow ups in the corner.
When i said that this pressure is read based, i meant that you and your opponent have to make reads. You can't do b1 over and over and you can't get predictable with your patterns because they can armor, poke, etc.
With option selecting, it is possible to option select laser during this to try and blow up poke attempts, but i personally can't option select b1 into laser consistently, perhaps someone else can.
B1 is your go-to anti air of choice. With it, you can hit almost anything out of the air and convert into a combo. The hitbox is large.
B312 is another decent string. B31 is + 1 on block and starts low, and B312 is -8 on block with some pushback. Because the string has no gaps you can stagger it and try to condition them to let go of block early. The move knocks back on hit.
Kano's damage in this variation isn't great. He gets a little more in the corner but overall he is lacking in this department. The idea is that he gets his damage through whiff punishing and zoning, but his combo damage could be higher.
You can convert damage off MB Knives on hit. Off any of his starters and even full screen you can get 20-25%.
From full screen, after mb knives hit, you have to immediate run into b23 + ender of choice. 1+3 for the restand or Kano ball for the hard knock down.
The real bread and butter of Cyber Kano is knives. 11 frame start up that is quick, hits mid, and does 5% on hit or so. The idea is to aggravate the opponent with knives and bait then into unsafe jumps, run-ins, etc. Once they commit to something unsafe to approach, you punish and put them back to full screen to start the zoning all over again.
Knives also open up all of your footsie tools. Once they start slowing down their movement in anticipation of a projectile you xan run in, d4/f4 and go into the options discussed earlier or whiff punish with f4/Kano ball.
Up ball is your go-to for reversal punishes. It's six frames, so it can punish a lot of things on a Reversal that Kano would normally struggle with.
Your other go-to, quick punisher is 112.
I hope all this helps.