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General/Other - Kano Kano General Discussion Thread

Jupe

Mortal
I think they're both 5-5, slightly tricky since both of those characters are fucked up but I don't think Cutthroat is lacking anywhere and has all the tools to handle everyone.

Safe 50/50s, we got it.
Pressure, we got it.
Damage, we got it.
Defensive options, we got it.
Advancing strings that can be made safe, we got it.
Strong footsies and pokes, we got it.
Air and ground mobility, we got it.

And he's no longer as meter intensive as he used to be pre-patch. IDK if it's just me, but I'm definitely drinking that Cutthroat Kool-Aid.
Yeah he can deal with almost all situations, but those 2 matchups are the ones that come to mind being the worst ones. A-list can be 5-5 or 6-4 in jc's favour depending on the stage in my opinion, Mileena is just super hard to deal with but maybe we find some stuff.
 

Red Hood MKX

Mercenary dog
Our f2 has more range than her b1 so we have a slight advantage there we can space her out if done right. We have better pokes better safer 50/50s. But milena beats us with her projectiles i think thats the only part that gives kano trouble in this match up but we win upclose and we win the footsie game but she can kinda out zones us but we do have air ball to get in on a read i give it a 5/5 on paper
 

Fresh900

"Cooler than a polar bear's toenails." #Outkast
Can we get a #BuffCyber up in here tho? lol I'm not asking for much, just maybe a slight dmg increase that's it. Maybe scale up the mid knives like 2%, or even give him the 2,2 from Commando - just my thoughts.
 

jokey77

Character Loyalist
I still think that CT loses to Grandmaster, Ronin, Kitana and a few others.

... the thing with 50/50s is, that 50% of the time they get blocked. Other characters have offensive tools that they can vary in a way that is better than 'just' a 50% chance.

E.g. Predator (my other main) has some 50/50s in HQT. Besides he can cancel his strings and continue with something else. That alone is way better than what Kano has.

Where Kano really shines is his mobility and his defense (safe armored move, armored combostarter that leads to 30+%).

I don't understand why everyone keeps on putting the focus on his 50/50s.
 

MsMiharo

Kuff Bano
I still think that CT loses to Grandmaster, Ronin, Kitana and a few others.

... the thing with 50/50s is, that 50% of the time they get blocked. Other characters have offensive tools that they can vary in a way that is better than 'just' a 50% chance.

E.g. Predator (my other main) has some 50/50s in HQT. Besides he can cancel his strings and continue with something else. That alone is way better than what Kano has.

Where Kano really shines is his mobility and his defense (safe armored move, armored combostarter that leads to 30+%).

I don't understand why everyone keeps on putting the focus on his 50/50s.
I think he does ok vs ronin at least until you end up in the corner
 

Parnak

Fight me as you will yet you can never hope to win
I have recently jumped aboard, hello and all, if I may ask, how to do ia-Kano Ball? Jump backwards to prevent it from whiffing at point blank & input air ball asap, is that it?
 

Parnak

Fight me as you will yet you can never hope to win
How about optimal anti-crossover combo? D1 and D3 can do it, D3 is faster of course and seems to have a surprisingly good aa hitbox.. For cyber you can follow with his B1 or even B2 string if you 're quick. In that case, B2,3xxDB3 links but I'd prefer to finish string with attack throw to restand them. For commando B1,3 links likewise to finish it with its own attack throw or cancel to choke/command throw. For CT can't find a good one meterless after D3 aa. I try to follow with F2,1,2~F4xxBF3 but gravity's a bitch and BF3 Kano Ball whiffs often..:( Any suggestions for anti airs/crossups? (other than up ball & uppercut I mean)
 

Jupe

Mortal
How about optimal anti-crossover combo? D1 and D3 can do it, D3 is faster of course and seems to have a surprisingly good aa hitbox.. For cyber you can follow with his B1 or even B2 string if you 're quick. In that case, B2,3xxDB3 links but I'd prefer to finish string with attack throw to restand them. For commando B1,3 links likewise to finish it with its own attack throw or cancel to choke/command throw. For CT can't find a good one meterless after D3 aa. I try to follow with F2,1,2~F4xxBF3 but gravity's a bitch and BF3 Kano Ball whiffs often..:( Any suggestions for anti airs/crossups? (other than up ball & uppercut I mean)
s1 works very well as an anti crossover tool, with cutthroat you can do s1 f212 112bf3. Kano's d2 is also pretty good, but it will lose to really crossovers from characters with really good jip. With cyber and commando b1 works well, too.
 

ando1184

Warrior
s1 works very well as an anti crossover tool, with cutthroat you can do s1 f212 112bf3. Kano's d2 is also pretty good, but it will lose to really crossovers from characters with really good jip. With cyber and commando b1 works well, too.
Have you guys experimented with d1 as an crossover AA or vs deep jump ins?
 

Parnak

Fight me as you will yet you can never hope to win
Have you guys experimented with d1 as an crossover AA or vs deep jump ins?
A bit yes, and if I recall correctly I got the impression that D3 surpasses D1 as an AA, not only because it is much faster but seems to have better hitbox as well (reaches further for one) Should check if s1 allows 2xxDB1 to get under them to normalize combo as in BnB F212~2xxDB1~112xxBF3/32xxBF3
 

ando1184

Warrior
A bit yes, and if I recall correctly I got the impression that D3 surpasses D1 as an AA, not only because it is much faster but seems to have better hitbox as well (reaches further for one) Should check if s1 allows 2xxDB1 to get under them to normalize combo as in BnB F212~2xxDB1~112xxBF3/32xxBF3
Idk that's why I'm asking. I seem to have gotten d1 to work as an AA more often than d3 though. I actually get hit out of d3
 

MsMiharo

Kuff Bano
A bit yes, and if I recall correctly I got the impression that D3 surpasses D1 as an AA, not only because it is much faster but seems to have better hitbox as well (reaches further for one) Should check if s1 allows 2xxDB1 to get under them to normalize combo as in BnB F212~2xxDB1~112xxBF3/32xxBF3
S1 2 slice 112 ball is definetly a thing. S1 slice is easier though
 

Parnak

Fight me as you will yet you can never hope to win
Tested D1 & D3 against Predator's Jip2 (is a great one) and both get eaten up by jump in and crossover, so best bet AA is S1, like Miharo said. Checked S1 and it works wonders, can even follow with NJP after but is hard in the heat of battle. AA S1 2 slice works yeah, but AA S1 slice sometimes goes through them and the knife whiffs!
 

MsMiharo

Kuff Bano
Tested D1 & D3 against Predator's Jip2 (is a great one) and both get eaten up by jump in and crossover, so best bet AA is S1, like Miharo said. Checked S1 and it works wonders, can even follow with NJP after but is hard in the heat of battle. AA S1 2 slice works yeah, but AA S1 slice sometimes goes through them and the knife whiffs!
S1 is probably the best vs crossups but d4 is a good bet as well to low profile and pressure/punish them as they land
 

Parnak

Fight me as you will yet you can never hope to win
Sure thing, D4 has the range and is +17, always a good idea to check with it.. Btw since we 're at it AA & stuff, by chance I noticed S2 can make them whiff their jump ins and crossovers if timed well, for it has a meaty quick step embedded, not sure if this could prove useful but surely is hilarious! :D