Your analysis about him being the worst hurt my feeling... you avatar looking at me with those soulless and depressing eyes don't help. D:He seems to be quite possibly the worst character in the game. Even still, it's not that bad.
He does have a beastly projectile and the balls can be great, but when people figure out they can just mash him down up close and he can't do anything and has no mix-ups even if they do manage to play terrible and get wrecked up close I don't see that happening.
Feels like i'm missing something. Damage on his normals and choke might just be unintentionally low and forward+BK may just be bugged with the high property.
I was about to say the same thing. damn you. lol ..Your analysis about him being the worst hurt my feeling... you avatar looking at me with those soulless and depressing eyes don't help. D:
I agree with this totally. People talking about mix-ups and pressure are only looking at what he can't do and are trying to play kano in a way where he won't succeed. But using Kano to Zone and Punish and focus only on that and one could go far with Kano.The kinds of things that need to be looked at are not what CAN'T he do, but what one should do to best capitalize on his strengths.
No one besides Lamerboi and Dagger G.kano may end up like guile in street fighter 4. If you are good, you can win with him against most players, but there will be a few bad matchups, and no one will play him at tournament level
in other words: a sucky character, but not the absolute worst.
Since all that change is the distance of the knockback, the best followup for his Overhead is do to the damage output.I'm sure it's been noted but I do find is overhead useful in some situations... I don't even know if it matters if you follow it up with F, 1 or 2 other than what the ideal position would be. Or should I just be throwing if I could overhead because of how slow it is?
i play guile as well, and would kill to give his c.mp, backfist and standing fierce to kano lolNo one besides Lamerboi and Dagger G.
As a Guile player myself, I love Kano. I'm just used to having a great anti-air and a great projectile, you give them those 2 things and I'm good.
Of course Guile also have amazing pokes and normals...
Isn't Kano's Knife one of the quickest and most damaging projectiles of the game? why would you not spam that if you are far away? I think you can even recover fast enough to block a teleport punch unless they do it on reaction.I don't know if it's relevant or not, but there different characters uppercuts are different aren't they? Speed? What about range? I'm asking about these little nuances because there might be little tricks that may be of relevance by noticing stuff like this.
I will say this, I throw knives... a lot. I might as well be spamming them. If it's safe to throw a knife, I'm throwing 'em.
If you can follow up a jump in kick with a :en Air ball you will deal some awesome damage, actually Kano's most damaging combo use that as an ender for 39% damage.Honestly, Arcade, I hit up Kano so much I'm not really sure the properties of everyone else's moves. I mean I know what they do, but the little details are stuff I'm still learning. It's going to take some time to REALLY know the ins and outs of every matchup. Plus if you go look at the other character threads, there's plenty of tricks in development.
I dabble with a little Reptile, Kitana, and Sektor for shits and giggles, but I don't have anywhere near the time on them that I do Kano. I like Kano. . . although I also played Guile in SF4. This is getting a little weird.
You can't really chase the Knives like you could sonic booms to go all aggressive like you could with Guile though.
From testing, and mind you I don't know everyone 100% yet it seems you can indeed block immediately after Knife throws to punish teleports. I suppose if they did it on reaction it could be fast enough. Need someone to get the lab here with me to test this shit.
Since it seems he's fairly direct with his juggle combos/overhead responses, I'm seeing what other kind of things are potentially abusable with Kano. Knife throwing speed abuse is those most obvious. Denying any kind of aerial entry with up ball.
Anyone else a fan of JK + Throw? I'm not sure if blocks are auto switch if you hop over someone, and the people I'm playing might suck but sometimes I throw those out there just to mess with 'em a bit.
I know you can do it after the second 212 juggle as well for like 28% I think. . . can't remember exactly I'l have to look.
Kano's does 41% but has no way to combo it, the best thing to do is setup it but in all possible setups it is jumpable on reaction, however his most risky setup can lead to 52%, on the other hand his best juggle combo does 39% with 1 bar, so all depends of what you want to do, play mind games and see if you can bait your opponent to block to land his , pressure your opponent and deal 39% with a juggle and have enough meter for a breaker or play a heavy zoning game and punish.Totally, but is that warranted with X-Ray grab doing so much potential damage? What I mean is, that I tend to try to do combos with Kano that do not use meter. I could be wrong on that judgement, but I tend to like to have the threat of thehis mean 'ol Kano grab.