@Circus I definitely admire your optimism. Truth is, we just won't know the potential of vegemighty until we can hit the lab. While you can cancel vegemighty into a special, I assume you cannot cancel it into a normal/string. So if you do F12xxvegemighty on block and don't cancel it into chemical burn (or whatever special), you would still be stuck with the full 26f recovery. I believe this would be poked out on reaction.
Also, I doubt F12xxVegemightyxxKanoball will combo unless the opponent is in a juggle state. If it combos on the ground, that would definitely be sick.
Some of my impressions of the competitive variations with my notes on each special:
Ripper
Commando 2.0. Overall I'm pretty content to roll with this loadout. I think this
the variation Paulo/NRS is intending to be Kano's primary build. Despite what 16bit said, he has no OH/L 50/50s. Command grab will be Kano's essential offensive mixup tool. I believe his main mixups will be strike/throw and stagger string/tick throw.
Lumbar Check-
14f command grab, 13% dmg/18% dmg on amplify. Oki seems strong, allows for dash up meaty or another lumbar check possibly. Krushing blow on wake-up tech roll leads to 23%dmg+DOT=
32%dmg. What I'm dying to know is what buttons and strings we can tick off of. We know for sure 11 ticks. I would assume d1 ticks. If F1, F12, F2 or 22 ticks, then we're cookin with gas.
Manhandled-
-Adds 22 1+3 amplification. 3rd hit is OH, switches sides and gives 20% damage for the full string.
Safe on block (-5).
-Adds 24 1+3 amplification. 2nd hit is low, switches sides and gives air launch. Unclear if this string will relaunch an already juggle state opponent (fingers crossed).
Safe on block (-7). Having a safe launching string is rare among the cast and is the best utility gained from manhandled IMO.
-Adds F43. F4 is his punishable 24f overhead that normally gives a splat knockdown by itself. With F43 extension, you give up mid-screen oki and get 13.6% dmg + a
full screen of corner carry. F43 also has a
krushing blow, I'm not sure of the conditions but that in itself is a HUGE asset. Even though F4 is slow and unsafe, this extension gives much better reward for the risk and will help open up the opponent up to lows (F2, 24 1+3)
Rack Off-
11f parry, 11% dmg/17% dmg on amplify. Regular version may give dash-up oki, but (unfortunately) amplified sends the opponent almost full screen. With the slow start up I think it won't have much utility in neutral. Will likely be great for canceling into parry from stagger strings like F12 or canceling off blocked d1s against counterpoke-happy opponents. Will be nice to shit on the opponent by calling out wake-up U3s. Between parry and the lumbar check KB on wake up rolls, Kano has strong tools to scare opponent into just wake-up blocking, which in turn sets up tick grabs.
It will be interesting to see how the rest of competitive variations shake out across the cast. I have a strong suspicion a lot of characters
will not be getting their combo-extender moves as we've seen with Kano. No gutted for Baraka, no hook grab for Kabal, etc. NRS might be aiming for most BNBs to be doing around 25% dmg. People are gonna be PISSED, lol. There is gonna be a salt tsunami headed for NRS. The day we get customs in competitive/ranked will be a beautiful one.