Finally had time to get into the game late this week. I can understand the concerns for Kano in the thread and will prob echo a lot of the things that have been said. I like the char, prob more for the char than how he plays lol. His animations and general persona kill me. They nailed that even more so this time around IMO. Sent him off with a bang I guess, literally.
RIpper kinda feels like an in a way better commando Kano (Commando 2.0?) with some of the new normals...RIP Cyber
He seems to have a fair amount of options and some mix up potential. However with all the options, as pointed out for several pages of this thread, nearly all of it is unsafe in some way. Guess the idea is to balance it out, or at least it was for this char and the others hovering around the mid-low area. Apparently not universal application of the concept...A lot of his frames leave more to be desired once you look around the cast. From hit advantage, jailing, start up (lul Dirtbag variation), and of course some super unsafe stuff. Appears very dependent on making hard reads and conditioning, more so than most. Haven't fully formed what exactly I'd change on him but I think some tweaks will likely be warranted down the road.
Not sure why but one of the things that's really bugging me that hasn't been mentioned, unless i missed it, is when looking things over with him is why the hell isn't F4,3 just a standard string instead of part of an equipped item? I mean it adds a kick to his OH. At least the other equiped strings can be amped. Would also spread out his situational KB's and actually give his other tourney variant a chance to get one other than the standard ones everyone gets. Just a thought.
Speaking of the other variant I'd be shocked if anyone found any useful tech for the Dirtbag tourney set up. If it even stays that way in the end and if anyone is even looking because after 5 min I think everyone was like wtf is this real. I'm aware of the property's of Veggie might or what ever pun spelling of the tasty Aussie condiment they named it after. Plus that's not really tech, just a standard special property. Start up and recovery of molotov is just laughable when compared to other similar specials. Chem burn has a shit hit box and hardly combo's with anything. When it does it often doesn't get properly amped before combo is over should you chose to amp it. I mean come on, it's just bad. And it's shit on block and whif, and is super easy to whif. It's too bad because they're cool IMO.
@Legion DC I didn't really notice the no kick combo's until you brought it up. F4.3 kinda qualifies but is an equipped move. Would fit the char well and looks like a miss for sure. Lot of those to go around it seems.
Nerf Co-Kano