@Circus Wow bro, I really appreciate the work you've put in getting his frame data together. I've been combing through all the 60fps videos I can find and counting frame by frame. My notes from manual counting are dead on with what you have here and I think I can help with a few blanks.
Counting from first frame off idle stance to first frame of hit spark. D1=7f, F1=13f, 2=9f. D1 is of course mid and standing 2 high, but are we sure that F1 is high? Is there video of it being neutral ducked somewhere? Because with it being high, it seems like our boy has no fast mid other than D1 which sucks. B2 is the fastest advancing mid at 13f and it's
full combo punishable, making whiff punishing very high-risk. Not having even one hit-confirmable, mid started string is a huge weakness imo.
Anyways, as a long time lurker and lifelong Kano main (60/40 cybernetic/commando for the life of MKX) I thought I'd share some my impressions so far:
- His animations are fucking godlike and better than I could imagine. So happy with his aesthetics.
- 16bit was framing Kano as primarily a mixup character and I don't really follow. You can really default block low against him and react to overheads. F4 is 24f =easily reactable, full combo punishable. The standing 2 strings are really not a mixup, block low and react to the third hit of 241. Both overheads are very low-reward. I don't see a true L/OH 50/50 here (and I'm okay with that). It seems if he is a mixup character it will be off of staggers and strike/throw mixups (
especially with a KB off of BOTH throws).
-Did anybody else notice 16bit canceled F4 into snakebite? Check the youtube KombatKast video at 26:36. The frame data says non-cancelable, so perhaps this is a property of the "manhandled" kit. It gives the F4 extension with the followup kick, maybe adds cancel to it too for a bar. He clearly cancels F4 into snakebite, with amplified sparks and one bar spent. If you can spend an additional bar to get the launch for snakebite, thats a full combo off of an overhead starter for 2 bars.
-His low pokes are mad slow. RIP MKX Kano's godlike 7f D4, it will be missed. His D1 will probably be the go to counterpoke. I'm praying D1 has enough hit advantage to guarantee at least his standing 2, so it sets up the psuedo-mixup.
-Air Kanoball leaves opponents standing on hit now (seems to be more than +1oH) and the push back seems variable. This may set up for staggers and mixups which is awesome. It can be nearly IA'd off of neutral short hop, so it may even be a footsie tool. Also, I noticed
when used air-to-air it causes a ground bounce (see MK yt channel kombatkast @ 1:16:56), I hope this can be converted to full combo which would make air kanoball a very strong anti-air tool.
-Speaking of AAs, where the fuck is upball? Still in development? I don't see any obvious AA tools other than D2. Hopefully, standing 1 or 2 has a good upward hitbox for AA juggle conversions. B2 looks like it would be nice for catching far jumps for full combo.
-Lumbar check is too sick. 32% KB for catching tech rolls. Because we've got a solid stagger string in F12B2, all I need is d1 to tick and I'm set. If F1, F12 or 22 tick, Kano we be scary as hell. I think this will probably be his highest damage combo ender. Tyler's combo was 2 bars, 38%dmg off of a 9f high, making this a good punish.
-If amped Bio-pull is really +1 oB, this is godlike. Bio-pull would clearly outclass snakebite. 14f startup, catches people 1/2 screen away, spend 1 bar to be +1 in there face if blocked and full combo on hit? Lmaooooo. Please god let us keep this. This has potential to be a strong AA as well.
Overall, I'm hype as hell to get my hands on Kano and start labbing. Seems to be very high-risk/high reward design right now.