Nice find on that tick my guy. That can definitely lead to some dirt. 8f high starter that's -1oB. Strong strike/throw mix on that. Hopefully our D1 has enough hit advantage to guarantee the 11. I really feel that lumbar check is gonna be essential for Kano at a high-level. It's going to give him his scariest mixup potential. 18% every time we read correct on the opponent blocking. That's about the same damage as a lot of meterless combos in this game. It will also make opponents to scared to tech roll because of the KB.
I'm still feelin like he's missing a fast mid-started string. If his D1 ends up being like only +5oH, we're gonna be getting disrespected and low profiled with D1/D3s all day when we have frame advantage. We need a button that we can start pressure or frametrap into that isn't a high. I know a lot of this is being adjusted by NRS and I should just stop buggin.
On the parry, I just don't think the value is there in this game to justify using up one of your special slots. Commando's parry was moderately useful in MKX because of all the armor shenanigans in that game and blowing up a few gapped strings. In MK11 we don't have to worry about armor and I think NRS pushing a more "honest" meta where a throwing out a 2f parry every time you're slightly negative wouldn't make sense.
A few things I noticed on unroolie's vids
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@Circus you right bro, F12B2 will be our lifeblood in neutral. It's such a sick looking string too. On the Kano tower of time vid @1:42, you see how far the hitbox goes on the spit? It might be farther than the F1, lmao. He starts the string from
full screen and it hits. Completely safe and fuckin +24 on hit will let us set up anything we damn want. Interesting that they made the spit do no damage. Also, once they respect it, F12 may set up an OH/L 50/50 between F12B2 and F12, F2.
- In the same vid---I noticed that without the manhandled special, 223 and 214 don't go into the animation that causes sideswitch. Both strings end in knockdown in front. This might be better for corner pressure. We get the mix potential of the standing 2 without losing the corner.
- Kinda disappointed about the frame data on amp knife toss, was hoping it would give us a few plus frames on block like Johnny gets with his fireball, or at least a special to make strings safe on block for a bar. It's has more pushback and less frames (+7) on hit too. Regular knife is +15 oH and leaves opponent right in your face, so I think this will great to hit confirm strings into and go for a standing reset/setup a lumbar check.