The following is from my
Kano Match Up Thread.
Kano Vs. Kung Lao
Match Up: 4 : 6 in favor of Kung Lao
Brief analysis: I think the Kung Lao match up must be one of Kano's most difficult match ups. Kung Lao is a balanced character in the sense that he is jack of all trades and does not have a particular weakness that can be exploited. Kano must keep Kung Lao away in my opinion. Should Kung Lao come close, expect to block a barrage of 1,1,2~Low Hat strings that Kano can no longer punish on block thanks to the added start up frames on the Up Ball. If the Low Hat connects up close, Kano has to block another string, and no one wants to deal with that. Kano's best chance is to zone Kung Lao at mid screen or further with the knives. Be aware of dive kicks and teleports, though. Be aware of his Low Hat too at larger distances because it has a great recovery. However, Kung Lao cannot toss projectiles as far as Kano can as there is a "cool down" until the hat re-appears on his head. Furthermore, no character, including Kano, can approach Kung Lao from the air. If you jump, you get hit by the Spin (d,f+1) against good players. It is as simple as that. Instead, check him on the ground with b+1,1,2, d+3, and d+1 to create space. Blocked Up Balls result in easy Spins, so think twice about using them on wake up. Kano is better off using wake up Choke albeit it can be crouched.
Kano Vs. Sub Zero
Match Up: 4 : 6 in favor of Sub Zero
Brief Analysis: Sub Zero can walk Kano to the corner and there is not much Kano can do about it. Aside from the X-Ray, Kano has no anti-Ice Clone tools because none of his enhanced special attacks have any armor. More or less, Kano has to kill Sub Zero before Sub Zero corners him. This is easier said than done, but keep in mind that Sub Zero cannot perform point blank Ice Clones. Another tremendous problem is that Sub Zero's slide goes underneath the knives. The Sub Zero player can slide underneath the knives on reaction at mid range, which now works better than ever thanks to the added recovery frames. Kano's best chance is to try and bait a slide by whiffing d+1s and d+3s and punish with a combo. Sub Zero's 2,2~Ice Ball punishes the Up Ball, but it has to be done quickly. The slide is an easy punish otherwise.
Kano vs. Cyber Sub Zero
Match Up: 4 : 6 in favor of Cyber Sub Zero
Brief Analysis: Kano can keep tossing knives on Cyber Sub full screen away. However, as soon as Cyber Sub approaches the mid screen, Kano has to stop. The far dive kick punishes any knife toss on reaction mid screen. The slide may also be used, but Cyber Sub players usually stick to the far dive kick as it is a much safer option. The problem is that Cyber Sub's forward dash is very quick, so keeping him full screen away is impossible. Kano's best chance is to try to bait a dive kick by whiffing d+1s and d+3s and punish with the straight ball. By the way, all dive kicks are punishable by the straight ball with the exception of the EX dive kick when it hits low. Furthermore, Cyber Sub's parry is another problem. It parries all of Kano's attacks except d+1, d+3, and d+4. Up close Cyber Sub rushes with 2,1 and 2,1,1+2 and getting away is not easy. He only punishes the Up Ball with the slide as far as I know because his jabs are rather slow.