Arcade-Fever
Mortal
UPDATED 5/27/2011:
- Global grammar fixes courtesy of AdmiralAugustus.
Intro
A compilation of everything we have discussed about Kano in the different threads located around our lovely Black Dragon hideout. Combos made by the whole Kano community, now with a little bit more "No Charge" and its individual thread, so new people can actually read it instead of making new topics.
Pros and Cons list:
Pros:
- Air Ball and Air Grab means you can get 14%-15% of a single connected jump in kick, with 1 meter you boost it to 22%
- Air Ball can punish projectiles at full range if you do a jump forward before the Air Ball.
- Air Ball is a great anti wake up, it counters or dodges most wake up attack unless they are EX
- Ball can punish opponents jumping forward, especially when they try to jump your knifes
- Up Ball is an excellent anti air and is almost as safe as Johnny Cage Shadow Flip Kick
- When you use choke on block, it pushes your opponent back and can be used to cancel all combo strings to get space and avoid retaliation
- Knife is an awesome zoning tool, 9%, quick start, quick recovery, and quick travel speed
- Kano has a really long sweep
- Kano's Overhead has quite a long range and leads to a 21% damage combo, or more.
- X-Ray is an unblockable grab, deals 41% damage and has super armor, it can be used to punish wake up attacks and even some teleports, like Smoke's, since it absorb a hit and grabs on the second.
Cons
- Kano doesn't posses an amazing damage output, he can get 33%-36% consistently in the form of a juggle, but to reach 39%-40% he needs meter or the corner
- Any Blocked Ball that's not Up Ball is as bad as blocked teleport
- Any whiffed Ball that's not Up Ball leave you open for punishment (regular Ball is relatively safe as long as you don't stop traveling in front of your opponent)
- Kano's Overhead is slow
- X-Ray is slow and you can't combo into or out of it
Terminology
For simplicity all jump in kicks will be noted as ji but they can be done with or
For simplicity all jump in punches will be noted as ji but they can be done with or
Jump In: ji
Jump Back: jb
Dash In:
Dash Out:
Enhanced: :en
X-Ray:
Specials
Ball: (11% / :en12%)
- Can also be done with
- :en is Unblockable if charged for 3 seconds
Air Ball: [Air] (8% / :en16%)
- Can also be done with [Air]
- :en Air Grab opponent after the Air Ball hit and leaves them on the ground in front of you
Up ball: (11% / :en13%)
- :en version travels in a triangle arc and hits twice
- :en second hit auto targets the opponent
Knife: (9% / :en14%)
- :en throws 2 knifes
- :en hits neutral crouch
Choke: (9% / :en15%)
- :en has armor
- :en choke the opponent on the ground an then cross up roll them
: ++ (41%)
- Kano's is a Grab
- Can't be combo'd into
- Has super armor
Note: You can inter-change between Ball, Up ball, Choke or Knife for each other in almost all of Kano's combos for different results. Such as; leave your opponent in front of you, or to gain different amount of spacing after the knockback. Sometimes, damage is not all you should look for, but rather how well you control the spacing of the match, this also applies for Air Grab and Air Ball. Also, remember that some specials need to be done as a combo string cancel, while others can be done right after the recovery of a finished combo string
Basic Combos
(18%)
(21%) Best option for Overhead
ji Air Grab (15%) Best option without meter
ji (14%) :en version boost the damage to 22%
Combo Juggles Starters
[High] Quite safe on block and good amount of time to follow the combo
[Low] Quite safe on block and slightly better amount of time to follow the combo
[Special Mid] Quite safe on block and combo need to be followed immediately
Note: You can do any of this combo strings to start a juggle combo, the only difference is the damage output, how safe is it on block and the amount of time you have to follow up the juggle.
Combo Juggles
ji, , , , , , (33%)
ji, , , , (34%)
ji, , , , , , (34%)
ji, , , , , (34%)
ji, , , , , , (36%)
ji, , , , , , jb:en [Air] (36%)
ji, , , (37%)
ji, , , , , (37%)
ji, , , , , ji:en [Air] (38%)
ji, , , , , , :en [Air] (39%)
Wall Juggle
ji, , , (37%)
ji, , , , , (35%)
ji, , , , (38%)
ji, , , , , :en (38%)
ji, , , , (39%)
ji, , , , :en (39%)
ji, , , , (40%)
ji, , , , (40%)
ji, , , , :en (40%)
Setups (You need to make them block or else they can jump the )
(45%)
(46%)
(48%)
(50%)
(52%) The most risky option to attempt the but the most rewarding
Strategy
Kano is a really dangerous zoner. His knife recovery is quite fast, allowing him to throw a knife and block just as fast. This allows him to win projectile battles and punish wrong timed teleports. He can even start a projectiles battle and quickly punish you with an air ball if you have a slower projectile, which puts him in your face closing the gap in an instant. Also, if your opponent tries to avoid the projectile battle and attempts to jump in, he leaves himself open for Ball punishment, which will knock him back to the other side of the screen, just like a Sagat Tiger Knee.
Overall, if Kano gets zoning control, he becomes a pain to deal with unless you can counter him with things like teleports or other tools to close the gap. However, you still need to be careful or else you can be punished, but do to his damage output you still can make more mistakes than other much more dangerous heavy hitters in MK.
Misc.
Wake Up: Currently due to the new buffs, our best Wake up option is Up Ball. It is extremely safe, and only can get punished consistently by really fast specials. Just remember to be smart and don't go trigger happy with it. Just like with every attack in fighting games, if you get predictable, you will pay for it.
Anit-Wake Up: Air Ball is an excellent punish for the wake up situation. It can either stuff or avoid most wake up attack options, unless they are the version of them, due to the super armor. Also you can use Kano's as it posses super armor which can absorb a hit and is unblockable.
Mixups: As you know, Kano now has his patched, which allows him to hit low and launch with his , this opens a whole new world of hurt for Kano who now can mix his 3 launchers (which also happen to be quite safe on block and posses 3 of the 4 different hit properties) This combined with his long range sweep and quick poke finally give him the tools to force opponents to gamble between High and low block.
What Punishes Our Up Ball?: Since there is a lot of discussion around the new Up Ball, m2dave has kindly done some research about what moves can punish it. I will update the info as m2dave finds new stuff.
:en Knife Properties: GStick as provide us with his analysis of :en Knife and his Special Mid property against neutral crouch
Compiled by your fellow ruthless Black Dragon member Arcade-Fever.
- Global grammar fixes courtesy of AdmiralAugustus.
Intro
A compilation of everything we have discussed about Kano in the different threads located around our lovely Black Dragon hideout. Combos made by the whole Kano community, now with a little bit more "No Charge" and its individual thread, so new people can actually read it instead of making new topics.
Pros and Cons list:
Pros:
- Air Ball and Air Grab means you can get 14%-15% of a single connected jump in kick, with 1 meter you boost it to 22%
- Air Ball can punish projectiles at full range if you do a jump forward before the Air Ball.
- Air Ball is a great anti wake up, it counters or dodges most wake up attack unless they are EX
- Ball can punish opponents jumping forward, especially when they try to jump your knifes
- Up Ball is an excellent anti air and is almost as safe as Johnny Cage Shadow Flip Kick
- When you use choke on block, it pushes your opponent back and can be used to cancel all combo strings to get space and avoid retaliation
- Knife is an awesome zoning tool, 9%, quick start, quick recovery, and quick travel speed
- Kano has a really long sweep
- Kano's Overhead has quite a long range and leads to a 21% damage combo, or more.
- X-Ray is an unblockable grab, deals 41% damage and has super armor, it can be used to punish wake up attacks and even some teleports, like Smoke's, since it absorb a hit and grabs on the second.
Cons
- Kano doesn't posses an amazing damage output, he can get 33%-36% consistently in the form of a juggle, but to reach 39%-40% he needs meter or the corner
- Any Blocked Ball that's not Up Ball is as bad as blocked teleport
- Any whiffed Ball that's not Up Ball leave you open for punishment (regular Ball is relatively safe as long as you don't stop traveling in front of your opponent)
- Kano's Overhead is slow
- X-Ray is slow and you can't combo into or out of it
Terminology
For simplicity all jump in kicks will be noted as ji but they can be done with or
For simplicity all jump in punches will be noted as ji but they can be done with or
Jump In: ji
Jump Back: jb
Dash In:
Dash Out:
Enhanced: :en
X-Ray:
Specials
Ball: (11% / :en12%)
- Can also be done with
- :en is Unblockable if charged for 3 seconds
Air Ball: [Air] (8% / :en16%)
- Can also be done with [Air]
- :en Air Grab opponent after the Air Ball hit and leaves them on the ground in front of you
Up ball: (11% / :en13%)
- :en version travels in a triangle arc and hits twice
- :en second hit auto targets the opponent
Knife: (9% / :en14%)
- :en throws 2 knifes
- :en hits neutral crouch
Choke: (9% / :en15%)
- :en has armor
- :en choke the opponent on the ground an then cross up roll them
: ++ (41%)
- Kano's is a Grab
- Can't be combo'd into
- Has super armor
Note: You can inter-change between Ball, Up ball, Choke or Knife for each other in almost all of Kano's combos for different results. Such as; leave your opponent in front of you, or to gain different amount of spacing after the knockback. Sometimes, damage is not all you should look for, but rather how well you control the spacing of the match, this also applies for Air Grab and Air Ball. Also, remember that some specials need to be done as a combo string cancel, while others can be done right after the recovery of a finished combo string
Basic Combos
(18%)
(21%) Best option for Overhead
ji Air Grab (15%) Best option without meter
ji (14%) :en version boost the damage to 22%
Combo Juggles Starters
[High] Quite safe on block and good amount of time to follow the combo
[Low] Quite safe on block and slightly better amount of time to follow the combo
[Special Mid] Quite safe on block and combo need to be followed immediately
Note: You can do any of this combo strings to start a juggle combo, the only difference is the damage output, how safe is it on block and the amount of time you have to follow up the juggle.
Combo Juggles
ji, , , , , , (33%)
ji, , , , (34%)
ji, , , , , , (34%)
ji, , , , , (34%)
ji, , , , , , (36%)
ji, , , , , , jb:en [Air] (36%)
ji, , , (37%)
ji, , , , , (37%)
ji, , , , , ji:en [Air] (38%)
ji, , , , , , :en [Air] (39%)
Wall Juggle
ji, , , (37%)
ji, , , , , (35%)
ji, , , , (38%)
ji, , , , , :en (38%)
ji, , , , (39%)
ji, , , , :en (39%)
ji, , , , (40%)
ji, , , , (40%)
ji, , , , :en (40%)
Setups (You need to make them block or else they can jump the )
(45%)
(46%)
(48%)
(50%)
(52%) The most risky option to attempt the but the most rewarding
Strategy
Kano is a really dangerous zoner. His knife recovery is quite fast, allowing him to throw a knife and block just as fast. This allows him to win projectile battles and punish wrong timed teleports. He can even start a projectiles battle and quickly punish you with an air ball if you have a slower projectile, which puts him in your face closing the gap in an instant. Also, if your opponent tries to avoid the projectile battle and attempts to jump in, he leaves himself open for Ball punishment, which will knock him back to the other side of the screen, just like a Sagat Tiger Knee.
Overall, if Kano gets zoning control, he becomes a pain to deal with unless you can counter him with things like teleports or other tools to close the gap. However, you still need to be careful or else you can be punished, but do to his damage output you still can make more mistakes than other much more dangerous heavy hitters in MK.
Misc.
Wake Up: Currently due to the new buffs, our best Wake up option is Up Ball. It is extremely safe, and only can get punished consistently by really fast specials. Just remember to be smart and don't go trigger happy with it. Just like with every attack in fighting games, if you get predictable, you will pay for it.
Anit-Wake Up: Air Ball is an excellent punish for the wake up situation. It can either stuff or avoid most wake up attack options, unless they are the version of them, due to the super armor. Also you can use Kano's as it posses super armor which can absorb a hit and is unblockable.
Mixups: As you know, Kano now has his patched, which allows him to hit low and launch with his , this opens a whole new world of hurt for Kano who now can mix his 3 launchers (which also happen to be quite safe on block and posses 3 of the 4 different hit properties) This combined with his long range sweep and quick poke finally give him the tools to force opponents to gamble between High and low block.
What Punishes Our Up Ball?: Since there is a lot of discussion around the new Up Ball, m2dave has kindly done some research about what moves can punish it. I will update the info as m2dave finds new stuff.
- Up Ball is 7 frames fast and roughly -8 or -9 on block.
- connect for all characters. You get 2% of damage and solid frame advantage.
- Characters with fast uppercuts (i.e., ) punish the Up Ball too. Within the "characters with fast uppercuts" category, some uppercuts are still faster than others and are therefore able to punish the Up Ball easier and more effectively. I rate the difficulty as best as I can.
- Throws are not free. Kano can crouch and throw or uppercut you. He can jump back too.
- Specific character punishment is listed below (almost complete). Only two characters can launch punish Kano: Kung Lao (any including X-Ray) and Kitana (Enhanced Fan Lift).
Scorpion: Nothing.
Liu Kang: Nothing.
Kung Lao: + combo / :en + combo and + combo.
Sub Zero: Nothing.
Sindel: Nothing.
Ermac: Nothing.
Reptile: / :en + / :en
Kitana: (moderate) and Enhanced Fan Lift + combo.
Johnny Cage: (moderate) or
Jade: Nothing, is too slow.
Mileena: Nothing.
Nightwolf: and / :en (hard)
Cyrax: Have to test Teleport / Enhanced Teleport.
Noob: (hard).
Smoke: Nothing, Teleport Punch is too slow.
Sektor: (moderate).
Sonya: (easy).
Jax: (easy).
Kano: / :en
Stryker: (moderate).
Shang Tsung: Nothing.
Baraka: Nothing.
Kabal: Nothing, Neither nor :en works.
Raiden: / :en
Cyber Sub Zero: Nothing.
Sheeva: Nothing.
Quan Chi: (moderate).
:en Knife Properties: GStick as provide us with his analysis of :en Knife and his Special Mid property against neutral crouch
GStick said:I did some actual testing on the :en Knife vs neutral crouching opponents on whether or not it hits different characters and here's what I got:
Character: :en Knife Can Hit Neutral Crouch?
Scorpion: Yes
Liu Kang: Yes
Kung Lao: No
Sub-Zero: Yes
Sindel: Yes
Ermac: Sometimes*
Reptile: Yes
Kitana: No
Johnny Cage: Sometimes**
Jade: Yes
Mileena: No
Nightwolf: Yes
Cyrax: Yes
Noob Saibot: Yes
Smoke: Yes
Sektor: Yes
Sonya Blade: Yes
Jax: No
Kano: Yes
Kurtis Stryker: Yes
Shang Tsung: Yes
Baraka: Yes
Kabal: Yes
Raiden: Yes
Sheeva: Yes
Quan Chi: Yes
Cyber Sub-Zero: Yes
Kratos: Yes
* Hitting Ermac is about a 1/6 chance. The highest point of his animation probably only lasts a couple of frames.
** Hitting Johnny Cage is about a 50/50 chance. The start of his crouching animation loop is the highest point, and thus is the point that the :en knife is able to hit. This means that if one connects, another can be thrown for a "guaranteed" hit if the opponent isn't blocking, since the animation will restart. Blocking will avoid/block the second Knife. A regular Knife thrown after the Knife will connect with an opponent trying to block out of hitstun (of course, they will enter blockstun at this point). This last case is probably true for all characters.
Compiled by your fellow ruthless Black Dragon member Arcade-Fever.