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Why I think Kano is underrated slash strategy guide.

King Roosta

The Duke of the Donk
You guys have probably seen me posting some krazy stuff on the status updates lately about how I think Kano is underrated. I've been met with responses from, "derp you think kano doesn't suck" to this, "Kano is underrated. His whole game is about perfect spacing to zone and keep assholes from jumping. Mid screen, not full is the best. b112 is a great whiff punisher as well. ppl be crazy."
While I appreciate that someone agrees with me, I also feel that it's exactly that kind of thinking that is holding Kano back. People seem to brand Kano as some kind of zoner slash whiff punisher, and I really don't think that's how he should be played. I am of the belief that kano is one of the best rush down/pressure characters in the game. PLEASE bear with me before you fly off the handle about that last part. I will explain my reasoning; and when I am done feel free to agree or disagree, but either way please be constructive.
There are several tools that I think are unappreciated and that, when applied to a rush down strategy, make Kano more of a force to be reckoned with than most people expect. For one, Kano's jabs are fast. Not Oddjob fast, or Jax fast, but fast enough to anti air and anti crossup; and as anyone who plays mk9 well can tell you, anti airs are huge in this game. Off of a standing 1 or a down 1, you can dash 2 1 2, dash 2 1 2, dash back 1 upball for 25 percent damage. You can enhance the upball for 26, but if you really want to burn meter you might as well replace it for an enhanced choke for 27. Being able to anti air your opponent for a quarter of their life is good; really really good. You can go for the back 1 anti air, and it does work well because it lowers your hit box and hits pretty high, but it doesn't hit as high, or come out as fast so I would stick with the standard jab. Another thing that makes the low jab so good is that its fast enough to poke out of just about anything and its an amazing followup for your combo pressure; but I'll get more in to that later.
First let's actually talk about some combos. One of the things that makes me realize just how little most people have analyzed Kano is their choice in combos. Just about everyone I have seen play Kano just spams 2 1 2 combos. 2 1 2 dash 2 1 2 dash 2 1 2 upball, but what does that net you? Even with a jump in punch its like 32 percent. In Mortal Kombat there are generally two types of combos; Damage Combos and frame traps or stagger combos; something that leaves your opponent on their feet but giving you enough frame advantage to initiate a new attack. The Best stagger combos are the ones that give you advantage one both block and hit.
When it comes to damage combos, the general idea is to net yourself as much damage as possible before your opponent hits the ground. These are used to get yourself a life advantage or end the round. The advantage they have over frame traps or stagger combos is that they do more damage, but at the cost of something usually more important; control. Kano's biggest damage combo from mid screen is jump in punch, back 1 1 2, dash 2 1 2, dash back+1 2 up ball. It gets you 37 percent which is pretty good for a meterless combo. Also, either of the anti air jab combos would be considered a damage combo. Kano does have a low starter and an overhead as well; his low starter is forward+3, back+2 and his over head is back+2, forward+1. If you find yourself next to a wall his wall combo is jump in punch, back+1 1 2, 2 1 2, 2 1 2, back+1 2, up ball. The great thing is that,because most of Kano's combos carry your opponent a good distance, you can usually do a wall combo pretty far away from the actual wall.
These next combos are the ones that I think are really overlooked. Kano's Stagger combos. Kano has 3 different combos that leave your opponent standing, dazed, and helpless. Those combos are 1 1 2, forward+1 1, and Forward+1 2. After staggering an opponent your best bet is to either throw out another stagger combo, hoping to catch them either trying to poke or jump out so that you can make them guess again; or go for a throw, hoping they're standing there expecting the combo. Using the throw every once in a while is how you condition your opponent in to trying to jump or poke out so that you can keep staggering them, otherwise they'll always just block the second combo and then counter attack; which is not to say that you don't have options on block. Oh, you have options.
Enter Kano's up ball. Even as I type this I can hear the groans, but stay with me. You know that the infamous upball is super punishable, but the suddenness of its execution matched with the fact that most of Kanos combos leave you even with your opponent makes it hit confirmable; or rather, block confirmable. After any combo that you do, on block, you can throw out an upball and it will hit your opponent almost no matter what he does. After you teach your opponent to respect this tool you will often find them just standing around blocking after you finish a combo leaving you open to soooo many options from throws to crossovers to pokes to just plain starting another combo. Aside from his upball, you also have his regular ball which is great against players that try to use a low poke to make the upball whiff so they can punish you. All but the lowest of low pokes still eat kano's regular ball. Another great way to keep the pressure going is using your down+1. It comes out just as fast as the up ball, and if your opponent thought he was going to cross you up after your combo; which they generally do, Down+1 will actually hit them on the way up giving you the chance to take 25 percent of their life.
Another good thing about Kano's combos are their start ups. As I said before, they're not super fast, but they are pretty quick. Quick enough that you can full combo punish almost all mistakes made by your opponent. Another good thing about his combos is that a lot of them move him forward. This is an aspect that can be over looked some times. It makes it easier to work your way up to your opponent without having to jump in. The first hit of a lot of his combos are effectively a poke. One combo that comes to mind when considering this is Back+1 1 2.Generally, even though you're out of your opponents range, once you initiate this combo Kano moves himself close enough that it will connect. In the event that you were too far away and you're opponent jumped over the first hit of the combo a lot of times the second one will still connect. It usually means that the combo is over, because the third hit won't be high enough. Still, you can dash in and hit just Back+1 1 and then combo off of the second hit when they try to jump in on you. Another option is to throw the combo out while you're close enough that the last hit or two will connect. If they don't jump over it, and they fail to react in time a lot of times either you will connect because of an ill timed panicky jab or they'll just stand there and block. If it actually connects, then you get to continue your combo. If they block, and you've taught them to respect your upball, then you have a huge list of options after that.
A few other ways to get in with Kano are his down ball, and his kick+airgrab combo. Once you train your opponents to respect these tools, you can often jump in without having to worry if your opponent is going to anti air you.
I won't go in to his knives. Everyone knows how to spam knives. It can be a good strategy once you have the life lead, and against some zoners considering its good recovery; but people who don't suck at this game aren't going to lose because you spam knives. The enhanced versions don't even hit neutral crouching opponents. The choke is pretty much just there if you need to armor out of something, or as a slightly more damaging ender to some combos.
All of the tools discussed here come together to make Kano one of the best rushdown characters in the game. In my opinion it's the options that a character has following a hit or blocked attack that makes a character a rushdown artist. Its the options that make your opponent have to guess what you're going to do next before deciding whether its safe to move; instead of just knowing that after your combo, it's their turn to attack. Kano has options; far more than throwing knives from the corner and trying to upball the 3 people online who still lead every single attack with a jump in punch. It's ok if you disagree with me, but play me online and see if I can change your mind.
 

A F0xy Grampa

Problem X Promotions
His main launching strings are too slow to make his pokes any use. D1s are +1 and isnt his B1 something like 13 frames?
The threat of the upball after a blockstring isnt strong enough to stop somebody from attacking him back. Thats assuming that the Kano player starts the offense first which is hard considering his speed and range.

He does have some kinda advancing normals, but not good ones, they advance so little that most other characters can just catch him out.

His 50/50 is ok.
His knives are ok.
His AA isnt anything special, compare it to somebody like Cyrax, who can take 48% for an AA and still lay a bomb, or Cage/Sonya/Kabal who will reset them standing. All Kanos does is regular damage and gives him very little situational advantage unless you end with the air throw.
 

Death

Warrior
Slow normals is what makes Kano suffer. Similar to Mileena his pokes are irrelevent and in todays metagame and its a big deal.
 

MaceWind

Crazy 88
I kinda lost focus after I got to stagger combos, hard to read. Thing is they don't offer any advantage as hey are 0 on block. So you either have to cancel into a choke or ball or poke and start the pressure all over again. If you try and go into another combo after F11 (for example), you will get interrupted by anything less than 11 frames which means just about 1/2 of all normals will blow you up. In order to maintain pressure they have to respect your upball and choke options and remain blocking. This allows you to d1 or d3 or throw.

What Kano does have that needs to be incorporated into every users game is his advancing normals. It doesn't matter how slow his b2 or f3 is if you execute it outside of your opponents range. It then becomes risky for them to try and interrupt it. For example use F12 to get inside Johnny Cage instead of jumping. Its starts well outside his f3 range. Get your pressure in then back out again with well timed jumping or a cross-over. If you jump backwards and the Cage pursues, down ball him to shut down that behavior. Get outside and zone again until your spacing is proper for another advance or punish.

EDIT: Always keep in mind that many specials will interrupt this so again, be mindful of your spacing.
 

King Roosta

The Duke of the Donk
His main launching strings are too slow to make his pokes any use. D1s are +1 and isnt his B1 something like 13 frames?
The threat of the upball after a blockstring isnt strong enough to stop somebody from attacking him back. Thats assuming that the Kano player starts the offense first which is hard considering his speed and range.

He does have some kinda advancing normals, but not good ones, they advance so little that most other characters can just catch him out.
If they do attack him back, they eat the ball. Its pretty rare that I get punched out of the ball after a combo. Even by characters as fast as Johnny, Oddjob, or Jax. I have never ever had any problem initiating with Kano, whatsoever; and some of it is because of those advancing normals. I really don't find the spacing that hard to manage; it isn't that bad. I really consider it similar to Smoke. Smoke's normals are not that amazingly fast either, but it's the pressure he can apply after he gets going that makes him so dangerous. Just like smoke, once Kano gets going it's hard to make him stop. Even the upball is similar to Smoke's smoke bomb in the way they both throw them out after a blocked combo, or use the fear that they will, to keep the pressure going. Once you think Smoke is going to try to throw a bomb after a combo, it frees him up to start a new combo or cross you up.

His AA isnt anything special, compare it to somebody like Cyrax, who can take 48% for an AA and still lay a bomb, or Cage/Sonya/Kabal who will reset them standing. All Kanos does is regular damage and gives him very little situational advantage unless you end with the air throw.
I agree. I did not mean to imply that they were something special; just something competent. I just wanted to point out that they were good; not try to pretend they were amazing. Compare it to somebody like Jax/Reptile/Oddjob/ShangTsung/Smoke. These are all characters that you see in high level play, some you even see winning tournaments, but none of their anti airs do 48% or reset them like Cage/Sonya/Kabal.
 

M2Dave

Zoning Master
b+1 is 0. As is b+1,1,2. I think this string and its variations are better than Freddy's f+4,2,1.

Kano has nothing else, though. The problem is that everything he has is OK. He is not underrated. He is mediocre. He probably only beats Sheeva. LOL. Get the fuck out here.
 

King Roosta

The Duke of the Donk
Slow normals is what makes Kano suffer. [/endquote]

I don't think the normals are that slow. I do think Mileena is a good example, though; because Mileena is evidence that despite having slow normals you can still place top 8 in even the most competitive of markets.

Similar to Mileena his pokes are irrelevent and in todays metagame and its a big deal.
I would appreciate something more in depth than this. Which moves specifically do you mean and what makes them irrelevant. I just want to make sure what specifically I'm responding to.
 

A F0xy Grampa

Problem X Promotions
If they do attack him back, they eat the ball. Its pretty rare that I get punched out of the ball after a combo. Even by characters as fast as Johnny, Oddjob, or Jax. I have never ever had any problem initiating with Kano, whatsoever; and some of it is because of those advancing normals. I really don't find the spacing that hard to manage; it isn't that bad. I really consider it similar to Smoke. Smoke's normals are not that amazingly fast either, but it's the pressure he can apply after he gets going that makes him so dangerous. Just like smoke, once Kano gets going it's hard to make him stop. Even the upball is similar to Smoke's smoke bomb in the way they both throw them out after a blocked combo, or use the fear that they will, to keep the pressure going. Once you think Smoke is going to try to throw a bomb after a combo, it frees him up to start a new combo or cross you up.

I know what you mean about the upball, but what I'm saying is, an upball is just an upball, if you guess wrong its not that bad. Whereas, if you dont go for the upball against a character like Cage, you give him a blockstring which can potentially mean game over for Kano.

What Death means is the same as what I was saying, Kanos normals are too slow to complement his pokes, he can be +1 on hit from a d1, but he doesnt have any 9 or 8 frame strings to use afterwards, so the advantage he gains from his pokes is near enough useless.
 

King Roosta

The Duke of the Donk
b+1 is 0. As is b+1,1,2. I think this string and its variations are better than Freddy's f+4,2,1.
He has a lot more combos that are 0 on block.

Kano has nothing else, though. The problem is that everything he has is OK.
Kano has much else; as previously listed in the original post.

He is not underrated. He is mediocre. He probably only beats Sheeva.
You can't say he probably only beats Sheeva and say he's mediocre. Only being able to beat one character is not mediocre, it's bottom two; and if you think he is bottom two, then you are underrating him.

LOL. Get the fuck out here.
Are you scream laughing? YOU get the eff out HERE. mammajamma.
 

M2Dave

Zoning Master
Dude, you are delusional. You said Kano had one of the best rush down games in the game. Kano does not have the best of anything.

Do me a favor and double-space each paragraph in the first post.
 

King Roosta

The Duke of the Donk
I know what you mean about the upball, but what I'm saying is, an upball is just an upball, if you guess wrong its not that bad.
Ok this makes much more sense. I agree that the upball is not as much of a decentive as, say, Smoke's smoke bomb; but it IS a decentive, which most characters don't have to keep their combos safe. Also, in the case that they do just let you up ball them after every combo; well, thanks for the free upballs. It's still worth it to know that none of my combos will be punished, and that I will get to hit them.

Whereas, if you dont go for the upball against a character like Cage, you give him a blockstring which can potentially mean game over for Kano.
With cage, if they're not respecting the upball, as suggested before, then I would just hit him with an upball after every combo. If he is blocking the ball, then I have all of the other options previously discussed in my original post. I also have not had problems with getting out of Cage's blockstrings with Kano; and this was before I knew his choke had armor. His down+1 is really fast.

What Death means is the same as what I was saying, Kanos normals are too slow to complement his pokes, he can be +1 on hit from a d1, but he doesnt have any 9 or 8 frame strings to use afterwards, so the advantage he gains from his pokes is near enough useless.
I do agree that I wouldn't down+1 and then start a combo, but he does have options after you land it; from crossups, to up ball, to one of my favorites; back dash. If you low poke and then back dash, you are safe. Even better, if they thought you were going to stay there or jump and they try to interrupt you, then you get a whiff punish. Dashing back just out of range is made better when you apply one of his advancing normals.
 

King Roosta

The Duke of the Donk
Dude, you are delusional. You said Kano had one of the best rush down games in the game. Kano does not have the best of anything.

Do me a favor and double-space each paragraph in the first post.
I'm too delusional to double space any thing right now. Sorry. Be less of a doosh.
 

King Roosta

The Duke of the Donk
I'm going to watch the NBA finals and then I'm going to be on as m2dave.

Where are you from? You are either a fool or a troll.
I have to work at 10, but I'll add you. I don't think you have any room to call people fool's or trolls. Using insults on the internet is pretty trollish behavior. I'm not discussing this anymore tonight. I'm going to play some MK9. I've made a room called TYM. If you want to talk or play come to the room. We can start a TYM KOTH and we can all talk and play at the same time, but for now; I'm done talking, ready to play.
 

Death

Warrior
Kano can possibly seem better while playing online but its much more difficult to react to projectiles online and safer upballs just make it more favorable for him in my opinion.
 

MaceWind

Crazy 88
I can't readily dispute that. I don't get to play offline.
Online is where your opinion of Kano's worth comes from, so I can see where you are coming from. He is not bad online. Its almost like playing against Reptile and his safe dash shenanigans. Offline, he just doesn't have the tools. Upball is raped consistently and his slow normals are evident.