aedanwolfe
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~No charge~
Kano is one of the original members of mortal kombat. Equal parts coward, madman, and sly tactician. He's an opportunist who will capitlize on your weakness and leaves nothing to chance. He is capable of favoring both a rushdown and a ranged zoning style, though teleporters you must be wary when zoning. good combos coupled with fast specials make him a force to be reckoned with.
Kano is one of the original members of mortal kombat. Equal parts coward, madman, and sly tactician. He's an opportunist who will capitlize on your weakness and leaves nothing to chance. He is capable of favoring both a rushdown and a ranged zoning style, though teleporters you must be wary when zoning. good combos coupled with fast specials make him a force to be reckoned with.
Spoiler for X-ray Attack and Specials:
Spoiler:
X-ray Attack - Base Damage: 41%. It is a grab move which means that it cannot be blocked and also cannot be combo'd into, however it has quite high damage on its own for a X-ray and it means a kano upclose has to be very carefully dealt with when he has full bars.
Ball - F,D,B,F - Base Damage: 11% (high attack), EX version is 12% but if charged for a couple seconds its first hit is unblockable. This move can travel across the entire screen and is reasonably fast. I need to check if it goes over low fireballs, if so it can be used to both close gap and punish zoners with low fireballs.
Down Ball - (in air) F,D,B,F - Base Damage: 8% (high attack), EX version is 16%. Use it similar to a dive kick, from midscreen if you jump a projectile you can punish the character before he recovers from using the ability.
Up Ball - D,F,2 - Base Damage: 11% (high attack), EX version is 13% but more importantly it turns the up ball into a up down ball that is capable of both dodging a projectile and hitting the opponent from fullscreen which Down Ball cannot (doesnt have the range). extremely fast start up and recover, and great for anti-air and gtfo me moments.
Choke - D,F,1 - Base Damage: 9% (high attack), Ex version is 14%. This move looks like a command throw but in fact it is considered a strike as it is blockable, but this also means it can be combo'd into, good for fun, demoralize opponent maybe, but by itself its unremarkable. however it can be used as a cancel if your combo is being blocked and your at risk for punishment. cancel out of your combo into choke and it will push you and the opponent apart a bit, helps prevent immediate retaliation.
Knife Throw - D,B,2 - Base Damage: 9% (high attack), Ex version is 14%. This is a very fast projectile with decent recovery time. its speed coupled with kano's Up Ball makes him a difficult opponent to pressure.
Air Throw- (in air) R1 (sry, using ps3, whats the universal command for this?) - Base Damage: 9%. Standard air throw, but its always good to have one.
Spoiler for Notations:
Spoiler:
1=Front Punch (square or x)
2=Back Punch (triangle or y)
3=Front Kick (X or A)
4=Back Kick (Circle or B)
Ex=enhanced version
J.=Jump/While in air
NJP=neutral jump punch
Spoiler for Strategy:
Spoiler:
VS. Keepaway/Zoning: Kano is somewhat versatile so it ultimately depends on the specific character the opponent is using to zone you. Most zoning Kano can zone right back with his knives as they are very fast and can be thrown again the moment your knives in the air hit your opponent, so you can pretty much fill the screen with knives. With someone like Noob or sub zero it can be harder as trading with them results in you being disabled briefly. Not to worry however because kano has the tools to close the gap as well. One of the best tools for this is his Ex Up Ball as it can go over projectiles and hit your opponent, closing the gap in one motion. Obviously you can still resort to old fashioned dashblocking and timed jumpins, you can also Down Ball to close ground/punish zoning depending on your range.
VS. Teleporters: It can be a little tricky especially if its a zoning teleporter. as you have to be wary of them baiting your knives for a tele punish. Typically kano will want to be in close, you can still use knives sometimes but use them much more sparingly as they will more reasily be punished. But as with any teleporter a blocked tele can give you a full combo, a tele that just tele's doesnt hit is usually fairly unsafe and can be punished almost on reaction so long as your not in the middle of completing a attack animation, just keep these things in mind. again Up Ball and Down Ball are your friends here, especially Ex Up Ball.
Anti-Air: Up Ball and more Up Ball, its anti-air almost as good as noobs upknee. they jump in...up ball simple enough. I think the only person you might be hesitant to Up Ball as anti air would be kung Lao.
Mix-Up Game: F+3 is a low hit that combos into B+3 for a pop-up juggle, very nasty if not used too much vs smart opponents. He has a not as good overhead in the form of B+2. Not as good because its a bit slow, leads into 3 and creates a little space. While only having one overhead and one low, the low is fast and can be a part of his bnb combos. his sweep also has a unusually long range and can actually be used from starting distance.
Spoiler for Kombos:
Spoiler:
Note: im just gonna put my BnB for mid and wall for the moment ill add any new ones people post with so long as they are A) different from ones already on and B) a explanation on why you use it would be great though not exactly required
Meterless Kombos:
2,1,2 dash 2,1,2 dash 2,1,2 upball 10 hits 30%. kinda a braindead combo as its all the same move, but you need to wait a sec after first dash so the opponent is low enough you dont whiff your last 2, then immediatly input after second dash.
2,1,2,dash,2,1,2 (pops up higher second time),B+2,F+3upball/knifethrow/ball-10 hits depending on finisher, roughly 30% damage again depending on finisher. I find it easier to start with 2,1,2 then B+1,1,2 for combo starter in midfield
B+1,1,2 dash 2,1,2 dash B+1,2 xx upball9 hits, 33% (provided by nothingrhymeswithcircus) just have to be kinda quick getting the 2,1,2 out after dash which for me...is taking a lot of practice lol
F+3,B+2 WALK forward 2,1,2 2,1,2 dash upball 9 hits, 31% damage (provided by nothingrhymeswithcircus) absolutely evil combo because the first hit is a low.
B1,1,2 dash 2,1,2 dash F+1,1xx choke 9 hits, 31% damage. doing F+1,2 doesnt change the damage because of scaling. in truth the choke is quite weak damage at the end, but its used more for chokes effect rather then its damage. keep in mind any bnb combo string that uses 2,1,2 can be cut off if 2,1,2 is first or second in the combo string by f+1,1xx choke meaning depending on the situation you can push them away with upball, or keep them close with choke. choke is usually a few % less but id imagine its positioning can be good enough this doesnt matter.
[CORNER ONLY] B+1,1,2 2,1,2 2,1,2 B+1,2 xx upball (provided by nothingrhymeswithcircus)12 hits, 37% just need to train yourself for when to time the 2,1,2's and its good
[CORNER ONLY] j.1,B+1,1,2,2,1,2,3,3,choke, 37% damage and pretty easy to pull off, there is a slight delay needed between the B+1,1,2 and the 2,1,2. too early and you whiff the last hit, too late and you just whiff.
Meter Kombos:
i havent been playing enough to mess with the meter kombos as i like to save them for ex upball to close in or for breakers, any given ill gladly delete this and add them.
X-ray Kombos?!:
I know i said there were no X-ray kombos because its a grab, and thats true, there are however a few moves that "stagger" the opponent long enough for you to X-ray them.
1,1,X-ray 44%
F+1,1,X-ray 47%
F+1,2,X-ray 49%
Spoiler for Fatalities
Spoiler:
Heartbreak B,D,B,F, 1 (sweep distance)
Eat Your Heart Out D,D,F,B,4 (sweep distance)
Stage Fatality U,U,B,3 Best to hold block while inputting to avoid jump
Babality F,D,D,3 (jump distance)
Spoiler for Kano Kombo/Awesomeness Videos
Spoiler:
If anyone has any videos they think should be put up here share them and we can get them put up.
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