I've got a mindgame setup that works almost every time. When playing with Kano, I try to stick right next to my opponent the entire match, being as aggressive as possible (with a few matchup exceptions, like Sub Zero or Kung Lao). Anytime I can start a wakeup game I dash in right next to my opponent. From here I can either sweep (low), grab on wakeup, pull off a <-2 ->3 Upball combo for 18%, which starts as an overhead, or just start a simple <-112 <-112 kano ball. Unless my opponent has an awesome wakeup move, like Kung Lao, they literally just have to guess and pray. I'll usually bait them by sweeping, dashing in, sweeping again (that 2nd sweep almost always hits), dashing in, and going for the overhead combo mentioned above, because by now they've "caught on" and will try to block low.
When trying to use the <-2 ->3 Upball as an anti-wakeup, you want to start it fairly early, like just before your opponent actually starts to wake up. As you know, that overhead is fairly slow but when used in this manner and timed correctly it can be devastating. You want the overhead to connect the second your opponent is able to be hit. You want to enter the entire combo as one sequence. Don't pay attention to what Kano is actually doing, as the whole combo is bufferable. Also, the overhead strike has tremendous range and I believe it can be used after a throw without moving closer to your opponent. I'll experiment today (it's been a few weeks since I've played due to a move) but if I remember correctly, you can start the combo immediately after a throw and it should connect. I'll update this when I'm sure.
Kano's sweep as a wakeup is fantastic. I don't know if it's the range or the speed of the sweep, but it can beat out many characters' wakeup moves. I love catching a teleporting Scorpion with a sweep!
And though the <-112 <-112 kano ball is definitely the easiest for your opponent to block as opposed to the other wakeup options, you'd be surprised how often they will let go of block after the 1st or 2nd hit. I guess it's just impatience.
Your other option is to use Kano's x-ray to catch an opponent as they wake up. This is risky, as they can jump to avoid it. I love to do this against characters with excellent wakeup moves like Kung Lao because it's almost assured they're going to attack rather than jump. The only time you need to watch out in that case is if they have an x-ray saved up as well, because most x-rays will beat out Kano's for some reason (I know Kung Lao's does).
The other tactic I use could probably be applied to a few other characters in the game, but I know it works with Kano. As I stated, Kano's sweep is just fantastic, and one of my favorite things to do is dash forward at the same time as my opponent and go for the sweep. If you can predict your opponent's movements this is a VERY effective tactic because a) it is very hard to see coming because you go from zoning distance to sweep distance in a split second due to you and your opponent dashing at the same time, b) it is nearly impossible to block, not only because it's unexpected but because your opponent is trying to move forward (most likely wave dashing) and not even considering blocking low, and c) it sets up Kano's wakeup game. It's also easy to bait your opponent into dashing forward by zoning and playing keepaway.
The dash tactic can also be used for Kano's knife throw. For some reason most of my opponents can't seem to understand that I can cancel a dash with a knife throw. I suppose it throws of their timing or something, because dash knives (as I like to call them) connect more often than not.
Kano's air ball is also fantastic for playing mind games. I try not to rely on it too much because it always seems to not go off when I really need it to, but when it works it can be great for tricking opponents. I like to jump backwards defensively and at the height of my jump shoot forward with an air ball. A simple trick that catches most opponents off guard, though you don't want to become predictable with it. Once they expect the air ball, you can empty jump backwards and throw a knife as soon as you land. Against a teleporter expecting a trick, you can empty jump backwards and simply block. Odds are they will teleport right into your block, expecting to catch you after a whiffed air ball or knife throw.
I haven't gotten to play since the patch and subsequent nerfing, but last I played the recovery on the knife was so good it was very easy to bait out a teleport from Scorpion (or pretty much any teleporter with the exception of Smoke) and just block before their teleport hit. You could then wait just a sec for them to drop a bit and start a full combo. Using these strategies I got to rank 120 in player matches on xbox live, with my highest KOTH streak being 35. Kano is the only character I use, mainly because he calls people *****es and spits on them when he wins. (Seriously, his EX command grab is as good as any fatality...). Oh, and against Kung Lao and Raiden, at least before the patch, his Upball startup was faster than the recovery on their teleports, so as long as you could bait out a teleport or at least be prepared for one, you could punish it literally every time. Most Raiden players just don't know what to do when they can't teleport anymore.