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General/Other - Cybernetic Kano's Cybernetic Variation Discussion Thread

Lanqu

Noob
b1 was the only thing that let him apply pressure, now I can't see any chance to open up the opponent. As m2dave said it definitely now has not only negative advantage but also cooldown and you can't spam it.
Looks like Cyber Kano is trash now.
 

MsMiharo

Kuff Bano
Hi everyone. So Cold War pack is released and Kano has the best outfit in any fighting game that has ever existed (and will exist) ever so now I have to pick him up. Can someone point me in the right direction for Cyber bnb's/general gameplan?

Oh an before you blow me up saying to read the forums etc, I WOULD but there's a lot of pages and I don't know what's relevant still after patch etc.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Hi everyone. So Cold War pack is released and Kano has the best outfit in any fighting game that has ever existed (and will exist) ever so now I have to pick him up. Can someone point me in the right direction for Cyber bnb's/general gameplan?

Oh an before you blow me up saying to read the forums etc, I WOULD but there's a lot of pages and I don't know what's relevant still after patch etc.
He hasn't really changed much after the patch honestly. General gameplan with Cybernetic Kano is KNIVES KNIVES EVERYWHERE THROW MORE KNIVES DAMNIT KNIIIIIIIIIIIIVES and anti-air/trip guard them if they jump. As for bnbs there's a whole bunch of them in the combo thread which I'm sure is stickied at the top of the Kano forum.
 

Lanqu

Noob
Each knife upclose leaves you at disadvantage and you'll end up eating pressure or throws. You can't even backdash because on read you will get full combo punished.
 

MsMiharo

Kuff Bano
He hasn't really changed much after the patch honestly. General gameplan with Cybernetic Kano is KNIVES KNIVES EVERYWHERE THROW MORE KNIVES DAMNIT KNIIIIIIIIIIIIVES and anti-air/trip guard them if they jump. As for bnbs there's a whole bunch of them in the combo thread which I'm sure is stickied at the top of the Kano forum.
Thanks. Which are his go-to normals? His b2, b4 (or f4? the knee), d2, ji1 all seem really good.
 

Lanqu

Noob
Nobody let you ji1 all day. B2 and F4 are good but leaves you at disadvantage.
Id suggest using B23 -> d1 or d3 -> b13 -> "KNIVES KNIVES EVERYWHERE THROW MORE KNIVES DAMNIT KNIIIIIIIIIIIIVES"
Though Im not sure what the last thing means (
 

ando1184

Noob
Thanks. Which are his go-to normals? His b2, b4 (or f4? the knee), d2, ji1 all seem really good.
11: even though it starts high, opponents respect it, especially after a jump in (safe on block & hit confirmable into 112 combo)
D2: 7f start up and good AA (try to only use it as an AA though, not a poke)
B23: it's safe on block and is hit confirmable into eye lazer
B31: same as above and puts you at advantage on block
F4: safe on block and is special cancelable (good for getting in as well as conditioning an opponent to counter poke and eat an armored combo starter)
D3: close range safe poke for pressure and footsies
D4: far range safe poke for pressure and footsies
B1: great AA and easily converted into combo (even though it was nerfed, it's still a good poke and a good whiff punisher, you just can't spam anymore)
B13: safe mid string that's easily hit confirmable into a combo
Throw: this games throw window is so tight and throws are natural 50/50's (whore this s*** out)
 
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I haven't been using b13 1+3 to end combos because I just didn't think I could get enough out of standing resets as Cyber Kano. No overheads, no command grabs, why bother? But actually, looking into it more I really like it. The opponent is in a block-only hitstun for long enough to guarantee some nice things.

In the corner, you get a free b1 or standing 1. B13 is cool of course, leaves you at -1. St1 works even though it's a high because the opponent can't neutral duck it, they can only either stand block, crouch block, or get hit standing, and it leaves you at 0 on block. 112 leaves you at -1 also while doing more chip than b13 and in fact if the opponent is close to death you can do 112 xx ball for pretty solid chip. So you can play frame traps against some characters or go for chip kills with this.

Midscreen, ending in b13 1+3 and doing an immediate knife is great because the opponent doesn't have time to jump over the knife. Things like ex slide etc of course will punish your knife throw so this isn't great in those matchups, but this is a way to guarantee a return to zoning against other characters. On regular knockdowns you have to consider whether the opponent will do delayed wakeup and vary your knife timing accordingly, so returning to knife control requires a mixup. But with this standing reset you can be more sure.

I dunno if you've all been using it this whole time but it took me until now to figure this out, heh.
 

MsMiharo

Kuff Bano
I haven't been using b13 1+3 to end combos because I just didn't think I could get enough out of standing resets as Cyber Kano. No overheads, no command grabs, why bother? But actually, looking into it more I really like it. The opponent is in a block-only hitstun for long enough to guarantee some nice things.

In the corner, you get a free b1 or standing 1. B13 is cool of course, leaves you at -1. St1 works even though it's a high because the opponent can't neutral duck it, they can only either stand block, crouch block, or get hit standing, and it leaves you at 0 on block. 112 leaves you at -1 also while doing more chip than b13 and in fact if the opponent is close to death you can do 112 xx ball for pretty solid chip. So you can play frame traps against some characters or go for chip kills with this.

Midscreen, ending in b13 1+3 and doing an immediate knife is great because the opponent doesn't have time to jump over the knife. Things like ex slide etc of course will punish your knife throw so this isn't great in those matchups, but this is a way to guarantee a return to zoning against other characters. On regular knockdowns you have to consider whether the opponent will do delayed wakeup and vary your knife timing accordingly, so returning to knife control requires a mixup. But with this standing reset you can be more sure.

I dunno if you've all been using it this whole time but it took me until now to figure this out, heh.
granted I'm new here but it seems like you could throw in ji1 in the mix in the corner for that jump in pressure. Also if you train them to block 112/b14 you could go 11/b1 grab. Also I'm pretty sure you can hit with b32 which is also -1. Midscreen backdash seems like a great option but that depends on matchup.
 

CitizenCIA

Awwwh damn.
I haven't been using b13 1+3 to end combos because I just didn't think I could get enough out of standing resets as Cyber Kano. No overheads, no command grabs, why bother? But actually, looking into it more I really like it. The opponent is in a block-only hitstun for long enough to guarantee some nice things.

In the corner, you get a free b1 or standing 1. B13 is cool of course, leaves you at -1. St1 works even though it's a high because the opponent can't neutral duck it, they can only either stand block, crouch block, or get hit standing, and it leaves you at 0 on block. 112 leaves you at -1 also while doing more chip than b13 and in fact if the opponent is close to death you can do 112 xx ball for pretty solid chip. So you can play frame traps against some characters or go for chip kills with this.

Midscreen, ending in b13 1+3 and doing an immediate knife is great because the opponent doesn't have time to jump over the knife. Things like ex slide etc of course will punish your knife throw so this isn't great in those matchups, but this is a way to guarantee a return to zoning against other characters. On regular knockdowns you have to consider whether the opponent will do delayed wakeup and vary your knife timing accordingly, so returning to knife control requires a mixup. But with this standing reset you can be more sure.

I dunno if you've all been using it this whole time but it took me until now to figure this out, heh.
I've got quite a bit of millage out of throw or b1/b3 pressure after 1+3 ender. Even midscreen you can run up and get a throw or pressure.
 

OmGxBdON

I'm going to make Fate top ten
b1 was the only thing that let him apply pressure, now I can't see any chance to open up the opponent. As m2dave said it definitely now has not only negative advantage but also cooldown and you can't spam it.
Looks like Cyber Kano is trash now.
Exactly u can't even use 11 112 or 32 to apply any pressure as well unless your commando
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Each knife upclose leaves you at disadvantage and you'll end up eating pressure or throws. You can't even backdash because on read you will get full combo punished.
Then don't throw knives up close unless they're EX. Seriously you're killing me here...stop playing Cybernetic Kano as a pressure character and start playing him as a zoner for gods sake. He's not "trash", Cybernetic is his best variation.
 

bdizzle2700

gotta stay sharp!
Then don't throw knives up close unless they're EX. Seriously you're killing me here...stop playing Cybernetic Kano as a pressure character and start playing him as a zoner for gods sake. He's not "trash", Cybernetic is his best variation.
Does he at least have good pressure in the corner? Haha. Maybe I am playing him wrong :(. Tbf I play him more as a bait character. Run up b31, dack dash. D4 back dash. That kind of shennanies. With of course zoning
 
It looks like knives are safe on block if you do them from the max range of your d4. Sub Zero's slide didn't punish from that range, neither did Kung Lao EX spin, and that's all I tested, but if those things don't punish I bet nothing does. So I think d4 xx knives is safe on block if you do it from max range, which is neato cause it gives people a reason to not immediately counterpoke after blocking d4. d4 xx knives is not a true blockstring though so watch out for armor.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Thanks. Which are his go-to normals? His b2, b4 (or f4? the knee), d2, ji1 all seem really good.
My go to normals for him are
B1 (insanely good anti-air, good for trip guarding and one of his best punishers),
B2 (great in footsies because of it's range),
B3 (deceptive range and a low starter with B31~DB1),
1 (fastest and most damaging starter from 112~DB1, can stop after 1 and throw or 11 throw or just do 112 into combo although 112 has a gap in it),
D3 (good poke, great in pressure because it's 8 frames and -3)
D4 (great range, also good in pressure at 8 frames but slightly more negative at -7 on block)
but I think I need to incorporate F4 into my game more since it's a good normal too, and maybe F3 since you can do F33...
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Does he at least have good pressure in the corner? Haha. Maybe I am playing him wrong :(. Tbf I play him more as a bait character. Run up b31, dack dash. D4 back dash. That kind of shennanies. With of course zoning
He does better in the corner than you might first think. I don't know if I'd call it "pressure" but this is where he has to come up with his own "mixups" because he doesn't have an overhead. Any competent player will just block low at all time and this is where these "mixups" come in.
B31 is +1 so it's good, you can mix it up between B31 and B31 throw and B312 and B31~DB1(or EX) for shenanigans and making the opponent have to deal with what option you choose.
112 is -2 now but is still good. I use 1 or 11 then stop and throw but I mix it up with 112~DB1 (although it does have a gap in it but I've yet to encounter a single person interrupting it). That way when people think you're going to throw them you sometimes get a full combo :)
DF2EX is your friend. EX Knives SHRED through armour and are +5 on block so if your stuff is getting blocked (and/or you think someone's going to armour through something) BAM EX KNIVES OUTTA NOWHERE. But because it's only +5 any of your followups can be armoured through so be careful against knowledgeable players, just keep the pressure going as long as you can and bait out armoured moves if necessary.
B13 is -1 and starts mid. B1 itself is -2 but had more recovery on block so it might not be the best thing to throw out too often. If B13 lands you can hit confirm into 2+4MB into full combo. B1 is good for anti-airs so if they're trying to jump out you can B1 B1 B1 into whatever you want.
B131+3 and B231+3 restands them and you're +13 on hit so you get a free (unduckable, unarmourable, unbackdashable etc) 1, B1, D3, D4, 2, anything faster than 14 frames basically. You COULD do B31 for the +1 block advantage but it's armourable if the person knows what they're doing.
2 is a high that's +2 on block that I haven't incorporated into my game yet however...

Basically mix all of these options up with LOTS of throws because if your opponent is sitting blocking you low all day like any knowledgeable player will this is the only way you're guaranteed to open them up.
It looks like knives are safe on block if you do them from the max range of your d4. Sub Zero's slide didn't punish from that range, neither did Kung Lao EX spin, and that's all I tested, but if those things don't punish I bet nothing does. So I think d4 xx knives is safe on block if you do it from max range, which is neato cause it gives people a reason to not immediately counterpoke after blocking d4. d4 xx knives is not a true blockstring though so watch out for armor.
That's hot.