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The Ultimate Kano Guide

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General Information

I apologize for the video quality. They were taken from my iphone.
(Notation: b = Back, f = Forward, d = Down, u = Up, JP = Jump Punch, JK = Jump Kick)

Kano's Strengths

Kano’s main strength is his versatility. He can zone with his amazingly fast knife attack, he has an airthrow, fantastic rushdown/mindgame tactics, he can play a mean defense thanks to his wicked anti-air Upball, his sweep has deceptively long range and comes out fast, and he has one of the best X-Rays in the game. Though his kombo damage output isn't nearly as high as some other characters, the overall damage of his moves and chains is above average. He also has one of the best personalities in the game. What other character spits on his opponents and calls them bitches?
Here are some specific strengths:
1. Kano is one of the most versatile characters in the game. He’s got a good mix of zoning, rushdown, and defensive tools to keep him safe while constantly threatening his opponents.
2. His sweep is fast and has very nice range. It can actually beat out several characters’ wakeup attacks. I have caught Scorpion mid-teleport many times with a simple sweep. Here's a short video showing his maximum sweep range from a dash:
3. His X-Ray is an unblockable throw with super armor that can reach across a 3rd of the screen (about half-screen with a dash) for 41% damage! It’s almost not even fair…
4. His knife attack has very good recovery. You can actually use it to bait out certain attacks, only to block before they connect.
5. His Upball is a fantastic anti-air move. Use it liberally. It will frustrate most players.
6. His Airball is perfect for punishing zoners. Just jump over their projectile and slam into them.

Kano's Weaknesses

Despite all of Kano’s strengths he still has several shortcomings that might steer some players away from choosing him. Among those weaknesses are:
1. Kano's mixup game is not fantastic. His primary medium and low attacks have slow startups and can be dangerous to utilize.
2. His primary zoning attack, the knife, can be ducked completely and can also become very predictable. His other zoning attack, the Kanoball, can be punished severely on block.
3. His maximum kombo damage output is low compared to other characters, and the timing on his kombos is very stiff. I don’t think there is another character in the game whose kombo timing is as strict as Kano’s.
4. His X-Ray, while fantastic, cannot be directly linked into, making it a risky maneuver in most cases.
5. His wakeup game is pretty weak. Waking up with his Upball can frustrate some players but it can become very predictable, and I've found that it never seems to come out in time when I'm being rushed down.
6. Kano simply lacks the tools to effectively deal with some characters (like Sub-Zero).
7. His Airball, while a fantastic move, never seems to go off when you need it to. While other characters (like Kung Lao) simply have to press d4 while airborne, Kano has to press f, d, b, f.
8. His EX moves don't really seem worthwhile. See below*

*A quick note regarding Kano's Meter Strategy
Considering how awesome Kano's X-Ray is (unblockable 41% damage with armor and nice range) there is pretty much no reason to use any of his EX Moves. His X-Ray does 41% over 3 bars, so for an EX more to be worthwhile it would need to add at least 13% damage to his move and/or provide an exceptional tactical benefit. None of his EX moves even come close to that damage addition, and the tactical applications of his EX moves are marginal at best. His EX Upball can be used to some benefit to get around zoning and his EX Kanoball can become unblockable (if you hold it for longer than any decent player will let you) but these uses pale in comparison to the power and utility of his X-Ray. Just having a full meter is enough to make savvy players think twice about getting in close with Kano. It is my opinion that you should never, ever, ever use one of Kano's EX moves.

Kano Basics

Fatality 1: B, D, B, F, 1 (sweep distance)
Fatality 2: D, D, F, B, 4 (sweep distance)
Stage Fatality: (Hold block) U, U (release block) B, 4
Babality: F, D, D, 3

Specials:

Kanoball: F, D, B, F; 11% damage
A very fast full-screen attack, this is one of Kano’s primary punishment tools. It can hit jumpers and duckers, and even catches some people out of their specials (like Mileena’s own ball roll). Be very careful with this attack because it is very punishable on block. I pretty much use it exclusively to punish jumpers from full screen. 11% damage is little reward compared to the risk of a full kombo on block. The EX version does 12% damage and can be charged to become unblockable.

Airball: F, D, B, F (in air); 8% damage
The same as his Kanoball, but it starts in the air and travels downward at an angle towards your opponent. It lacks the range of the Kanoball, but is a fantastic tool to punish zoning techniques. Just like the Kanoball, you will want to use this strictly as a punishment tool vs zoners. On the basis of risk vs reward, 8% is nothing compared to the full kombo you will eat on block. The EX version adds an airthrow to the end of the attack, resulting in 16% damage, though the airthrow can be blocked. The easiest way to do the Airball command is to make it part of your jump. For example, if you are doing a forward jump into Airball you can input U-F, F, D, B, U, U-F (basically just a clockwise 360 degree motion starting with up-forward). Going into Airball from a back jump is a little trickier but uses the same principle. Just start the clockwise 360 degree from up-back.

Upball: D, F, 2; 11% damage
Kano’s primary anti-air attack. It shoots him forward at a steep upward angle. The EX version basically adds on an Airball to the end of the Upball’s animation, causing Kano to move in a “^” shape across the screen. This covers full-screen distance and can be used to avoid and punish zoning techniques. You can use it against an adjacent opponent to hit them twice for 13% damage.

Choke: D, F, 1; 9% damage
Choke is Kano's safest special from up close. If blocked it will push your opponent away from you, allowing you to avoid retaliation. It is his least damaging choice for kombos but with such little risk is can be worth the drop in damage.

Knife Throw: D, B, 2; 9% damage
Kano’s go-to zoning tool. This move has decent start-up and recovery and can be a decent punishment option. Use it to bait your opponents from across the screen, to punish jumpers, or to outzone your opponent. This is also a fantastic tool to punish characters with dash attacks (like Reptile, Raiden, Kano, and Kabal) and anti-melee/parry attacks (like Kung Lao, Liu Kang, and Johnny Cage). If a player seems to be dash-crazy try to keep a knife between you and him, and he will typically dash right into it. Think of it as a pointy force field. The Knife also makes a good tool for punishing characters on wakeup. Instead of putting yourself at risk with a rushdown offense or Kanoball, you can time a knife throw so that it is above the character when they wake up. If you’re lucky you will score a free 9% damage. At worst you will inflict some chip damage, build some meter, and keep your opponent on lockdown. The EX version tosses 2 Knives for 14% damage.

Airthrow: 9% damage
If you input Kano’s throw command while airborne he will attempt an Airthrow. When using Kano there should be no difference in your mind between a JK and an Airthrow. Anytime you use a jumpkick you should be Airthrowing. I’ve seen people posting that they use empty Airthrows from full-screen to build meter. This is absolutely ridiculous for the following reasons: The longer you’re airborne the more vulnerable you are, and it would take about 30 empty Airthrows to gain a single bar of meter. In contrast, the Knife Throw, even when blocked, builds a whole bar after only 8 attacks while keeping your opponent locked down AND dealing a total of 16% chip damage!

Normals:
Kano really only has 2 normals worth mentioning: His F3 is a low-hitting kick that can be used to start some chains. His B2 is an overhead that can be used to start some chains though its severely slow start-up limits its utility.

Chains:
I’m only going to mention his worthwhile chains here.

1-1: This is a quick poking attack that can help break up a rushdown offense. The damage is only 4% but that’s not really the point. You can actually do the full 1-1-2 chain, but typically the 1-1 will be sufficient.

f1-1: This has the same utility as the “1-1” chain but with a little more damage and range, while only marginally slower. It does 7% damage from just under sweep distance.

b1-1-2: This is arguably Kano’s primary offensive option. You will use this chain a LOT, so make sure to practice it over and over and over. It does 14% damage and ends with a ground bounce. 2 of these can be linked with a dash. See the “Kombos” section for more details.

2-1-2: This is used in most of the kombos you see on youtube. As a stand-alone chain you shouldn't mess with it, but it has its place in kombos, as seen below.

b2-f1: The first hit is a very slow overhead. This can be used on an opponent as they wake up if you think they will block low. Several uses for this chain are explained in the “Kombos” section.

f3-b2: The first hit is a low attack with deceptive range. Don’t get me wrong, it’s still a very close-quarters attack, but it does go further than it looks like it should especially following a dash. This is Kano’s only real mixup chain (as the b2-f1 chain is just too slow). Practice this chain until your fingers bleed, especially from a JP starter (which causes it to hit low, medium, and high). When using this with a JP starter I always hold forward during the punch and f3. So my notation would be: fJP3-b2. Make this a habit. Also make sure to practice this from a crossup JP starter, which can be fairly tricky.

b1-2: This will be your primary kombo-ender. Practice following it with an Upball. Because the "2" is used to initiate the Upball, all you have to do is press b1-2, D, F and the Upball will come out. Practice this until it's second nature.
 

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Kano Kombos

Kano's Kombos

Kano's kombos are actually tough to pull off, being almost impossible in a laggy online match. They all require very strict timing and if you're not careful you can end up doing his Choke move by accident due to Negative Edge (particularly when performing the Upball command). Kano is just not a kombo-oriented character. Most of your damage is going to come from short bursts of offense.

There are several factors to consider when choosing your bnb Kano kombos. Damage is always a consideration, but so are reliability and distance control. One important note to make is that the Upball listed in each of these kombos can be swapped out with the Knife Throw or Choke depending on your needs. Here’s a brief explanation:

Upball: This is going to be your most damaging option but will always leave your opponent a good distance away. While still possible to maintain offensive pressure you may want to keep your opponent closer at times. One benefit to the Upball as a kombo-ender is that the Upball takes advantage of Negative Edge. Every single one of Kano’s kombos ends with “2”, which just so happened to be the input for Upball. This means that to tack on an Upball to the end of any of your kombos you don’t have to input the entire command. Just add d-f to the end of your kombos and the Upball will come out. This is the option I almost always go with.

Knife Throw: Though slightly less damaging than the Upball, the Knife throw is a good tool for keeping your opponent within sweep distance after a kombo so you can easily maintain offensive pressure. While useful, I will typically go for the better damage of the Upball. The difference in spacing is not that big of a difference in my opinion.

Choke: The least damaging option, Choke still has its uses. I typically never use it, but other good Kano players have mentioned how it can leave your opponent right at your feet and they can’t roll. Also, if your chain is being blocked you can end with Choke to push your opponent back so that your blocked chain is more difficult to punish. I’ve found the recovery on Choke to be too slow for my taste, however.

There seems to be a constant debate among Kano players as to what to look for in his kombos. Because of this I will list all of his kombos with pros and cons. They are as follows (not including JP starters):

#1) 2-1-2, dash, 2-1-2, dash, 2-1-2, Upball (10 Hit, % Damage)
This is one of the main Youtube kombos you will see, and there’s absolutely no reason to ever use it. Other kombos do more damage and are way more reliable. It’s one of the easiest kombos to whiff. The timing is retardedly strict and will require hours of practice to get it anywhere close to consistent. Don’t waste your time with this kombo!
Pros: none
Cons: Low damage (compared to more consistent kombos), easy to whiff.

#2) 2-1-2, dash, 2-1-2, dash, b1-2, Upball (9 Hit, % damage)
This is a variation on kombo #1. It’s fewer hits but with more damage making it the better choice. It’s a little easier to connect with but will still require tons of practice to get it consistent. The 2nd 2-1-2 chain just has such a small window of opportunity that it can be frustrating to connect with. I recommend kombo #5 as a more viable option.
Pros: Better than kombo #1. Decent for offline play. Decent damage.
Cons: Very unreliable online. A little unreliable offline.

#3) b1-1-2, dash, b1-1-2, dash, d1, Upballl (8 Hit, % Damage) (provided by Xstatic)
The b1-1-2 chain is going to be your primary chain so practice it a lot. This kombo strings 2 of them together. You have to input the dash near the end of the first chain just before his downward slash meets the ground. With a little practice this will be second nature. Don't try to input the 2nd b1-1-2 chain too soon after the dash. Let the dash complete and go for it. (I haven’t gotten to try this one out yet, as my 360 is in repair, but if I find that it works as well as Xstatic claims then it will be my new go-to kombo.)
Pros: Decent damage.
Cons: Linking into the 2nd b1-1-2 chain takes practice. You’ll drop it a lot at first but keep with it.

#4) b1-1-2, dash, b1-2, Upball (6 Hit, % Damage)
This is my go-to kombo for online play. It's great for punishing teleporters!
Pros: Very reliable, good damage, just an all-around great kombo! Perfect for laggy online matches.
Cons: None.

#5) b1-1-2, dash, 2-1-2, dash, b1-2, Upball (9 Hit, % damage)
This is kind of a mix of kombos #2 & #4. Usually it is tough to connect with the 2-1-2 but it’s a little easier when following the b1-1-2. You just have to be patient with your dash. If you input the 2-1-2 chain too early it will interrupt your dash and you will be out of range to complete the kombo.
Pros: Great damage and fairly reliable, at least in offline play.
Cons: Requires a lot of practice to get the timing down in the 2-1-2. Not completely reliable online.

#6) f3-b2, dash, 2-1-2, dash, b1-2, Upball (8-hit, % damage)
This is Kano’s only real mix-up game. The f3 hits low and if you throw it out after a dash you can connect from just outside sweep distance. This is fantastic to use after a JP starter because it hits low, medium, and high, making it very difficult to deal with. As always, the 2-1-2 can be difficult to connect with, making this iterations of the kombo better suited for offline play.
Pros: Very difficult to defend against. Great damage!
Cons: 2-1-2 reliability. The f3-b2 command can be a little tricky to pull off, especially following a cross-up JP.

#7) f3-b2, dash, b1-2, Upball (5-hit, % damage)
This is the online version of kombo #6. It does slightly less damage but is 10 times as reliable. If you have trouble connecting with the 2-1-2 then this is a great backup. I pretty much rely solely on kombo #4 and this one. That could change if I find that the 2-1-2 chain can be executed reliably.

Connecting Kombos with Teleporters

Kano can have a hard time connecting his kombos against teleporters. After you block a teleport attack your opponent is usually hovering in the air for a few seconds. If you start your kombo too early most of it will whiff. You'll want to wait for your opponent to fall. Start your kombo just as they touch the ground but before they can block. This way you will be able to get off the entire kombo. Your best option to punish a blocked teleport is to use kombo #5 (offline) or kombo#4 (online). You can also catch your opponent in your X-Ray and there’s nothing they can do about it. Just like the kombo, though, if it’s used too early it will whiff.

Paper Rock Scissors

When using Kano as a rushdown character it is very important to get comfortable with his awesome set of mind games. I call this the Paper Rock Scissors method because your opponent has no choice but to guess how to defend. It is important to note that Kano’s rushdown tactics only apply to characters without a strong wakeup attack (like Kung Lao and Nightwolf). My favorite way to start up Paper Rock Scissors is from a JK Airthrow. Here is what you can do anytime you initiate an offensive wakeup game against your opponent (from just outside sweep range or closer):

1. Dash in and sweep.
This can be used to train your opponent to block low, setting up your other choices for success. It also has amazing range. Because of its range and speed Kano's dashing sweep can be used to initiate Paper Rock Scissors all by itself. Never underestimate the sheer awesomeness of Kano’s sweep!

2. Dash in, b2-f1, Upball. (3 Hit, 21% Damage)
You want to start the overhead well before your opponent starts to wake up, as it has a very slow startup. You can use this when you have trained your opponent to block low, or if your opponent is a low-blocker by nature. Be careful because if you input the Upball command too fast, you might end up doing a Choke instead (this can be avoided by holding down “1” after the “f21”). Don't dash after a sweep as there is no need. You can literally spam B2 as you sweep an opponent in order to hit them as soon as they are able to be hit.

3. Dash-Jump (input the dash command and immediately jump) and initiate a JP starter followed by either kombo #6 (offline) or kombo #7 (online).
If you get the Dash-Jump down, your JP should connect at the exact moment your opponent is able to be hit. This is almost always a good choice. It is best used from sweep distance or further (with a dash-jump), making it the perfect choice to follow an Upball. You will know you’ve done the Dash-Jump correctly when you hear the dashing sound effect but you don’t really see Kano dash. You will notice that his JP gains a nice bit of range, though. Here’s a short video showing this option in action. Pay close attention to the dash-jump. You won't see Kano dash but you will hear the dashing sound effect just before his jump.

4. Dash in and throw.
Use this when you are sure your opponent is going to block but you’re not sure if it will be high or low or just to mix things up. Be careful because the recovery on the throw is fairly slow making it difficult to maintain offensive pressure after throwing your opponent.

5. Dash in and start your b1-1-2, dash, b1-1 Upball kombo.
This should be reserved for when you have already caught your opponent with the other choices a few times. Once they’re flustered they will usually try to attack mid-chain, allowing you to get off most of the kombo. Option #3 is usually a better choice, though.

6. X-Ray
The range on Kano's X-Ray borders on retarded and will definitely catch even veteran players off guard. Unless your opponent is in the corner, you would have to follow your Upball with 1 dash to connect with your X-Ray and your Kano Ball with 2 dashes to connect. Watch out for delayed wakeup or you'll waste your X-Ray. This is great for catching characters with awesome wakeup attacks like Kung Lao and Nightwolf.

Usually you can train your opponent to block low by getting in 2 dashing sweeps. The 3rd attack can be the overhead kombo. You can toss in a throw just to mix things up, and the dash, b1-1-2 kombo is good for keeping pressure up. You can never go wrong with option 3. Kano just got his low attack with the recent patch and it’s your job to abuse it! If you’re lucky, your opponent will continue to guess wrong and you can take him out completely using only Paper Rock Scissors.

Here’s a short video demonstrating Paper Rock Scissors

You can see how fast and relentless the Paper Rock Scissors assault is. With such a mix of high, low, medium, and unblockable attacks coming out at random your opponent has no choice but to guess when to block or attempt to counter.
 

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Kano Strategy

Matchup Tactics

1. Vs Zoners
Kano has several viable options for dealing with zoning. For one, his own zoning tool, the knife, has enough recovery speed to get it out and still block their projectile in most cases. (I’m working on a list of projectiles that can be countered in this manner.) If the recovery on your opponent’s attack is long enough you can jump the projectile and slam them with an Airball. Once you are able to close the distance on a strong zoning character don’t let up. Stick right next to them and keep up the pressure. This is where the Paper Rock Scissors maneuver really shines.

2. Vs Rushdown
Against speedy rushdown characters like Johnny Cage and Liu Kang you need to be able to control the distance between you and your opponent. This is fairly easy for a good Kano player to accomplish. Keep your distance and zone with knives. When they try to close the gap use Airball to keep them at bay. If they ever jump you can try to catch them with a knife or Kanoball. Depending on their wakeup potential you can try to initiate Paper Rock Scissors. One tactic I like to use is to dash forward at the same time as them, and sweep. This is effective for a number of reasons:
1) It’s deceptive. It allows you to sweep your opponent from almost full screen. Most people know Kano has no ranged low attacks, so it really catches people off guard.
2) It’s almost impossible to dodge. If your opponent is dashing forward that means they are thinking about advancing, not blocking low.
3) It throws off your opponent and initiates Paper Rock Scissors.
The kombo options of Paper Rock Scissors (#3 & #5) work well because most rushdown players want to get right back to rushing you down and won’t want to stay on defense throughout the kombo. Once you have enough meter for an X-Ray, watch your opponent and see how they react. If they seem to back off then you can hold on to your X-Ray as kind of a bargaining chip to keep them at bay. If they don’t seem to change tactics then they most likely don’t realize how dangerous Kano’s X-Ray is to a rushdown character and you should use it at the earliest opportunity.

3. Vs Teleporters
Kano can really give teleporters a rough time. The recovery on his knife is fantastic and you’ll want to use this to your advantage. Bait your opponent with a knife (teleporters love to punish projectiles with teleport) and block. If you’re fighting Scorpion, Ermac, Sektor, Mileena, or Noob you can connect a kombo. If you’re fighting Kung Lao, Raiden, or Cyrax you’ll want to get off an Upball real quick. Be careful with Cyrax because you can actually do the Upball too early and whiff. Smoke is the only character I’ve found to be fast enough to punish the knife. I’ll get into fighting him in his own section. You can also catch most teleporters with Kano’s sweep when they’re trying to wake up. Overall, just always be on the lookout for the teleport, and be prepared to react to it. Don’t get overly aggressive or you’ll eat some damage. (*I need to test the theories in this particular section. Due to the recent patch Kano’s Knife Throw might not be able to bait out as many teleports as it once was. His Upball also might not be able to punish as many teleports as it once was. I’ll be sure to update this section soon, and any concrete information you can provide on the topic is appreciated. Thanks.)

4. Vs Blockers
One of Kano’s main tools is his airthrow. Follow up every jumpkick with an airthrow. When your jumpkick is blocked just spam the throw command until you land. Unless you’re fighting a pro you’re throw will succeed. (Some characters can punish this tactic, such as Nightwolf. I’ll add a specific list as soon as I get the info.) Get in the habit of doing this with every jumpkick. Against players who just don’t seem to let go of the block button, dash in and sweep from max range. If they like to block low you can use a JP starter or use a dashing B2 overhead from max range. You can also feel free to hang back and pelt them with knives for chip damage, forcing them to come to you, though if they let go of block they can duck the knives completely. The JP, F3-B2 combo is also hard to blockers to deal with because it hits Medium and Low! This is probably your best option.

5. Vs Parry
Parry can mess with Kano's game pretty bad especially since the Knife nerf. If you try to get too aggressive you will end up eating damage. When facing a character with Parry (Liu Kang, Cyber Sub Zero, and Johnny Cage) you have to rely on Kano's defensive game. You can also try to bait out a parry by dashing in (particularly during wakeup) and throwing a knife instead of attacking. In fact, knife throw, even at short and medium range, can be a good tactic if your opponent seems to be parry-oriented. Once you have trained him to not parry as much, you can up the offense a bit.

5. Vs Dangerous Wakeup (Full list of specific characters coming soon)
Kano has to change up his entire strategy when fighting someone with a quick wakeup attack, like Kung Lao or Nightwolf. These attacks can completely negate the Paper Rock Scissors maneuver, severely limiting Kano's offensive options. Your best bet with these characters is to play defense, let them make mistakes, and punish those mistakes. One trick I like to use is to bait out their wakeup moves and punish accordingly. When you knock them to the ground you can dash in like you're about to initiate Paper Rock Scissors, but block at the last second instead of attacking. More often than not this will coax out a punishable move from your opponent. Just try not to get predictable or you'll eat a throw or sweep.

General Strategies

The first thing you should learn with any character is how to block. When moving in on your opponent from long range try wavedashing rather than jumping. For those who don’t know, wavedashing means blocking, dashing, blocking, dashing, and so on so that you are gaining ground but maintaining a defensive stance. Not only is wavedashing the safest way to close the gap on your opponent, it can be used to bait out attacks. If you’re not attacking you should be blocking. The only real exception to this is against characters with unblockable attacks such as Scorpion, Ermac, and Jax. With the exception of those cases, however, mobility will rarely outweigh defense. Keeping these defensive tidbits in mind, here are a few ways Kano can be played:

1. Aggressive
Kano can be played very aggressively. Against opponents without a dangerous wakeup attack you will want to stick to them at all times. Don’t let them outside of sweep distance if you can help it. Don’t let up the pressure and try to keep them in Paper Rock Scissors the entire match. If you find yourself at a distance try to bait out attacks with your knife throw or a wavedash. Your objective is to keep your opponent locked down.

2. Defensive
Kano makes an excellent defensive character. He can easily hang back tossing knives and Upballing to keep his opponent out. He has excellent tools to punish an opponent's mistakes. I have won many matches (particularly against teleporters) by waiting them out and punishing their mistakes. The important thing is to remain patient and know when it’s safe to counter. Even when playing defensively it’s important to take full advantage of your opportunities. Turn up the heat when you gain an advantage. Learn how to bait attacks with wavedashes. You need to practice being able to fully punish any mistake made by your opponent. Your objective is to let your opponent make mistakes and to fully punish those mistakes while maintaining a low-risk state. Most players grow impatient and/or frustrated with this playstyle and will end up making more mistakes as the match progresses.

3. Tactical
This is really where you want your Kano to be. Once you master his Aggressive game and his Defensive game you want to be able to switch between them as the situation calls for it. You want to be able to fight your opponent on your terms, so if you are being outmaneuvered you need to change your maneuver. Kano greatest strength is his versatility, so your opponent should never be able to beat you without changing strategies a few times throughout a match. If your rushdown tactics are getting punished, fall back on your solid defense. If you find yourself being outzoned, close the gap and turn up the pressure.

One Last Maneuver: Wavedash Baiting
Sometimes even Kano's knife doesn't have the recovery needed to punish some fast attacks (like Smoke's teleport). In these cases wavedash baiting can go a very long way. Against most teleporters you can coax out a teleport by dashing. You'll have to learn to get a feel for when you can do this, but by wavedashing at random intervals you can throw off most opponents. The “random intervals” is the important part. Just make sure you are fully prepared to punish whatever comes your way. This method also works very well on characters with "dash" attacks like the Kanoball, Kabal's dash move, Reptile's doubledash, or Sub Zero's slide. For any low dashing attacks (like the slide) be prepared to block low, which is only a little trickier when wavedashing. With some experience you will learn to bait out and punish almost any attack in the game with a wavedash!

That’s it for now. I’ll definitely be putting more work into this post as time goes on via updates and additions, so please let me know if I’ve made any mistakes or if you have any comments/suggestions/questions. I’m going to start on a character-specific Kano guide that I should have posted in a bit. If you have any advice on how to fight specific characters with Kano, please post and I can incorporate them into the guide. Thanks to all who have contributed to this forum! You have enhanced my Kano game tremendously!
 

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reserved for character-specific strategies.
 

Dizzy

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I don't know why you use lower damage combos.

121, dash, 121, dash, b12xxUpball

b112, dash, 121, dash, b12xxUpball

f3b2, dash, 121, dash, b12xxUpball

Those are the 3 combos you should be using off launchers.
 

RoboCop

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I don't know why you use lower damage combos.

121, dash, 121, dash, b12xxUpball

b112, dash, 121, dash, b12xxUpball

f3b2, dash, 121, dash, b12xxUpball

Those are the 3 combos you should be using off launchers.
I couldn't disagree more. I explain why in the Kombos section. The 212 chain has such a small window that it is just too easy to whiff. Plus the damage increase is not enough reward to warrant the risk. I would rather do a 30% kombo 100% of the time than a 37% kombo 10% of the time. If you can do it consistently, even online with lag, then by all means go with the 212, but I have found that I do way more consistent damage using the kombos I have listed. Most people seem to agree with me.
 
I explain why in the Kombos section. The 212 chain has such a small window that it is just too easy to whiff. If you can do it consistently, even online with lag, then by all means go with the 212, but I have found that I do way more consistent damage using the kombos I have listed. Most people seem to agree with me.
yea i agree 100% i can usually land those combos 75% of the time. its takes some time to get used to but their do-able online lol
 

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yea i agree 100% i can usually land those combos 75% of the time. its takes some time to get used to but their do-able online lol
With a little practice they will be 2nd nature. If a match is really laggy I will sometimes drop the B1-1-2, dash, B-1-1-2 after the dash, but it's pretty rare now.
 
Nice little guide you made there. Want to add just a little bit to it, you said you couldn't find a good enough reason for choke. I like it as combo enders sometimes because it leaves your opponent at your feet.

A lot of the time it's hard to keep the rush down going after up ball combo enders if your opponent is rolling back which automatically put him at advantage. So if you're playing someone who is constantly rolling back after your up ball combo enders try ending in choke instead. 1) They can't roll back, 2) When they wake up you're in prime position for more PRS shenanigans.
 

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Nice little guide you made there. Want to add just a little bit to it, you said you couldn't find a good enough reason for choke. I like it as combo enders sometimes because it leaves your opponent at your feet.

A lot of the time it's hard to keep the rush down going after up ball combo enders if your opponent is rolling back which automatically put him at advantage. So if you're playing someone who is constantly rolling back after your up ball combo enders try ending in choke instead. 1) They can't roll back, 2) When they wake up you're in prime position for more PRS shenanigans.
I had tried using it for those purposes but found the recovery to be just slow enough to limit my offense. I didn't realize that it prevented roll-back, though. When keeping the opponent at my feet I always opted for a knife throw, but I'll have to mess around with your tactic and possibly add it to the guide. Thanks!
 

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I couldn't disagree more. I explain why in the Kombos section. The 212 chain has such a small window that it is just too easy to whiff. Plus the damage increase is not enough reward to warrant the risk. I would rather do a 30% kombo 100% of the time than a 37% kombo 10% of the time. If you can do it consistently, even online with lag, then by all means go with the 212, but I have found that I do way more consistent damage using the kombos I have listed. Most people seem to agree with me.
The timing isn't as strict as you make it sound, just practice it more. If youre playing online you can still do this if the connection is decent. I play offline mostly but even when I play online I don't have trouble landing this against 3-4 bar connections in lobbies. If youre just playing ranked matches where half the time the connection is crap, yeah I guess it's not a bad idea but I don't know why you wouldnt just try and do lobbies and find someone who has a good connection.

If you're going to learn how to do combos you might as well do the ones that are ~4% more that aren't much harder. If you split up the sections into beginner and advanced combos that'd be fine too, imo.

I just don't like when "guides" post BnBs that sacrifice damage for no reason. Don't assume the person reading won't be able to practice the combo to land it near 100%.
 

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The timing isn't as strict as you make it sound, just practice it more. If youre playing online you can still do this if the connection is decent. I play offline mostly but even when I play online I don't have trouble landing this against 3-4 bar connections in lobbies. If youre just playing ranked matches where half the time the connection is crap, yeah I guess it's not a bad idea but I don't know why you wouldnt just try and do lobbies and find someone who has a good connection.

If you're going to learn how to do combos you might as well do the ones that are ~4% more that aren't much harder. If you split up the sections into beginner and advanced combos that'd be fine too, imo.

I just don't like when "guides" post BnBs that sacrifice damage for no reason. Don't assume the person reading won't be able to practice the combo to land it near 100%.
The 212 kombo is the very first kombo posted in the Kombos section. I should probably specify that I am primarily an online player, and the 212 kombo just isn't feasible online. I have about a 7-1 win ration with Kano and I never have, nor will I ever, use that kombo. I have fought genius Kano players and none of them use that kombo. I can assure you that I have practiced the 212 until I couldn't hold my controller anymore, mainly because it's the primary kombo you find people on youtube using in practice mode (I have seen no one use it in an actual fight...). Offline it's really not that big a deal. I still wouldn't touch it because I don't want to throw off my online game, but it's at least doable.
 

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I don't know why you use lower damage combos.

121, dash, 121, dash, b12xxUpball

b112, dash, 121, dash, b12xxUpball

f3b2, dash, 121, dash, b12xxUpball

Those are the 3 combos you should be using off launchers.
If you'll provide damage values for each kombo I'll add those to the kombo section just so Kano players will know all of their options, but I'm adding a disclaimer about their reliability in an actual match. I hope that will be a fair compromise.
 

Dizzy

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If you'll provide damage values for each kombo I'll add those to the kombo section just so Kano players will know all of their options, but I'm adding a disclaimer about their reliability in an actual match. I hope that will be a fair compromise.
Sounds good to me. Providing players with the option to do either combo is the best way to do it.

121, dash, 121, dash, b12xxUpball - 31% (34% with jp)

b112, dash, 121, dash, b12xxUpball 33% (37% with jp)

f3b2, dash, 121, dash, b12xxUpball 31% (34% with jp)

I honestly think the 2nd combo is the same difficulty as the b112 combo you posted with a little more damage. The dash 121 has the same timing as dash b112, and I feell juggling the person with b12xxUpball is easier than linking the kano ball, but thats just my opinion really.
 

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Sounds good to me. Providing players with the option to do either combo is the best way to do it.

121, dash, 121, dash, b12xxUpball - 31% (34% with jp)

b112, dash, 121, dash, b12xxUpball 33% (37% with jp)

f3b2, dash, 121, dash, b12xxUpball 31% (34% with jp)

I honestly think the 2nd combo is the same difficulty as the b112 combo you posted with a little more damage. The dash 121 has the same timing as dash b112, and I feell juggling the person with b12xxUpball is easier than linking the kano ball, but thats just my opinion really.
Ok, I'll get them posted. Just to avoid any confusion, it's 212, not 121. I'm going to test them out in practice mode just to doublecheck everything. They should be in the Kombo section in a few hours. Thanks!
 

Dizzy

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Oops, you're right. I meant 212 of course.
 

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Hey Daggerfall, I owe you a huge apology. I've been messing around with your kombos is practice mode and I have to admit they are very useful. Using b12 Upball is a more damaging kombo ender than b11 Upball, and the 212's aren't quite as hard to pull off as I remember. I also like using b12 as my ender because there is no chance of accidentally using Choke instead of Upball. They're still much easier to drop than the b112, but I think with even more practice they can be utilized effectively in an online match. I'm going to update my guide right this second and I want to thank you for your valuable information.
 

Gthunda866

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Hey for the f.3b.2 combo try dashing in and either do b.1 or b.2 then do 212 this helps with timing and gives 1% damage
 

Xstatic

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You can do b112, ff, b112, ff, d1~upball. The d1 makes missing the upball much less likely. This does only 31%, but I hardly ever drop this combo. The problem with 212 after b112 is that if you whiff it, you can be punished. Not to mention the crappy damage from only hitting the first part of the combo. I've been playing Kano since day 1, and I still miss this combo sometimes. 2% less damage for something I'm not going to miss is a fair trade off. It means I don't have to think about it or have it miss during a high-stress situation.

Edit: Another good reason to use d1 is that if you do miss the last part, the upball will not come out which leaves you safe. I agree with the poster who said go for the most damaging combo, but everyone is different and the pros/cons need to be weighed. This combo only does 2% less and is much safer if missed. This combo is great for someone without great execution or someone who likes to play it safe.
 

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You can do b112, ff, b112, ff, d1~upball. The d1 makes missing the upball much less likely. This does only 31%, but I hardly ever drop this combo. The problem with 212 after b112 is that if you whiff it, you can be punished. Not to mention the crappy damage from only hitting the first part of the combo. I've been playing Kano since day 1, and I still miss this combo sometimes. 2% less damage for something I'm not going to miss is a fair trade off. It means I don't have to think about it or have it miss during a high-stress situation.

Edit: Another good reason to use d1 is that if you do miss the last part, the upball will not come out which leaves you safe. I agree with the poster who said go for the most damaging combo, but everyone is different and the pros/cons need to be weighed. This combo only does 2% less and is much safer if missed. This combo is great for someone without great execution or someone who likes to play it safe.
Check out kombo #3. It doesn't involve the 212 chain. It's basically the same kombo as the one you listed but with fewer hits and more damage, making it the better choice. Yours still sounds like a solid kombo, but there's really no reason to use it in place of kombo #3. As far as the 2-1-2 kombo you're referring to (kombo #5), it does 37%, so your losing 6% damage with the d1 Upball kombo. I can totally understand if you have trouble connecting the 2-1-2 after the b1-1-2 chain because of the strict window of opportunity (it's totally worth the practice!), but even if that's the case you're still better off with kombo #3 which doesn't require the 2-1-2 chain or a second dash. I'll mess around with your kombo and if it seems to have any properties that make it stand out (like being safer than the other options) then I'll get it posted. Thanks for the info!