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Kano

Move List


BASIC ATTACKS
KOMBO ATTACKS
SPECIAL MOVES
FINISHERS
ABILITIES

Version 1.28
Last Updated: May 14, 2021

Strategy


Kano is a rushdown character with great advancing normals and pressure. Kano has incredibly strong normals that can either be staggered on block or leave himself at an advantage. He also has powerful mix-ups with multiple lows, an overhead and a command grab, making him one of the scariest characters to fight against at up-close.

StrengthsWeaknesses
  • Good pressure
  • Good mix-ups
  • Slow normals
  • Unsafe

Key Moves

NameInputDescription
Fair Suck of the SavForward+1,2,Back+213 frame advancing mid, +2 on block
Dirty HitForward+213 frame low, used for mix-ups, unsafe on block
EnzuigiriBack+3Advancing mid, triggers a Krushing Blow if it is a Kounter or Punish
Under KickForward+3Advancing mid, unsafe on block
Wheel KickForward+4Slow 25 frame overhead, used for mix-ups
Knee CutterDown+17 frame mid, great range
Blade TossBackForward1High projectile
Black Dragon BallBackForward3Fast 10 frame advancing mid, unsafe on block

Combo Starters

  • Back+2
  • 2,4,1+3
  • Snake Bite

Kano is able to launch the opponent up for a combo using his Back+2. Though this move has amazing range, it is unsafe at -13 on block and should not be used often. With the Manhandled ability equipped, Kano gains a new string, 2,4,1+3 which can be Amplified to launch for a combo. The Snake Bite (DownBack3) ability if equipped allows Kano to launch off of almost any attack. Snake Bite is normally done after strings such as 1,1 and Forward+1,2.

Combo Enders

  • Back+1
  • Black Dragon Ball
  • Lumbar Check
  • Snake Bite

There are several ways to end combos with Kano. Combos can usually be ended with Black Dragon Ball (BackForward3) for maximum damage. If the Lumbar Check (DownBackForward2) ability is equipped, Kano gains slightly higher damage. Ending combos with Snake Bite if equipped will deal a fair amount of damage while granting higher knockdown advantage. Kano also has the ability to restand opponents by using his Back+1 attack, which will simultaneously Armor Break the opponent if they decide to use a Breakaway. Restanding opponents is mainly done in the corner to keep opponents nearby. After restanding, Kano will be left at +5 on hit. To gain more hit advantage, Blade Toss (BackForward1) can be used after Back+1, leaving Kano at +14 on hit. Back+1 can also be linked into Vege-Mighty (DownDown3) followed by Up Black Dragon Ball (BackForward3,Up) for maximum damage. Alternatively, Chemical Burn (DownBack4) can be done after restanding and Amplified for a setup.

Fair Suck of the Sav

Kano’s strongest move is his Fair Suck of the Sav (Forward+1,2,Back+2) string. Forward+1,2,Back+2 is a 13 frame advancing mid attack and is an amazing move for starting Kano’s offense. Each hit of this string can be staggered on block, with Forward+1 leaving Kano at +1 and Forward+1,2 leaving him at -2. After staggering, Kano will have the opportunity to either continue attacking or go for a throw. The last hit of this string ends in an overhead and will leave Kano at +2 on block. Both Forward+1 and Forward+1,2 will create a frametrap, allowing Kano to guarantee a Down+1 poke afterwards. Once the opponent is conditioned to block the poke, Kano will be able to continue pressuring the opponent.

Note: Certain characters can avoid the 2nd hit of Forward+1,2 due to being a high. The following characters are able to duck underneath Kano’s Forward+1,2:

  • Geras
  • Jacqui Briggs
  • Johnny Cage
  • The Joker
  • Kano
  • Kitana
  • Nightwolf

Kano can still condition opponents to block after the 1st hit by staggering into Down+1 or cancelling it into a Special Move such as Blade Toss. If Blade Toss is blocked, it will leave Kano at -8 and can be punished by characters with a 7 frame attack. However, Blade Toss can also be Amplified which will counter opponents attempting to punish it. Out of the above characters, only Geras, Jacqui Briggs, Johnny Cage and Nightwolf will be able to punish Blade Toss on block.

Blood Worth Bottling

Kano’s Blood Worth Bottling (1,1,2) is a high attack that is best used up-close. Both the 1st and 2nd hits leave Kano at -1 and can be staggered on block for pressure. The final hit leaves Kano at +2 while creating very good pushback on block. Afterwards, Kano will be in perfect range to follow up with his Forward+1. Be careful when using this string as the final hit can be Flawless Blocked and punished. However if the opponent is trying to Flawless Block, staggering the string will be even more effective.

Mix-ups

Kano’s primary mix-up involves using his Forward+2 and Forward+4. Kano’s Forward+2 is a 13 frame low, while his Forward+4 is a 25 frame overhead. Since the low is -14 on block and the overhead is -7 on block, it’s advised to mainly use Forward+4 to stay safe. For safer mix-ups, use low pokes such as Down+3 and Down+4 mixed with Forward+4. Additionally, Kano’s 2,4,1 string can be used as a mix-up due to the 2nd hit being a low and hitting near the same time as the overhead. If the Manhandled ability is equipped, use Forward+4,3 for increased damage after hitting with the overhead. Forward+4,3 will also trigger a Krushing Blow if the opponent blocks late, which can be useful if the opponent does not react in time to block the overhead. Kano’s mix-ups become much stronger when equipping the Snake Bite (DownBack3) ability because he will be able to combo off of his Forward+2 with Snake Bite.

Keep in mind that the overhead is slow on start-up and can be blocked on reaction. If the opponent is focused on blocking the overhead though, this will allow Kano to apply other forms of offense such as going for a throw. Forward+4 also hits much later than Forward+2, so opponents can also fuzzy guard this mix-up by initially blocking low and then blocking high. To prevent opponents from fuzzy guarding, slightly delay the Forward+2 so that it hits near the same time as the Forward+4.

Blade Evade Restand

Kano has the ability to restand opponents at the end of his combos with his Blade Evade (Back+1) move. After restanding, Kano will be at +5 on hit. It’s best to use Blade Toss directly after restanding as it will deal more damage and leave Kano at +14 on hit. Restanding is usually done in the corner because it will keep the opponent close enough for Kano to follow up with an attack. Although the restand sacrifices damage, it will prevent opponents from waking up and give Kano guaranteed pressure. After restanding the opponent, Kano will be able to guarantee almost any attack, including his 1,1,Forward+1,2,2,2,4 and Forward+2. Once the opponent is conditioned to block after the restand, this can then be mixed up by going for a throw.

Enzuigiri

Enzuigiri (Back+3) is a 16 frame advancing mid attack. While a bit slow on start-up, Kano’s Back+3 has very good range and can be safely thrown out due to being -4 on block. In addition, it will trigger a Krushing Blow if it hits as a Kounter or Punish. Throwing this move out in the neutral can be an easy way to obtain damage with Kano and can discourage opponents from attacking due to the threat of the Krushing Blow.

Under Kick

Under Kick (Forward+3) is a 16 frame advancing mid and is Kano’s longest-reaching attack. This can occasionally be thrown out from afar to stop opponents from moving. When using this move, Kano will lower his hurtbox allowing him to roll underneath high projectiles. This can be a great way to counter the enemy’s zoning while also closing the distance. Against projectiles with slow start-up, Forward+3 can be done on reaction to punish the projectile. Since Forward+3 is -13 on block, it can be punished if the opponent is expecting it so it should not be used often.

Throws

While neither of Kano’s throws leave his opponent very close, his Back Throw grants just enough advantage for Kano to follow it up with his Forward+1,2. After using a Back Throw, quickly dash towards the opponent and use a Forward+1,2 so that it hits just as they are getting up. Furthermore, both of Kano’s throws trigger a Krushing Blow if the opponent failed to Throw Escape the previous throw.

Black Dragon Ball

Kano’s Black Dragon Ball (BackForward3) allows him to launch himself towards his opponent from anywhere on the screen. Due to its quick start-up of 10 frames and the distance it covers, this move can sometimes be thrown out as a surprise attack, stopping opponents from freely moving about. Be careful when using this move because if blocked, Kano will be punishable at -18. When Amplified, Kano will perform an extra attack after the initial hit of the Black Dragon Ball. This can be useful for countering attempts at punishing the regular Black Dragon Ball, however if blocked Kano will be punishable at -12. When using Kano’s Black Dragon Ball, it’s a good idea to mix up the regular and Amplified versions to keep opponents guessing on how to punish. Due to the risky nature of this move however, it should not be used often.

Black Dragon Ball can also be done while airborne. If used in the air, Kano will strike downwards at the opponent. This is a great move to use while jumping over a projectile as it will allow Kano to punish the opponent. It can also be useful when jumping away because it will stop opponents from advancing. If jumping towards the opponent, Black Dragon Ball can be used to counter anti-air attempts. Once the opponent is conditioned to block the Black Dragon Ball, Kano will be able to freely jump way to create distance or jump at the opponent to start his offense.

Abilities


Optic Blast
BackForward1
Replaces Blade Toss. Perform an optic blast towards opponent.
Bio-Magnetic Pull
DownBack1
Adds Bio-Magnetic Pull Special Move. Pull the opponent closer.
Bio-Magnetic Trap
DownBack1
Adds Bio-Magnetic Trap Special Move. Throw a trap that prevents jumping.
Lumbar Check
DownBackForward2
Adds Lumbar Check Special Move. Perform a brutal takedown.
Vege-Mighty
DownDown3
Adds Vege-Mighty Special Move. Activate to improve Black Dragon Ball.
Snake Bite
DownBack3
Adds Snake Bite Special Move. Leap towards the opponent and drive blades into their chest.
Rack Off
DownBack2
Adds Rack Off Special Move. Kounter the opponent's basic attacks.
Molotov Cocktail
BackForward4
Adds Molotov Cocktail Special Move. Throw an explosive that leaves lingering flames.
Chemical Burn
DownBack4
Adds Chemical Burn Special Move. Throw deadly chemicals at the opponent.
Manhandled
2,2,1+3
Modifies Basic Attacks and Kombo Attacks. Gain the ability to Amplify the Figjam Kombo and cancel Wheel Kick into Snake Bite as well as adding 2 additional strings.

Lumbar Check

Lumbar Check (DownBackForward2) is a command grab that can be used for mix-ups at close-range. While the opponent is focused on blocking Kano’s attacks, use Lumbar Check to grab them instead. This can usually be done after staggering or in situations where Kano is at an advantage, such as after a blocked Forward+1,2,Back+2 or while the opponent is knocked down. Using Lumbar Check can be much more effective than throwing because it cannot be avoided with a Throw Escape.

Lumbar Check can also be done after certain attacks on block. These attacks include:

1,1
2,4
Down+1
Down+3
Down+4

Using Lumbar Check after these moves is very useful for countering opponents attempting to block or Flawless Block the final hit of Kano’s 1,1,2 and 2,4,1+3. Lumbar Check can also be done after pokes such as Down+1 to stop opponents from counterpoking. In addition, Lumbar Check will trigger a Krushing Blow if the opponent is hit during a Getup Roll. If you think that the opponent will use a Roll Escape while knocked down, use Lumbar Check to grab them and trigger its Krushing Blow. While Lumbar Check gives Kano powerful mix-ups, it can be extremely risky because if the opponent ducks underneath it or jumps, Kano will be temporarily vulnerable to a punish.

Note: Lumbar Check can be escaped if the opponent fuzzy guards after Kano’s 1,1 and 2,4. For a more reliable mix-up, use Black Dragon Ball to counter opponents trying to escape the command grab.

Chemical Burn

Chemical Burn (DownBack4) is an incredibly powerful move as it will move Kano backwards, keeping himself safe. This can be done after any attack on block and allows Kano to retreat to a safe distance. Chemical Burn is best done after attacks such as 1,1,Forward+1,Forward+1,2 and 2,4,. It can also be done after pokes such as Down+1 which will stop opponents from counterpoking. Once the opponent is conditioned to block the Chemical Burn, Kano can stagger these moves on block and go on the offensive.

If the opponent is hit by Chemical Burn, they will take damage over time. Afterwards, use Molotov Cocktail (BackForward4) to throw an explosive at the opponent. If the opponent is affected by Chemical Burn, the Molotov Cocktail will hit as an unblockable. While this move is slow on start-up, it will leave lingering flames on the ground even if it misses. By throwing out Molotov Cocktails, Kano will be able to control the screen as the opponent must avoid making contact with the flames at all times.

Fire Bomb Setups

What’s more is that Kano’s Chemical Burn can be Amplified, allowing him to throw a fire bomb at the opponent. The fire bomb can be directed either close or mid. This gives Kano dangerous setups when done in the corner. The best way to set up the Amplified Chemical Burn is to end combos in Kano’s Back+1 restand. After restanding, immediately cancel the Back+1 into Chemical Burn and Amplify it. When Amplifying, be sure to direct the fire bomb close. If done correctly, the fire bomb will be inescapable while hitting as an unblockable. Not only is this setup guaranteed, but the opponent will also be taking damage over time from both the Chemical Burn and fire bomb. This setup will also create a frametrap, granting enough advantage to guarantee a Forward+1 or forward dash into 1,1.

Variations


Ripper
Lumbar Check
DownBackForward2
Adds Lumbar Check Special Move. Perform a brutal takedown.
Rack Off
DownBack2
Adds Rack Off Special Move. Kounter the opponent's basic attacks.
Manhandled
2,2,1+3
Modifies Basic Attacks and Kombo Attacks. Gain the ability to Amplify the Figjam Kombo and cancel Wheel Kick into Snake Bite as well as adding 2 additional strings.
Dirtbag
Vege-Mighty
DownDown3
Adds Vege-Mighty Special Move. Activate to improve Black Dragon Ball.
Molotov Cocktail
BackForward4
Adds Molotov Cocktail Special Move. Throw an explosive that leaves lingering flames.
Chemical Burn
DownBack4
Adds Chemical Burn Special Move. Throw deadly chemicals at the opponent.
Ratbag
Snake Bite
DownBack3
Adds Snake Bite Special Move. Leap towards the opponent and drive blades into their chest.
Optic Blast
BackForward1
Replaces Blade Toss. Perform an optic blast towards opponent.
Kustom Variation 1
★ ★ ★ ★ ★
Bio-Magnetic Pull
DownBack1
Adds Bio-Magnetic Pull Special Move. Pull the opponent closer.
Lumbar Check
DownBackForward2
Adds Lumbar Check Special Move. Perform a brutal takedown.
Chemical Burn
DownBack4
Adds Chemical Burn Special Move. Throw deadly chemicals at the opponent.

Extra Guides


Fighting Kano

Fighting Kano


Gaps & Punishes High attack that is mainly used up-close. The final hit of this string can be Flawless Blocked, leaving Kano at -8 and punishable ...
Punishing Chemical Burn

Punishing Chemical Burn


Kano’s Chemical Burn is a Special Move exclusive to his Dirtbag variation. Chemical Burn deals damage over time on hit, and if Amplified allows Kano ...
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