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<br> | <br> | ||
== Introduction == | == Introduction == | ||
A scumbag crime lord from the Land Down Under, Kano is equipped with a variety of dirty tricks to frustrate his enemies at close range. F12B2 is the backbone of his offense, starting with a valuable 13-frame mid and ending at +2 with no Flawless Blockable gaps. From here, he can check with his D1 and/or his equippable Lumbar Check command grab, or just loop the string and stagger some more. Tools like F3 and the Chemical Burn ability keep him evasive, with the latter being especially deadly for his corner game if he has the ground lit on fire. Players have also found uses for his other Kustom Abilities: Bio-Magnetic Pull is a 14-frame reversal punisher with insane range that can lead to a full combo if amplified while Vege-Mighty can turn Kano Ball into one of the very few armored special moves in the game. His biggest weakness is his reliance on F12B2: as it happens, many of the best characters in the game can duck the second hit (the spit) of the string. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = | ||
| pros = | | pros = | ||
* | * '''The Magic String:''' F12B2 keeps Kano in the fray, being either plus on block or -1 at any point for staggers. | ||
* | * '''More DOTs Now:''' Chemical Burn corner set-ups can melt people between the chemical itself, the fire beneath them, and the damage that can come from the resulting mix-ups. | ||
* | * '''Slippery:''' The mobility on moves like B1, F3, and Chemical Burn make him difficult to tag. | ||
* | * '''Command Grab:''' Lumbar Check does double duty as both a strike/throw mix-up tool and a strong combo ender. | ||
* | * '''Nutty Reversal Punisher:''' Bio-Magnetic Pull is a 14-frame mid that is immediately active within its entire range, keeping your opponent close on hit and stunning on amp for a full combo. | ||
* | * '''Armored Special Move:''' Applying the Vege-Mighty buff grants Kano Ball more damage and a hit of Armor, a rarity for a special move in MK11. | ||
| cons = | | cons = | ||
* | * '''Cutting the Magic String:''' Geras, Jacqui, Johnny, Joker, Kitana, Nightwolf and even Kano himself aren't jailed by the spit on F12, allowing them to duck and punish your most important tool. Also notice that most of these characters happen to be on the higher end of various community tier lists, which somewhat hurts his overall viability. | ||
* | * '''Sluggish:''' Many of his other important buttons are fairly slow and/or lacking in range, with one of the Manhandled strings in particular having a glaring Flawless Block gap. | ||
* | * '''STOP USING F2:''' Mediocre low options means his 50/50's are weak without the Chemical Burn set-up. | ||
}} | }} | ||
<br> | <br> | ||
Line 116: | Line 116: | ||
| blk adv = 00 | | blk adv = 00 | ||
| f/blk adv = 00 | | f/blk adv = 00 | ||
| description = *'''ARMOR BREAK | | description = Restands on hit. The restand keeps you in range for Chemical Burn to hit and the lighter from the amplify to hit the ground. This is vital to his corner game when using Chemical Burn since the opponent can block the lighter otherwise. | ||
*'''ARMOR BREAK''' | |||
}} | }} | ||
}} | }} | ||
Line 199: | Line 200: | ||
}} | }} | ||
<br> | <br> | ||
==== 2 ==== | ==== 2 ==== | ||
{{MoveData | {{MoveData | ||
Line 255: | Line 257: | ||
| f/blk adv = 00 | | f/blk adv = 00 | ||
| description = Placeholder | | description = Placeholder | ||
* The Figjam kustom ability replaces this string with Figjam (221+3). | |||
}} | }} | ||
}} | }} | ||
Line 293: | Line 296: | ||
| f/blk adv = 00 | | f/blk adv = 00 | ||
| description = Placeholder | | description = Placeholder | ||
* The Figjam kustom ability replaces this string with Takedown (241+3). | |||
}} | }} | ||
}} | }} | ||
Line 420: | Line 424: | ||
| description = Placeholder | | description = Placeholder | ||
* '''KRUSHING BLOW:''' "Triggers if this ATTACK is a KOUNTER or PUNISH." | * '''KRUSHING BLOW:''' "Triggers if this ATTACK is a KOUNTER or PUNISH." | ||
** Damage is increased to 140.00 on hit and applies a bleed that deals an additional 145.00; total damage is 285.00. | ** Damage is increased to 140.00 on hit and applies a bleed that deals an additional 145.00 over time; total damage is 285.00. | ||
}} | }} | ||
}} | }} | ||
Line 524: | Line 528: | ||
| f/blk adv = 00 | | f/blk adv = 00 | ||
| description = Placeholder | | description = Placeholder | ||
* The Figjam kustom ability adds an extension to this button with Penal Colony (F43) | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
| name = Toward Throw | | name = Toward Throw | ||
| input = F1+ | | input = F1+3 or F+Throw | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
| caption = | | caption = | ||
Line 727: | Line 732: | ||
{{MoveData | {{MoveData | ||
| name = Back Throw | | name = Back Throw | ||
| input = 1+ | | input = 1+3 or Throw | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
| caption = | | caption = | ||
Line 755: | Line 760: | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
| name = | | name = Blade Toss | ||
| input = | | input = BF1 | ||
| image = Mk11-sub-slide.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 60.00 / 17.50 / 1.75 | |||
| guard = High (Projectile) | |||
| startup = 20 | |||
| active = N/A | |||
| recovery = N/A | |||
| cancel = 24 | |||
| hit adv = 14 | |||
| blk adv = -8 | |||
| f/blk adv = -8 | |||
| description = Basic high projectile attack. Punishable on block. | |||
* The Bio-Magnetic Pull ability has unique interactions with Blade Toss. Refer to the ability for more details. | |||
* The Optic Blast ability replaces this special. | |||
}} | |||
}} | |||
{{MoveData | |||
| name = Blade Toss Amplified | |||
| input = BF1 Amp | |||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
| damage = | | damage = 60.00 / 17.50 / 1.75 | ||
| guard = | | guard = Mid (Projectile) | ||
| startup = | | startup = 20 | ||
| active = N/A | | active = N/A | ||
| recovery = N/A | | recovery = N/A | ||
| cancel = | | cancel = 29 | ||
| hit adv = | | hit adv = 7 | ||
| blk adv = - | | blk adv = -11 | ||
| f/blk adv = - | | f/blk adv = -11 | ||
| description = | | cost = 1 OFF | ||
| description = Throws a mid hitting knife. Even less safe on block so not useful for pressure like some other basic projectiles. | |||
* The Bio-Magnetic Pull ability has unique interactions with Blade Toss Amplified. Refer to the ability for more details. | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
| name = | | name = Black Dragon Ball | ||
| input = BF3 | | input = BF3 | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
Line 781: | Line 809: | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
| damage = | | damage = 100.00 (20.00 + 80.00) / 32.50 (12.50 + 20.00) / 3.25 | ||
| guard = | | guard = Mid, Mid | ||
| startup = 11 | | startup = 11 | ||
| active = 14 | | active = 14 | ||
Line 790: | Line 818: | ||
| blk adv = -20 | | blk adv = -20 | ||
| f/blk adv = -20 | | f/blk adv = -20 | ||
| description = A | | description = A fast advancing special that hits twice at close range. Kano's abilities usually give him a better combo ender but this can still be used for corner carry. | ||
* The Vege-Mighty ability enhances Black Dragon Ball after the buff has been activated. Refer to the ability for more details. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| name = | | name = Black Dragon Ball Amplified | ||
| input = BF3, Amp | | input = BF3, Amp | ||
| image = Mk11-sub-slide-amp.png | | image = Mk11-sub-slide-amp.png | ||
| caption = YEET | | caption = YEET | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
| damage = | | damage = 60.00 / 17.50 / 1.75 | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = 19 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 37 | ||
| cancel = N/A | | cancel = N/A | ||
| hit adv = | | hit adv = 17 | ||
| blk adv = - | | blk adv = -12 | ||
| f/blk adv = - | | f/blk adv = -12 | ||
| cost = 1 OFF | | cost = 1 OFF | ||
| description = | | description = Has a large window to amplify in order to catch opponents off guard. Not terribly safe in a neutral situation and some characters can even neutral duck the hit of the amplify for a punish. Can be used to tack on damage if you choose to end a combo with it. | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
| name = | | name = (Air) Black Dragon Ball | ||
| input = | | input = (Air) BF3 | ||
| image | | image = Mk11-sub-slide.png | ||
| caption = | |||
| caption | |||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
| damage = | | damage = 70.00 / 18.75 / 1.88 | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = 6 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 37 | ||
| cancel = | | cancel = 41 | ||
| hit adv = | | hit adv = 9 | ||
| blk adv = - | | blk adv = -25 | ||
| f/blk adv = - | | f/blk adv = -25 | ||
| description = | | description = Air variant of the Black Dragon Ball that hits at a downward angle with faster startup but more punishable. Only hits once unlike the ground version. Catching opponents out of the air with it can lead to a vary tricky combo follow-up: landing a D1 after the Air Ball hits lets you go into 11, BF3 for example. | ||
* | * The Vege-Mighty ability enhances (Air) Black Dragon Ball after the buff has been activated. Refer to the ability for more details. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| name = | | name = (Air) Black Dragon Ball Amplified | ||
| input = | | input = (Air) BF3, Amp | ||
| image = Mk11- | | image = Mk11-sub-slide-amp.png | ||
| caption = | | caption = YEET | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
| damage = | | damage = 60.00 / 17.50 / 1.75 | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = 23 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 39 | ||
| cancel = N/A | | cancel = N/A | ||
| hit adv = | | hit adv = 24 | ||
| blk adv = - | | blk adv = -10 | ||
| f/blk adv = - | | f/blk adv = -10 | ||
| | | cost = 1 OFF | ||
| description = Largely similar to the amped ground version but with some marginally different frame data. It ultimately doesn't solve the problems that the ground version has. | |||
| | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
Line 1,007: | Line 915: | ||
"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." | "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." | ||
<br> | <br> | ||
''1 Slot, No Conflicts, No Requirements</center> | ''1 Slot, No Conflicts, No Requirements, Enhances Snake Bite</center> | ||
}} | }} | ||
<br> | <br> | ||
Line 1,014: | Line 922: | ||
| input = 2, 2, 1+3 | | input = 2, 2, 1+3 | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
Line 1,033: | Line 941: | ||
| input = 2, 2, 1+3, Amp | | input = 2, 2, 1+3, Amp | ||
| image = Mk11-sub-slide-amp.png | | image = Mk11-sub-slide-amp.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
Line 1,054: | Line 962: | ||
| input = 2, 4, 1+3 | | input = 2, 4, 1+3 | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
Line 1,073: | Line 981: | ||
| input = 2, 4, 1+3, Amp | | input = 2, 4, 1+3, Amp | ||
| image = Mk11-sub-slide-amp.png | | image = Mk11-sub-slide-amp.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-MK11 | {{AttackData-MK11 | ||
Line 1,094: | Line 1,002: | ||
| input = F4, 3 | | input = F4, 3 | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
| caption = | | caption = | ||
| image2 = Mk11-sub-slide-kb.png | | image2 = Mk11-sub-slide-kb.png | ||
| caption2 = You will be shocked any time this lands. | | caption2 = You will be shocked any time this lands. | ||
Line 1,124: | Line 1,032: | ||
{{MoveData | {{MoveData | ||
| name = Placeholder | | name = Placeholder | ||
| input = | | input = D, F+1, Amp | ||
| image = SUB AbilityDeepFreeze.png | | image = SUB AbilityDeepFreeze.png | ||
| caption = | | caption = |
Latest revision as of 09:55, 24 November 2022
Kano #MK11_KAN | |
---|---|
GREED
Arms dealer and leader of the Black Dragon. Kano prides himself as the ultimate deal- maker, with a black market network that spans the realms, but he is never satisfied. Even his loyal followers know he’d stab his mother in the back if the price was right. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
A scumbag crime lord from the Land Down Under, Kano is equipped with a variety of dirty tricks to frustrate his enemies at close range. F12B2 is the backbone of his offense, starting with a valuable 13-frame mid and ending at +2 with no Flawless Blockable gaps. From here, he can check with his D1 and/or his equippable Lumbar Check command grab, or just loop the string and stagger some more. Tools like F3 and the Chemical Burn ability keep him evasive, with the latter being especially deadly for his corner game if he has the ground lit on fire. Players have also found uses for his other Kustom Abilities: Bio-Magnetic Pull is a 14-frame reversal punisher with insane range that can lead to a full combo if amplified while Vege-Mighty can turn Kano Ball into one of the very few armored special moves in the game. His biggest weakness is his reliance on F12B2: as it happens, many of the best characters in the game can duck the second hit (the spit) of the string.
Pros | Cons |
|
|
Movement
- Placeholder
- Placeholder
- Placeholder
Movelist
Normals and Strings
1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Restands on hit. The restand keeps you in range for Chemical Burn to hit and the lighter from the amplify to hit the ground. This is vital to his corner game when using Chemical Burn since the opponent can block the lighter otherwise.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
00.00 / 00.00 / 00.00 | High (Projectile) | 00 | 00 | 00 |
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost |
00 | 00 | 00 | 00 | - |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder
|
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
140.00 / 21.00 / 2.10 | High | 10 | 3 | 42 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 25 | -8 | -18 | - | |||||||
Placeholder
|
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
110.00 / 7.50 / 0.75 | Mid | 16 | 3 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 11 | -4 | -4 | - | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder
|
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | High | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder
|
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid/Overhead | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid/Overhead | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid/Overhead | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Overhead | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Overhead | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | - | |||||||
Placeholder |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | 1 OFF and 1 DEF | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | 1 OFF and 1 DEF | |||||||
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Throws
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | - | |||||||
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
00.00 / 00.00 / 00.00 | Mid | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | - | |||||||
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Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | High (Projectile) | 20 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
24 | 14 | -8 | -8 | - | |||||||
Basic high projectile attack. Punishable on block.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | Mid (Projectile) | 20 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
29 | 7 | -11 | -11 | 1 OFF | |||||||
Throws a mid hitting knife. Even less safe on block so not useful for pressure like some other basic projectiles.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 (20.00 + 80.00) / 32.50 (12.50 + 20.00) / 3.25 | Mid, Mid | 11 | 14 | 30 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
22 | 29 | -20 | -20 | - | |||||||
A fast advancing special that hits twice at close range. Kano's abilities usually give him a better combo ender but this can still be used for corner carry.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | Mid | 19 | 2 | 37 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 17 | -12 | -12 | 1 OFF | |||||||
Has a large window to amplify in order to catch opponents off guard. Not terribly safe in a neutral situation and some characters can even neutral duck the hit of the amplify for a punish. Can be used to tack on damage if you choose to end a combo with it. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.88 | Mid | 6 | 14 | 37 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
41 | 9 | -25 | -25 | - | |||||||
Air variant of the Black Dragon Ball that hits at a downward angle with faster startup but more punishable. Only hits once unlike the ground version. Catching opponents out of the air with it can lead to a vary tricky combo follow-up: landing a D1 after the Air Ball hits lets you go into 11, BF3 for example.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | Mid | 23 | 8 | 39 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 24 | -10 | -10 | 1 OFF | |||||||
Largely similar to the amped ground version but with some marginally different frame data. It ultimately doesn't solve the problems that the ground version has. |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
000.00 / 00.00 / 00.00 | Mid | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | FB Charge On Hit, 10 Sec CD On Miss | |||||||
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Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 10.50 / 1.05 | Overhead | 26 | 4 | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
80 | 6 | -6 | -6 | - | |||||||
Gives a knockdown on hit and pushes back far enough on block to be safe. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / N/A / 1.05 | N/A | 1 | N/A | 129 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 15 | N/A | N/A | 1 OFF | |||||||
Tacks on an extra bit of damage and frame advantage to this string. The whole string with amp is a respectable 21% for 1 bar. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 10.50 / 1.05 | Mid | 19 | 3 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
44 | 11 | -4 | -4 | - | |||||||
Side-switching knockdown, safe on normal block but if they catch the flawless block gap you might be in trouble. |
Damage | Guard | Startup | Active | Recovery | |||||||
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25.50 / N/A / 1.79 | N/A | 1 | N/A | 41 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 42 | N/A | N/A | 1 OFF | |||||||
The ability's metered launcher. Usual follow up is 1, 1 then dash cancel into F2 and either Kano Ball or Lumbar Check if that's equipped. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Overhead | 25 | 4 | 25 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
30 | 21 | -7 | -12 | - | |||||||
This can only come out on hit so there's no real need to worry about the advantage on block there. A nice way to add damage after the overhead hits but pushes them away midscreen.
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Damage | Guard | Startup | Active | Recovery | |||||||
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00.00 / 00.00 / 00.00 | Mid | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 00 | 00 | 00 | 1 OFF | |||||||
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Banned Abilities
Strategy and Kombos
General Tactics
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- Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Felis donec et odio pellentesque. Justo nec ultrices dui sapien eget. Donec enim diam vulputate ut.
Popular Variations
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Universal Kombos
[Midscreen] B14-DF1, Jump 2, B143-BF3 (223.98 dmg)
- Amplify Ender: BF3 Amp (264.23 dmg) [KB: 361.34 dmg]
- Replace Starter: B32 (223.98 dmg)
- Replace Starter: 12 (213.98 dmg)
Variation Kombos
[Midscreen] F2-DF1 Amp, Jump 2, B143-BF3 (251.69 dmg)
- REQUIRES: Deep Freeze
- COSTS: 1 OFF
- Amplify Ender: BF3 Amp (294.06 dmg) [KB: 396.27 dmg]