Eye Laser
“Eye Laser” (K) is a Summon assist that calls Kano onscreen behind the player character and triggers a unique Summon animation where he holds the lead character’s head down (lowering their hurtbox); he then fires a Mid fullscreen projectile beam at the opponent which cannot be neutral ducked or easily jumped over and is active for 52 frames. This move is a natural 4-hit kombo that does 11% dmg on its own, has a great deal of pushback on hit and leaves the opponent standing at +12, effectively allowing the player to reset neutral in both distance and frame advantage; this assist will also restand an airborne or juggled opponent, which further guarantees the neutral reset on hit. This move is -9 on block but has generous chip damage and pushback, making it hard to punish unless blocked in the corner; Flawless Block will still negate chip but will not negate pushback. Eye Laser gains invulnerability on its first frame when used as a Getup. This assist costs half of the Kameo Gauge to perform and has no cooldown window after firing the laser before recharging the gauge at a moderately fast rate.
Knife Toss
“Knife Toss” (B+K) is an Ambush assist that calls Kano out slowly to toss two fast knife projectiles at the opponent. These knives have very high frame advantage on both hit and block, allowing them to link into grounded kombos as well as pressure or frame trap a blocking opponent. Hitting an airborne opponent with these knives will juggle them, allowing for unique kombo opportunities off of moves that may not normally allow kombos (such as moves that lift the opponent slightly off the ground but do not actually launch). These projectiles are Highs that can be avoided by neutral ducking; crouch blocking will still cause the 1st knife to whiff but will allow the 2nd knife to jail. Certain attacks can, however, allow both knives to jail on a crouching opponent. It is important to time this Ambush properly in kombos and blockstrings, due to the delayed timing at which Kano actually tosses the knives after being called onscreen. This assist costs half of the Kameo Gauge to perform and has a very brief cooldown period after Kano runs offscreen before recharging the gauge at a moderate rate.
Kano Ball
“Kano Ball” (F+K) is an Ambush assist that hits Mid and causes Kano to roll into a ball mid-air, spinning rapidly and charging fullscreen at the opponent to knock them down. This move has frame advantage that can be used to continue or end a blockstring and keep the executing player safe or plus against the defending opponent. This assist costs half of the Kameo Gauge and has a very brief cooldown window after Kano runs offscreen before recharging the gauge at a moderately faster rate; holding the Kameo button will begin quickly depleting the remainder of the gauge and allow Kano to delay the ball for as long as the button is held. This has the added benefits of becoming additionally plus on block for the longer it is held, as well as negating the the cooldown window allowing the gauge to begin refilling as soon as the button is released and Kano Ball connects on the opponent. This delay can be cancelled by pressing Block at any point during the delay. In addition to block pressure, this move can also provide unique situations for punishing an opponent who is attempting to punish the executing player— for example, delaying Kano Ball onscreen will disable Kameo Throws, changing the player’s Forward Throw to an unblockable shove that the opponent can still tech out of; however, releasing the Kameo button when the opponent performs a tech will activate Kano Ball and punish the opponent’s throw tech. This delay option can create for many unique “punish on hit” situations that are not normally allowed.