Vid of the Moment
Ultimate Mortal Kombat 3 (arcade)List Game Guides
Kano (updated 2/5/11) Bolded new text
Kano is ranked #4 of 23 in UMK3 by popular consensus, however, in current competition, with upgraded combos, Reptile is fighting for this spot. He is the best sweeper due to his options. You have the knife uppercut which hits ducking opponents, very useful, the regular cannon ball which is instantaneous, and the vertical ball is equally as useful, off a sweep. Air throw is very good, but low damage, he can link his close range HK easily off a sweep as a wake up, so can Jax and Sonya, but Kano can get it on more and results in about the same damage mid screen for all three if they do. When rushing down, never go for any combo except HK, D+LP, D+HP, if you connect it, walk in, aaHP, JK, air throw, it's 3% less than if you did it with HP, HP, D+LP, D+HP, and when rushing in, the HP whiffs, so it's worthless. If you connect a jumping HP, do the 4 hit pop up, aaHP, JK, air throw, for 48%. Kano has various air combo finishes for a variety of character scenarios. Always remember, sweep, sweep, sweep.
His jump kick is nice and pointy, leaving little room to be countered by simple moves, his uppercut has good distance but sucks if someone jumps to land in close or tries to cross up so you're better off going with the air throw. His sweep is super quick, his standing HK is great anti air when you need it fast. His jabs have little range, his ducking LK is awkward and clunky but gets the job done. His jump punch is very round and ball like, easy to counter since the collision box is so close to his own. His knee lift is more like a close range low kick, almost as useful as Nightwolf's obvious stomp. The roundhouse hits pretty high and has average range.
The air throw can be abused much like Jax's back breaker. Sweep when safe, look for cross up jump kicks, if they do, jump straight up, forward or back, and air throw 'em back down, go right back into sweeps, run and knee jabs are good, don't do too crazy on them they are easy to counter. Air throw is ok to extend combos but only adds about 5-10% depending on Damage Protection or not. He has other options after his pop up which are better than using the air throw, however the air throw allows him to more easily go back into what Kano does best, and that's sweep. It's very easy to combo sweeps after low air throws, even in combos, as wake ups.
The Manhandle is really only useful in combos, it has almost no purpose other than a risky wake up mid game, and it's rare you see it connect and it leaves you wide open. Players abuse it against scrubs because they don't expect it and it has a psychological advantage otherwise due to the exaggerated manner. If you do get the manhandle mid screen, it is possible to juggle a LK, or cannonball off it. Use it especially after corner juggles follow by a HK or cannonball for extra damage.
The horizontal and now a vertical Cannonball are very useful in UMK3. Use the vertical ball particularly for anti air. From after a close blocked sweep, you can use it to land directly on top of turtling opponents and as soon as Kano touches the ground you can throw them, beating out any attack if they aren't holding back. Often times when you land on someone and they don't try anything, they are no longer holding the proper direction to prevent throwing, and it's almost a free throw, or a 50/50 situation. You're going to want to make sure that during Kano's decent it is tricky to guess which side he will be on, or else this will not be effective. Don't over abuse this tactic because it doesn't take long to start scouting it and positioning for easy counters. It is a similar concept to Sonya's bike kick however she doesn't go into a real punishment mode off it. The vertical ball is also a good method of escape from run jabs, and is an ideal anti air move obviously, as almost nothing can stop it except air throws. The vertical ball can be linked in the corner off the bounce of Kano's air throw on some characters as well.
The regular Cannonball is a fast moving attack that you should use in close range as a wake up, or to counter virtually any standing attack within close range as well. You can also use it as transportation against turtles and zoners, it gets you right on top of them and sets up the chance for a wake up pop up combo as long as you stay out of blockable range. You can also use it to extend combos as well. You can repeatedly charge the move if you release and recharge it instantly, leaving the smallest possible window of non-charged time. For Kano, this isn't particularly useful to spam Cannonballs due to the punishable nature of the move, however you may find yourself connecting them more often the faster you do them, since they are less expected.
The Knife Uppercut is a low hitting attack with some decent range. You can use it in juggles, as a wake up on ducking opponents, or sometimes as an anti air if you are too far away for a HK, or roundhouse. Kano's recovery vs the opponent's when it is blocked is very close to being the same, but Kano generally ends up vulnerable afterwards. It can also punish blocked standing ground moves like LKs, HKs, and sweeps for example.
The Knife throw is a standard, no frills projectile, except it has quite a bit of start up animation before it becomes an actual object so it's easy to avoid. It's a bit higher than others, like Sheeva's fireball, making it easier to duck, but it is a bit better at hitting opponents when they jump back. You should probably not use it in juggle combos, as there are better options than it in all situations.
He has three infinites in the corner that work on some characters, you can mix it into his corner combos off launchers. You can simply repeat the manhandle over and over, which requires precise timing, and also, aaLP or HP, cancel to Manhandle works as well, but is increasingly difficult as they tend to still get some push back, making it harder to complete.
Kano can relaunch every character in the game, like Ermac and Human Smoke. This is done by performing a launcher combo, jumping along with the opponent as they are flying, and as you are about to land, connect a linked HP, which is unblockable if they are close enough to the ground but are still considered in air, and then the autocombo is free. It is useful against certain characters, as some are easier to relaunch than others. Difficult/pointless relaunch attempts are Stryker, Sindel, Female Ninjas, and Male Ninjas. Everyone else is pretty easily relaunched by Kano.
1. JP, HP, HP, D+LP, D+HP, aaHP, JK, air throw 7 hits 47%
2. JP, HP, HP, D+LP, D+HP, aaHP, knife throw 7 hits 40% (Knife uppercut 42%, manhandle, 45%)
3. aaHP, JK, air throw 3 hits 31%
1. JP, HP, HP, D+LP, D+HP, deep JK with LK and charge LK, manhandle, release for cannonball, 8 hits 57%(can be done mid screen on some characters)
2. (In corner especially against teleporters) aaHP, JK, aaHP, manhandle, cannonball, 5 hits about 63%
3. JP, HP, HP, D+LP, D+HP, aaHP, JK, cannon ball 8 hits 50%
4. aaHP,HP, JK, cannonball 4 hits 43% (BP)
5. (in corner) JP, HP, HP, D+LP, D+HP, JK, HP, manhandle, cannon ball 9 hits 60% 6. (as close to corner as possible without being pushed back) JP, HP, HP, D+LP, D+HP, JK, RH, manhandle, cannon ball 9 hits 66%
|Copyright 2007 DarkTemplarz.com|