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Ultimate Mortal Kombat 3 - Strategy Guide - Kano
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Kano - Rank: 4
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.
Basic Moves:
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 backbreaker. 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.
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 mandhandle
midscreen, 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
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.
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.
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 mandhandle 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.
There is
also new mid-screen infinite for Kano found, that works only vs Sheeva.
What you have to do is launcher, whiff roll and then otg JPs, repeat.
Its very difficult for time it but you can try 2 cycles if you feel
cocky.
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.
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Basic Juggles:
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%,
mandhandle, 45%) 3. aaHP, JK, air throw 3 hits 31%
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Advanced Juggles:
1. JP, HP, HP, D+LP,
D+HP, deep JK with LK and charge LK, mandhandle, release for
cannonball, 8 hits 57%(can be done midscreen on some characters)
2. (In corner especially against teleporters) aaHP, JK, aaHP,
mandhandle, 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, mandhandle, 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%
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Ultimate Mortal Kombat 3 - Strategy Guide Kano Corner Combo
File Size: 1,67 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Kano Advanced Mid-Screen Combo
File Size: 1,48 MB |
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Last Update
10.22.2009
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