Mortal Kombat 11/Kano

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Kano
#MK11_KAN
Mk11-kano-splash.png
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
  • 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.
  • 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.



Movement

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Movelist

Normals and Strings


1

Bloody Knuckles
1
Mk11-sub-slide.png
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

Come A Gutser
11
Mk11-sub-slide.png
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

Blood Worth Bottling
112
Mk11-sub-slide.png
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


Blade Evade
B1
Mk11-sub-slide.png
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.

  • ARMOR BREAK


Lunging Brute
F1
Mk11-sub-slide.png
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

Spewin'
F12
Mk11-sub-slide.png
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 -
Fair Suck of the Sav
F12B2
Mk11-sub-slide.png
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


Knee Cutter
D1
Mk11-sub-slide.png
Number 1 Kaneing Tool
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

  • Flawless Block Modified: Cannot be canceled into special moves if Flawless Blocked


2

Scarred
2
Mk11-sub-slide.png
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

Cut Snake
22
Mk11-sub-slide.png
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

Piss Off
223
Mk11-sub-slide.png
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

  • The Figjam kustom ability replaces this string with Figjam (221+3).
Deadly Digger
24
Mk11-sub-slide.png
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

Enough Yabber
241
Mk11-sub-slide.png
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

  • The Figjam kustom ability replaces this string with Takedown (241+3).


Deadly Graze
B2
Mk11-sub-slide.png
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


Dirty Hit
F2
Mk11-sub-slide.png
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

Blown Away
F2UD4
Mk11-sub-slide.png
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


Black Dragon Bash
D2
Mk11-sub-slide.png
YEET
Mk11-sub-slide-kb.png
SUPER YEET
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

  • KRUSHING BLOW: "Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK."
    • Launches for a full combo.
    • Deals a total of 190.00 damage on its own.


3

High Boot
3
Mk11-sub-slide.png
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


Enzuigiri
B3
Mk11-sub-slide.png
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

  • 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 over time; total damage is 285.00.


Under Kick
F3
Mk11-sub-slide.png
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


Low Hinge
D3
Mk11-sub-slide.png
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

  • Flawless Block Modified: Cannot be canceled into special moves if Flawless Blocked


4

Face Breaker
4
Mk11-sub-slide.png
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


Donkey Kick
B4
Mk11-sub-slide.png
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


Wheel Kick
F4
Mk11-sub-slide.png
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

  • The Figjam kustom ability adds an extension to this button with Penal Colony (F43)


Devo Strike
D4
Mk11-sub-slide.png
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

  • Flawless Block Modified: Cannot be canceled into special moves if Flawless Blocked


Jump and Hop Attacks


Bladed
Jump 1
Mk11-sub-slide.png
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


Outback Bash
Jump 2
Mk11-sub-slide.png
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


Kangaroo Kick
Jump 3/Jump 4
Mk11-sub-slide.png
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


G'Day Mate
U+1/U+2
Mk11-sub-slide.png
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


Brutal Heel
U+3/U+4
Mk11-sub-slide.png
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


Cheeky Swipes
U+2
Mk11-sub-slide.png
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

  • Fast Regen Rate (8.5 seconds).


Quick Burn
U+3
Mk11-sub-slide.png
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

  • Fast Regen Rate (8.5 seconds).


Throws


Toward Throw
F1+3 or F+Throw
Mk11-sub-slide.png
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 -

Placeholder

  • KRUSHING BLOW: Triggers if opponent failed THROW ESCAPE during the previous THROW.
    • Damage increased to 300.00.
    • Disabled if Back Throw Krushing Blow was already triggered.
    • Unloaded on Throw Escape.
  • Throw can be escaped with a 2 or 4 input. Damage reduced to 10.00 on Throw Escape.


Back Throw
1+3 or Throw
Mk11-sub-slide.png
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 -

Placeholder

  • KRUSHING BLOW: Triggers if opponent failed THROW ESCAPE during the previous THROW.
    • Damage increased to 300.00.
    • Disabled if Forward Throw Krushing Blow was already triggered.
    • Unloaded on Throw Escape.
  • Throw can be escaped with a 1 or 3 input. Damage reduced to 10.00 on Throw Escape.


Special Moves


Blade Toss
BF1
Mk11-sub-slide.png
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.

  • 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.
Blade Toss Amplified
BF1 Amp
Mk11-sub-slide.png
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.

  • The Bio-Magnetic Pull ability has unique interactions with Blade Toss Amplified. Refer to the ability for more details.


Black Dragon Ball
BF3
Mk11-sub-slide.png
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.

  • The Vege-Mighty ability enhances Black Dragon Ball after the buff has been activated. Refer to the ability for more details.
Black Dragon Ball Amplified
BF3, Amp
Mk11-sub-slide-amp.png
YEET
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.


(Air) Black Dragon Ball
(Air) BF3
Mk11-sub-slide.png
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.

  • The Vege-Mighty ability enhances (Air) Black Dragon Ball after the buff has been activated. Refer to the ability for more details.
(Air) Black Dragon Ball Amplified
(Air) BF3, Amp
Mk11-sub-slide-amp.png
YEET
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


Placeholder
BLK + SC
Mk11-sub-fatal.png
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

Placeholder


Kustom Abilities


Mk11-kano-Ability10.png
Figjam

"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."

1 Slot, No Conflicts, No Requirements, Enhances Snake Bite


Figjam
2, 2, 1+3
Mk11-sub-slide.png
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.

Figjam (Amplified)
2, 2, 1+3, Amp
Mk11-sub-slide-amp.png
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.


Takedown
2, 4, 1+3
Mk11-sub-slide.png
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.

Spit the Dummy
2, 4, 1+3, Amp
Mk11-sub-slide-amp.png
Damage Guard Startup Active Recovery
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.


Penal Colony
F4, 3
Mk11-sub-slide.png
Mk11-sub-slide-kb.png
You will be shocked any time this lands.
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.

  • KRUSHING BLOW: "Triggers if the opponent BLOCKS LATE."
    • One of the few KBs that's up to the opponent messing up to trigger. Don't rely on this.


SUB AbilityDeepFreeze.png
Placeholder

"Placeholder description."

2 Slots, No Conflicts, No Requirements


Placeholder
D, F+1, Amp
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
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

Placeholder


Banned Abilities

NOTE: Placeholder is currently disabled for competitive play. You may still use it in casual matchmaking and all PVE modes.


Mk11-kano-Ability10.png

Placeholder "Adds Ground Ice Special Move. Create a hazardous zone that can freeze."

2 Slots, No Conflicts, No Requirements


Ground Ice
DB1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
00.00 / 00.00 / 00.00 Unblockable 00 00 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
00 00 00 00 -

Placeholder


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.
  • 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.
  • 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

SUB AbilityCreepingIce.png SUB AbilityRisingIce.png SUB Ability(Air)PolarAxe.png
Creeping Ice, Rising Ice, (Air) Polar Axe

  • Placeholder


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]


Game Navigation

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