Learn Kano's special moves, combos, and fatalities in Mortal Kombat 1. This guide breaks down his strengths and weaknesses, helping you dominate the competition.
Alright, let's talk about Kano in Mortal Kombat 1. He's a bit of a wild card, known for his projectile and some tricky combos. Don't let his looks fool you; he's a serious player for those who know how to use him. He might seem a little goofy with that metal eye and weird clothes, but don't underestimate him. In the story, he's brought back by Shao Kahn to teach his warriors how to use Earth's weapons after faking his death.
Special Move List
- Cannonball: Hold LK for 3 seconds
- Knife Uppercut: D,F,HP
- Knife Throw: D,B,HP
- Choke: D,F,LP
- Air Throw: BLK in air
Special Move Analysis
Cannonball
This is Kano's signature move and can make or break him. It's great against opponents who jump a lot or as part of a combo. If you use it in the open, it might get blocked, but it comes out super fast, so it usually won't. The cool thing is, if it *is* blocked, Kano bounces off the opponent, giving you a little space. Just remember, you need to hold down LK *before* you start a combo for it to work.
Knife Uppercut
Honestly, you should only use this move in combos. It doesn't knock the opponent down like some other uppercuts, and if it hits, it just pushes them back. Plus, it's easy to get counter-attacked unless your opponent isn't paying attention. It doesn't even do as much damage as a regular uppercut and, let's be real, it looks pretty silly. If they block it, be ready to block yourself immediately.
Knife Throw
This is Kano's projectile, but it's not his strongest. It's slow to come out and has a distinct sound, making it pretty easy to dodge. The knife does cover a decent area of the screen as it spins, which can make it a bit tricky to avoid entirely. It can be used as a combo finisher, though.
Choke
This is a really risky move. You have to be right up close to your opponent to even attempt it, and if you miss, you're left completely vulnerable. Your best bet for close-range damage is usually a Roundhouse. You can't combo with this move, so its best use is probably when an opponent jumps at you and misses, landing right in your grab range.
Air Throw
This move is cool in theory, but it's tough to pull off in a real fight because you'll likely get hit before you can grab them. However, it *can* be used in a combo: HP, HP, D+LP, D+HP, Air Throw. The game's CPU sometimes doesn't register this as a true combo, which is a bit weird.
Finishers
- Fatality 1: Hold LP, F, D, D, F, release LP (close range)
- Fatality 2: LP, BLK, BLK, HK
- Babality: F, F, D, D, LK
- Friendship: LK, LK, RUN, RUN, HK (outside of sweeping range)
- Animality: Hold HP, BLK, BLK, BLK, release HP
- Stage Fatality: U, U, B, LK
Combo List
- [2 HIT 13%] HP, HP
- [2 HIT 14%] HK, HK
- [3 HIT 19%] HP, HP, D+LP
- [4 HIT 22%] HP, HP, D+LP, D+HP
- [4 HIT 23%] HK, HK, LK, B+HK
- [5 HIT 26%] HP, HP, HK, LK, B+HK
- [5 HIT 35%] HP, HP, D+LP, D+HP, Uppercut
Combo Analysis
HP, HP
This two-punch combo doesn't do a ton of damage on its own and leaves you open if you don't follow up. It's worth noting that this is one of the few two-hit HP combos that uses two punches instead of elbows.
HK, HK
Similar to the HP, HP combo, this one isn't great because it doesn't do much damage and leaves you vulnerable. Plus, Kano looks a bit awkward doing it. Honestly, Kano just looks a bit silly most of the time, and this combo doesn't help.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content