I am a person who loves to play as Kan-Ra and love his ranged attacks however as most Kan-Ra players know it can be very difficult to near impossible to keep off the pressure.
One of the challenges I’m facing when playing as Kan-Ra is jump-ins
If I’m cornered without a sand trap to perform a sacrifice or it fails I’m nearly defenseless (unless I have some shadow meter to shadow counter but at the expense of a lot of chip damage or regular damage and or a lucky grab) and I’ve tried many ways to try and counter them. Predicting a jump-in with a clutch is possible but most of the time (at least when I play) it will be whiffs and with the slow start-up and recovery players can be severely punished if not dead. Some other things I’ve tried are variations of sorcerers hands to try and push back the opponent but some are either too slow on start-up or have a far range hitbox that goes past opponent’s specials. Also, it’s especially difficult when players jump directly overhead and throw out some lights or mediums right when you wake up and be trapped into a combo. A suggestion I’d like to recommend is making Kan-Ra’s whirl top invulnerable and or start-up invulnerable. This would allow for easier recaptures of airborne opponents instead of being hit out of it through jump-ins and take off some of the pressure as people would have to re-think their pressure strategy (to be reasonable; whirl could still be stopped by tripping).