Kan-Ra is all about nasty setups. You found something ambiguous and hard to block? Post it here!
I am gonna start a compilation of setups, usefull information and general stuff we found so far in this post:
cr.MK lowers your hurtbox. You can make fast flying projectiles wiff with it (e.g. Maya’s daggers)
cr.MP hits twice. This is useful for meaty setups. Opponents trying to jump to escape a clutch will get hit by the first hit and back dashes get hit by the second hit.
Antlion connects after a level 4 spike ender. This is very useful after a counter breaker. When your level 4 ender puts them into the danger zone you can end the match with an unbreakable antlion into ultra. (thx @Crainiak24)
You have to time that shadow Scarab right behind the opponents head. Works best with a trap or instinct super jump because the falling speed is faster
Infinite true block string:
Let’s say kan-ra is on player one side. When he does a Shadow spike
the opponent will always be pushed to the right side on block. It doesn’t matter whether the spike hits the opponent’s front or back.
The cool thing is, if Ra now manages to get on the opponent’s right side the spikes will STILL push the opponent to the right side. Right into Ra. This makes the infinite true block string possible.
The only way to escape that string is to get hit by cr.MK while standing up or shadow counter.