But honestly, I used the term “thoughtless” because on one of IG’s streams, you were showing a nerf on Riptor’s Flame Carpet and I think either you or somebody else described Riptor’s game plan as “thoughtless” because her Flame Carpet was her best option in every hard knockdown situation. I thought I would use that term in the same context here.
I like Kan-Ra too! I used to main him before Omen and Cinder came out. Top players like Amenty and Rico have been showing us that you can get through his crazy stuff. I don’t think he’s broken. Its just that I hear a lot of complaints about him on streams and forums and I thought why not post my idea.
Coming from someone who passionately (and I mean passionately) hates Kan-Ra, what you’ve suggested is far too much of a nerf on him. It’s one thing to be punished for utilizing an invincible reversal that beats cross-ups and teleports you away - it’s quite another to be punished simply for utilizing a zoner’s primary means of space control. Even I don’t hate Kan that much…and again, that’s saying something
I’ll refrain from offering any further thoughts on what he needs or doesn’t. He’s being reworked, so we’ll just see what IG has in store for him
Honestly… HONESTLY, the only thing that annoys me about Kan-Ra is Sacrifice. I hate working so hard to open him up and then he explodes, I take damage, and I’m back to dodging his sand traps until we do the dance again.
No expert Kan Ra will do Sacrifice unless his sand is across the screen and out of my reach. So many times I got close to Cstyles45 (I did beat him once) just have to start all over, even though I successfully breached his defenses.
I’m a Sadira main… It’s very easy for him to breach my defenses. He’s the living embodiment of an Anti-Air.
All Kan Ra has to do place some Scarabs in front of me and toss sand traps behind me. Bad Kan Ra’s have issues doing this, but all the top Kan Ra players I’ve fought, had no issues whatsoever in getting damage on me. However, for me, it takes an act of congress to get to him, only to see him vanish in an explosion and then I’d have to start all over.
Imo if you’re a Sadira main and you’re not more mobile than Kan-Ra in a match, you’re doing it wrong.
The matchup may appear to be in Kan’s favor, but Sadira has tons of ways to bypass the shenanigans-- at least from my experience fighting good Sadiras anyway…
More mobility in conjunction with constant confusion as far as where she’s going and when she’s going to attack gives her an advantage.
I’ve fought some Sadiras that don’t do that. They play the jump and shoot projectile game and that doesn’t cut it in this matchup.
I kinda feel like saying jumping is not defensive. Jumping is not a real means of blocking and using counter-moves in any fighting game. Jumping is actually very Offensive/Evasive 10x so for Sadira.
I think if the swarms just disappear when Kan gets hit we are heading greatly into the right direction with him. His Shadow Swarm is ok the way it is but the regulars are too strong when they stay out like they do.
And maybe have his command grab whiff on crouching opponents that are not blocking. It’s a bit ugly but this gives an alternative way out of his setups and give the whole cast a means of punishing the attempt. Plus, he can still mix you up with his low hitting, long range normals.
I’ve always thought this was an interesting request that the community has for him. All of the projectiles in KI persist even if their user is hit, so it seems strange to me that Kan-Ra be the only character who this not apply to. He doesn’t commonly open you up because his scarabs didn’t go away in my experience - he opens you up because there’s too many things to keep track of while his scarabs are out.
If you could crouch to avoid his command grab, there would be no mixup. Kan has no standing overhead, so his command grab is how he forces you to move or try to escape once you’re locked down behind scarabs. If you could just duck his command grab, his only option would be to super jump at you to try hitting you overhead
If one were able to whiff his cmd grab by crouching without blocking, Kan can still use s.HP as an alternate means of doing damage. So it then becomes crouch block and get thrown, or crouch and don’t block and get hit with s.HP.
He has other standing normals that hit crouching like his pinwheel.
I’m not sure if people want to deal with 50/50 mixups all day a la MK.
You’re not referring to me right because no where in the 9 realms did I show any form of disrespect to any living creature and there tactics in my post. I must ask you not check me when being perfectly cordial and with the only reference to anyone in my post is Sadira. If this O-check isnt meant for me then play on playa.
Jumping is not quite a defensive tactic so when I ask how easy is it for Kan-Ra to breach your defenses, I mean where does Kan punish Sadira easiest during neutral, on her walk, block, S.DB, pokes, etc. The things one uses to bridge the gap between zoners so they may get close enough to use her Jump Tactics.
Besides this idea being terrible (crouch evade a grounded command grab smh), but I wouldn’t even entertain the idea unless they made his St.HP an overhead, and his Cr.MK a low, and sped up the Clutch start-up and active frames noticeably so.
I was going off the idea that if crouching without blocking to avoid the cmd grab ever came to be that s.HP would be deadly in that scenarii, assuming a scarab is above the opponent. Same goes for s.MK.
I’m not a fan of this idea because that takes away from Kan being a grappler, but I’m still willing to discuss the idea.
If his Grab started up faster, grabbed faster, and it was grab invulnerable, then crouching to avoid it might be fairer. The recovery can remain the same however.