Killer Instinct Wiki
Gameplay


 Movelist Terminology

Directions are assumed facing to the right [→]
  • P: Any Punch
  • K: Any Kick
  • Charge: Hold the direction for at least 1 second
  • Long Charge: Hold the direction for at least 2 seconds
  • Hold: Hold the button for however long
  • Release: Release a held button

  • QP: Quick Punch
  • QK: Quick Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • FP: Fierce Punch
  • FK: Fierce Kick

  • LP: Light Punch
  • LK: Light Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • HP: Heavy Punch
  • HK: Heavy Kick
  • 2P: Any two Punches together
  • 2K: Any two Kicks together
  • 3P: All three Punches together
  • 3K: All three Kicks together

Killer Instinct (2013)[]

Combat Traits[]

Name
Description
Ranged Linkers Kan-Ra’s Sting and Antlion, along with his [HP] and standing and crouching [MP], can be combo'd into a Spike linker. This teleports Kan-Ra directly in front of his opponent to continue the combo up close.

Command Attacks[]

Name
Input
Description
Sand Punt [HK] Kan-Ra kicks up a Sand Trap that staggers on hit and can beat some projectiles.
Sand Geyser [↓ + HP] Kan-Ra raises a geyser of sand that leaves a Sand Trap.
Dune [HK] (air) Kan-Ra cancels his momentum into a downward stomp that leaves a Sand Trap.
Sacrifice [3K] (Sand Trap active) Kan-Ra explodes into sand and reforms from a Sand Trap. Fully invulnerable during the explosion, but deals damage to Kan-Ra. Causes hard knockdown on opponent.
Sting [↘ + LK/MK] (Sand Trap active) Kan-Ra creates a scorpion stinger from a Sand Trap. Light version is an anti-air. Applies a curse that slows the opponent's movement speed.
Antlion [↘ + HK] (Sand Trap active) Kan-Ra creates an antlion from a Sand Trap. Recaptures airborne opponents.
Sand Jump [↓ ↑] (on Sand Trap) Kan-Ra propels himself upwards with a hand of sand.
Sand Dash [→ →] (on Sand Trap) Kan-Ra propels himself forwards with a hand of sand.
Sorcerer's Hand [↓ + LP] Kan-Ra makes a magic blast that causes flipout on airborne opponents.
Wrap Normals [MP/HP] or [↓ + MP] Kan-Ra's has certain bandage-based normals that function as openers.
Alternate Attacks [← + MP/HP] Kan-Ra has two attacks meant for close-range; Medium version spins a pinwheel of bandages, Heavy pushes with bandages to repel.
Throw [→/← + LP+LK] Kan-Ra blasts his opponent's face with magic, applying a curse that slows their movement speed.

Special Moves[]

Name
Input
Description
Spike [↓ ↘ → + K] Kan-Ra summons sand spikes underneath the opponent, leaving a Sand Trap. Light version pushes them towards Kan-Ra, Medium pushes them only slightly towards him, and Heavy pushes them away.
Whirl [↓ ↘ → + P] Kan-Ra advances with spinning bandages. Button strength determines distance. Recaptures airborne opponents. When used on a Sand Trap, it creates a Whirl Tornado projectile as well; this tornado can be charged into an unblockable Monsoon by holding the Punch.
Swarm [↓ ↙ ← + K] (air OK) Kan-Ra spews a cloud of bugs. Button strength determines cloud duration, and there can only be one Swarm of each strength active at a time. Swarms can be destroyed by enemy attacks.
Clutch [↓ ↙ ← + P] Kan-Ra grabs the opponent in bandages and slams them down. Button strength determines angle. Can move slightly left or right while executing the throw.

Shadow Attacks[]

Name
Input
Description
Shadow Spike [↓ ↘ → + 2K] Kan-Ra summons sand spikes underneath the opponent that hit five times. Leaves a Shadow Sand Trap that automatically uses Sting at the opponent every few seconds. If Kan-Ra is hit, the Shadow Sand Trap downgrades to normal.
Shadow Whirl [↓ ↘ → + 2P] Kan-Ra rapidly spins his bandages in place, hitting ten times. Invulnerable to throws.
Shadow Swarm [↓ ↙ ← + 2K] (air OK) Kan-Ra spews a cloud of bugs that hits five times. The resulting Shadow Swarm lasts longer, tracks the opponent horizontally, and can't be destroyed by attacks. Two Shadow Swarms can be active at once by using grounded and aerial versions.
Shadow Clutch [↓ ↙ ← + 2P] Kan-Ra grabs the opponent in bandages and slams them into the ground five times.
KanRa CharBio

Combo Openers[]

Name
Input
Dune [HK] (air)
Antlion [↘ + HK] (Sand Trap active)
Whirl (Shadow OK) [↓ ↘ → + P]
Swarm (Shadow OK) [↓ ↙ ← + K]
Wrap Normals [MP/HP] or [↓ + MP]

Combo Linkers[]

Name
Input
Spike [↓ ↘ → + LK/MK]
Whirl (Shadow OK) [↓ ↘ → + LP/MP]
Swarm (Shadow OK) [↓ ↙ ← + LK/MK]

Combo Enders[]

Name
Input
Effect
Spike [↓ ↘ → + HK] Launcher
Whirl [↓ ↘ → + HP] Wall Splat
Swarm [↓ ↙ ← + HK] Battery (+ Swarm)
Clutch (Shadow OK) [↓ ↙ ← + P] Damage

Instinct Mode[]

Name
Input
Description
Curse of Drought [HP+HK] Kan-Ra acts as if he always has a Sand Trap under his feet. This gives him accesses to Sacrifice, Sand Jump, Sand Dash, and Whirl Tornado without having to place a Sand Trap first. Kan-Ra can also now cancel all normals into Sand Jumps and Sand Dashes.

Finishers[]

Name
Input
Description
Ultra Combo [↓ ↘ → + 3K] Kan-Ra delivers 32 hits to finish the match.
Ultra Ender [MP+MK] (in Ultra) Kan-Ra bashes with his spellbook to end the Ultra Combo.
Stage Ultra [↓ ↘ → + 3P] Kan-Ra triggers a stage-specific finishing blow.

External Links[]

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