Mortal Kombat 1/Rain/Introduction: Difference between revisions

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'''High Mage of Outworld'''
'''High Mage of Outworld'''


As a student at Outworld’s exclusive Imperial Academy of Sorcery, Rain amazed his peers with his singular aptitude for water magic. Having honed his craft of water magic into a fierce weapon, he now hopes to learn the realms’ darkest and most powerful sorcery.”''
''”As a student at Outworld’s exclusive Imperial Academy of Sorcery, Rain amazed his peers with his singular aptitude for water magic. Having honed his craft of water magic into a fierce weapon, he now hopes to learn the realms’ darkest and most powerful sorcery.”''


Rain is a '''zoner/setplay''' archetype
Rain is a '''Zoner/Setplay''' aquamancer with '''Mixup''' capabilities that excels at playing neutral with ranged/disjointed staff and water-based attacks as well as '''projectile setups''' that allow him to open up the opponent for kombos with '''hard-to-block''' sequences; some of his tools include a safe jab string with a Low ender (114) and unsafe 13f Low (B3) that can convert into juggles with Kameos, a fast/safe Mid-Low stagger (F21) and confirmable string that can technically '''autoshimmy''' on the first hit with an Overhead ender (211), and a fast/safe advancing Mid string with a launch option (B34). His safe 28f Overhead (F3) can either be continued with a safe Overhead launch (F32) or can grant a '''kara throw''' by cancelling its startup; EX DB1 also allows him to easily '''kara jump cancel''' into other specials. His '''side-switch''' S4 can be charged to launch opponents and allows Rain to '''dash cancel''' its startup; BF1 projectile charge can also be dash-cancelled to extend kombos or continue pressure. '''Rain God''' (DDU) is a projectile launch that can be cancelled while his slow +2 Low launcher '''Ancient Trap''' (BF4) can create '''oki setups''' to mix opponents for a launch. He can also place DF2 water portals onscreen and teleport between them or connect them as a projectile.
{{ProConTable}}

Latest revision as of 04:17, 7 February 2025

Introduction

High Mage of Outworld

”As a student at Outworld’s exclusive Imperial Academy of Sorcery, Rain amazed his peers with his singular aptitude for water magic. Having honed his craft of water magic into a fierce weapon, he now hopes to learn the realms’ darkest and most powerful sorcery.”

Rain is a Zoner/Setplay aquamancer with Mixup capabilities that excels at playing neutral with ranged/disjointed staff and water-based attacks as well as projectile setups that allow him to open up the opponent for kombos with hard-to-block sequences; some of his tools include a safe jab string with a Low ender (114) and unsafe 13f Low (B3) that can convert into juggles with Kameos, a fast/safe Mid-Low stagger (F21) and confirmable string that can technically autoshimmy on the first hit with an Overhead ender (211), and a fast/safe advancing Mid string with a launch option (B34). His safe 28f Overhead (F3) can either be continued with a safe Overhead launch (F32) or can grant a kara throw by cancelling its startup; EX DB1 also allows him to easily kara jump cancel into other specials. His side-switch S4 can be charged to launch opponents and allows Rain to dash cancel its startup; BF1 projectile charge can also be dash-cancelled to extend kombos or continue pressure. Rain God (DDU) is a projectile launch that can be cancelled while his slow +2 Low launcher Ancient Trap (BF4) can create oki setups to mix opponents for a launch. He can also place DF2 water portals onscreen and teleport between them or connect them as a projectile.

Strengths Weaknesses
  • Coming soon
  • Coming soon