(updated pros and cons) |
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===Overview=== | ===Overview=== | ||
Rain is Bilstein's daughter and as you'd expect from a villainess, her gameplan is built around oppressing the opponent from a distance. Rain sports a Plasma Scythe, giving her some of the longest ranged normals in the game. Additionally, she can use her Vertical Sword and Spinning Sword specials to further keep out enemies. This range of hers is given a potent lethality that even some top tiers lack thanks to her supers and more importantly her Plasma Field. Rain's Plasma Field, Freezing Blade, causes any hit to freeze the opponent for easy combos, including the initial hit of the field. If that weren't enough, she can juggle into this off her 2K string and extend into further juggles from a Freeze Blade hit, letting her get massive damage. Her other supers are useful too, with Destroy Spear and Galactica Storm fitting into her gameplan very nicely. These strengths however come with massive flaws. Rain's normals are on the slower end which can cause her a lot of trouble in close range situations. Furthermore, her mixups are quite weak and her specials are mostly bad with niche uses, limiting her special cancel options. With that said though, her sheer damage output and range makes no matchup truly unwinnable and good use of guard cancel parries can help mitigate her defensive woes. | |||
{{ ProConTable | {{ ProConTable | ||
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* '''Metered Options:''' On top of her incredibly strong Plasma Field, both of Rain's supers are very good, with Destroy Spear being a near unavoidable projectile with high chip damage and Galactica Storm serving as both a reversal and consistent juggle ender. | * '''Metered Options:''' On top of her incredibly strong Plasma Field, both of Rain's supers are very good, with Destroy Spear being a near unavoidable projectile with high chip damage and Galactica Storm serving as both a reversal and consistent juggle ender. | ||
| cons= | | cons= | ||
* '''Slow Moves:''' In exchange for her long range, Rain's normals are on the slower end of the cast. This hurts more than the range helps as close range combat tends to be more valuable in Plasma Sword. | * '''Slow Moves:''' In exchange for her long range, Rain's normals are on the slower end of the cast. This hurts more than the range helps as close range combat tends to be more valuable in Plasma Sword. She's more reliant on parries for defense compared to other characters. | ||
* '''Weak Special Selection:''' Most of Rain's specials are subpar at best, with limited uses. Only Spinning Sword is particularly good but even | * '''Poor Mixups:''' Rain has no meaningfully plus on block normals and while her throw is rewarding, it's difficult to threaten at her optimal range. She does have an overhead but it's on the slower end and has poor damage. Combined, she's reliant on forcing the opponent into mistakes to get meaningful hits, and while she is good that, it's far worse actually being able to open up opponents. | ||
* '''Weak Special Selection:''' Most of Rain's specials are subpar at best, with limited uses. Only Spinning Sword is particularly good but even andit is flawed. | |||
}} | }} | ||
Revision as of 20:30, 19 August 2024
Introduction
Story
Overview
Rain is Bilstein's daughter and as you'd expect from a villainess, her gameplan is built around oppressing the opponent from a distance. Rain sports a Plasma Scythe, giving her some of the longest ranged normals in the game. Additionally, she can use her Vertical Sword and Spinning Sword specials to further keep out enemies. This range of hers is given a potent lethality that even some top tiers lack thanks to her supers and more importantly her Plasma Field. Rain's Plasma Field, Freezing Blade, causes any hit to freeze the opponent for easy combos, including the initial hit of the field. If that weren't enough, she can juggle into this off her 2K string and extend into further juggles from a Freeze Blade hit, letting her get massive damage. Her other supers are useful too, with Destroy Spear and Galactica Storm fitting into her gameplan very nicely. These strengths however come with massive flaws. Rain's normals are on the slower end which can cause her a lot of trouble in close range situations. Furthermore, her mixups are quite weak and her specials are mostly bad with niche uses, limiting her special cancel options. With that said though, her sheer damage output and range makes no matchup truly unwinnable and good use of guard cancel parries can help mitigate her defensive woes.
Strengths | Weaknesses |
---|---|
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Default VS Mirror
Move List
Vertical Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |