Mortal Kombat 11/Rain: Difference between revisions

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| colspan=5 style="text-align: left;" | A non-command normal with excellent horizontal range and vertical reach. Used to whiff punish and to start combo punishes in situations where 242 would whiff, such as Shao Kahn Shoulder Charge. Mid combo, 3~Argus Plunge is used to keep combos breakaway safe after Geyser Palm and Geyser Kick, and in the corner 3 is used for double Hydro Boost combos that let Rain access some of his best non-KB damage. Not very useful in pressure or turn taking.
| colspan=5 style="text-align: left;" | A non-command normal with excellent horizontal range and vertical reach. Used to whiff punish and to start combo punishes in situations where 242 would whiff, such as Shao Kahn Shoulder Charge. Mid combo, 3~Argus Plunge is used to keep combos breakaway safe after Geyser Palm and Geyser Kick, and in the corner 3 is used for double Hydro Boost combos that let Rain access some of his best non-KB damage. Not very useful in pressure or turn taking due to long recovery, lack of string followups, and high directionality.
* Launches the enemy up and away on air hit.
* Launches the enemy up and away on air hit.
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Revision as of 18:01, 23 May 2023

Rain
#MK11_RAN
Mk11-rain-splash.png
POSITION

Growing up an orphan, Rain joined Edenia’s army. His strategic genius earned him quick promotion, which he used to learn he was the bastard son of the god Argus, Edenia’s Protector. Armed with the knowledge that he’s a half god, Rain battles for his place in Edenia’s pantheon.

Data
Health 1000.00
Hitbox Male




Introduction

Introduced in Kombat Pack 2, Rain relies on his lightning-fast dashes to whiff punish the enemy and switch between spacing and rushdown.

Strengths Weaknesses
  • Unmatched Dashes: Rain has some of the fastest dashes in the game. These dashes are crucial to his neutral-focused gameplan, allowing him to safely play both spacing and rushdown, evade pressure, avoid jump-ins, strike-throw from midscreen, and whiff punish from a surprising distance.
  • Well Suited to System Mechanics: With practical default Krushing Blows, a throw KB in both directions, excellent reversal attacks, a lightning fast wavedash, and useful short hop attacks, Rain is well-suited to players with a solid grasp of system mechanics.
  • Default Moveset Combo Starter: Geyser Kick (BF4) is a rare example of a combo starter in a character’s base moveset.
  • Close Range Mixup Options: At close range, Rain can do both strike-throw mixups with his B21 and overhead-low mixups with his fast SHP, delayed SHKs, and his combo starting B3 low. With Tidal Wave (DB3) equipped, he can do overhead-low mixups from 134.
  • Versatile Fireball: Katar Toss (BF2) is a highly versatile fireball with fast startup and useful amplify properties. Use instant amplified Katar Toss after pokes to safely steal a turn, use it in a string gap to safely catch flawless blocks, amplify it mid-flight to catch ducking enemies, or amplify it after hitting to turn +11 into a +42 knockdown.
  • Catch-All Combo Ender: Argus Plunge (BF3) is his ender of choice in most situations, breaking armor and giving him superb corner carry. The large hitbox, long active frames, and status as a special move make it uniquely useful for catching delayed breakaways.
  • Effective Kustom Moves: Rain ‘s kustom moves broadly change his gameplay and are each uniquely useful.
  • Low Damage Without Specific Loadouts: Although Geyser Kick is a useful base moveset combo starter, the damage it gives is subpar. In order to deal good damage, Rain must equip Hydro Boost or Water Ball.
  • Restrictive Kustom Loadouts: Rain’s kustom moves, though uniquely useful, often require additional slot space to be usable, and some take away from the character’s base moveset. Quantum Slice needs both Edenian Force and Quantum Rift to use all of its facets, and replaces Argus Plunge. Hydro Boost takes away some of the combo pathing that Geyser Kick allows (often necessitating Geyser Palm to plug in some of these holes), and Water Ball replaces Katar Toss.
  • Difficult Confirms, Risky Damage: Rain’s strike-throw is heavily reliant upon being able to hit confirm B21 - his only mid confirmable string, and one that affords only ten startup frames between the first hit and the second. 133 is a trivially easy confirm, but the large gap between the first and the second hit make it easy to interrupt. F2 and B3 are both combo starting normals that are crucial to his gameplan, but they cannot be hit confirmed.
  • Lacks Dirt: Rain lacks a truly dangerous move that the enemy must respect, instead relying on his fast dashes to assess the situation from a distance and adjust accordingly.

Movelist

Normals and Strings


1


Straight Punch (1)
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 High 7 2 18
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
12 4 -3 -3 -
A straightforward punch, as the name suggests. Better speed and horizontal range than most jabs, though with slightly less height. Like all jabs, used for antiairs and conventional tick throws. With Hydro Boost equipped, combo 1 directly into Hydro Boost as 13 will not connect.

Thicker than Water (13)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 13 2 22
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
19 10 -7 -7 -
Mid jab followup with a large hitbox, long reach, and strong forward advancement. A bit slower than other jab followups, making it prone to interruptions. Good at catching the enemy if 1 whiffed, but don't go crazy whiffing this in neutral. Can be used to stagger with the overhead threat of 134, but be cautious of its unusually low block advantage of -7. Tidal Wave turns 13 into a canned overhead-low mixup, though it is fuzzyable and requires meter to be safe.
  • Has a gap with 1 that is too small for any action.

Let's Get Krazy (133)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 13 4 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
21 23 -3 -3 -
A highly flawed normal. A high that does not jail from 13, relying entirely on 134 to get the enemy to block high - and guessing wrong means a D2 KB. Rain's highest damage normal or string that can be special cancelled, but its odd hit reaction against grounded enemies will cause all combo starters to whiff midscreen instead of Geyser Palm. Despite its long active frames it has a very small hitbox - much smaller than the animation implies - and is prone to whiff against airborne enemies.
  • In the corner, Water Ball and Hydro Boost will combo.

Scandalous (134)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 16 3 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 19 -6 -6 -
Overhead flip, an alternate ender to 133. Safe on block, and gives Rain enough pushback to attempt a backdash spacing trap. Can be Flawless Blocked, but Rain has many ways to cover the gap. Gives a lengthy, close knockdown on hit, well suited for corner situations where the strong screen carry of Argus Plunge is no longer needed.
  • Can be fuzzied against 133, though the window is very tight and makes punishing 133 harder.


B1


Power Blast (B1)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 12 2 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
18 9 -5 -5 -
Used in combos, but not the most useful normal beyond that. Applies a bit of a float effect on airborne enemies, making it important for optimals. On the ground its usage as a strike-throw stagger point is already fulfilled by B21, which can be confirmed into a full combo, and its slight pushback means that it can shove enemies out of throw range on block. Can be used to take turns and aggress in situations where B2 would whiff, such as after a blocked enemy D4 or after F21+3.

What the Hail (B14)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 17 6 36
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 29 -5 -15 -
Rain briefly transforms into water and flying kicks the enemy. Hold 4 to delay the attack and hold Back to side switch, giving it four different startup values in total, each of which must be separately flawless blocked.

Workable stagger threat behind B1. Great advancement, safe on block, variable timing, difficult to flawless block, and gives a lengthy knockdown on hit. However, the slower timings can be interrupted or even full combo punished.

What the Hail (B14)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 17 6 36
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 29 -5 -15 -
Rain briefly transforms into water and flying kicks the enemy. Hold 4 to delay the attack and hold Back to side switch, giving it four different startup values in total, each of which must be separately flawless blocked.

Workable stagger threat behind B1. Great advancement, safe on block, variable timing, difficult to flawless block, and gives a lengthy knockdown on hit. However, the slower timings can be interrupted or even full combo punished.

What the Hail (B14)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 17 6 36
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 29 -5 -15 -
Rain briefly transforms into water and flying kicks the enemy. Hold 4 to delay the attack and hold Back to side switch, giving it four different startup values in total, each of which must be separately flawless blocked.

Workable stagger threat behind B1. Great advancement, safe on block, variable timing, difficult to flawless block, and gives a lengthy knockdown on hit. However, the slower timings can be interrupted or even full combo punished.

What the Hail (B14)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 17 6 36
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 29 -5 -15 -
Rain briefly transforms into water and flying kicks the enemy. Hold 4 to delay the attack and hold Back to side switch, giving it four different startup values in total, each of which must be separately flawless blocked.

Workable stagger threat behind B1. Great advancement, safe on block, variable timing, difficult to flawless block, and gives a lengthy knockdown on hit. However, the slower timings can be interrupted or even full combo punished.


D1


Low Chop (D1)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 7 2 19
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
11 13 -6 -6 -
Average D1 by itself, with slightly better range and pushback but worse recovery. However, Rain has a plethora of cancel options:
  • Amplified Katar Toss will trade with 6-frame attacks, but the range and pushback of D1 will allow Rain to negate this entirely through careful spacing. Anything slower will be immediately beaten while being safe on block. The safest, lowest reward cancel option.
  • Hydro Boost will trade with 9-frame attacks but it is highly dependent on the attack, as Rain will float right over D3 attacks as well as most D1s. With meter Rain gets a full combo punish, and on block he can attempt for risky plus frames with J2 or catch antiair attempts with JK.
  • Hydroplane can immediately punish any counterpoke, and can be cancelled to start a spacing game off a D1. Amplified Hydroplane gives more pushback on block and is harder to punish (though still punishable), and gives more damage on hit than amplified Katar Toss.
  • Evaporate avoids any followup attacks but leaves Rain open to throws.
  • Tidal Wave will be caught by immediate counterpokes, but can be used to catch delayed actions. On block, it gives better chip and more pushback than Katar Toss.


2


Katar Stab (2)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 High 9 3 19
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
18 14 -5 -5 -
Heavier jab than 1, with a larger hitbox. Starts 242, Rain's punish and combo starter of choice. Better at antiairing than 1, but causes a faster drop - unless entirely ready, antiair with 1 instead.

Deadly Tsunami (242)
Damage Guard Startup Active Recovery
5.85 / 0.90 / 0.0005 Mid 11 21 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
33 5 -9 -9 -
Optimal combo starter and filler. Puts Rain right next to the enemy for easier continuation, especially for Water Ball and Hydro Boost. However, the whole string must be buffered at once, and it is very vulnerable to breakaway punish. Against enemies with breakaway, either continue with 3~Argus Plunge or a confirmed 133. Cannot be special cancelled on block, so only use this for combos.

Insatiable Prince (2421+3)
Damage Guard Startup Active Recovery
7.00 / - / - Mid 14 4 33
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 12 - - -
Natural string ender to 242 that only comes out on hit. Deals identical damage to Argus Plunge, with quicker startup at the cost of corner carry and armor breaking. Generally the ender of choice in corner situations with regular gravity - higher gravity will have to be continued with 13 instead of 242. On hit, Rain can either dash up and threaten a throw, or he can backdash and punish their wakeup move.

No Rain, No Gain (24D4)
Damage Guard Startup Active Recovery
7.75 / 1.20 / 0.0005 Low 11 23 28
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
13 16 -4 -4 -
Odd alternate path to 2 that's safe on block, though it cannot be confirmed into a combo. Due to the buffer input, it also cannot staggered. Exists entirely to safely continue 2 on a stray block and inflict some chip damage.


B2


Heavy Slice (B2)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 10 3 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
17 10 -8 -8 -
Rain's fastest standing mid. Starts B212, Rain's string of choice for shimmies, turn taking, confirms, and all other forms of close range offense. Limited range and forward advancement, so outside of point-blank turn taking Rain must use his dashes to ensure it connects. Can be used as a single hit stagger to throw off the enemy, but keep in mind that 7-frame standing jab characters can punish it on block.

Rising Water (B21)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 10 3 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 12 -7 -7 -
Second part of B212, with near-identical frame data but being -7 instead of -8 means that it cannot be full combo punished.

B21 is nothing less than Rain's most important attack. A superb stagger and shimmy, allowing him to strike-throw the enemy while confirming hits into the long corner carry of Argus Plunge. Has a flawless block gap with B212, but Rain can cancel directly into Katar Toss, Hydro Boost, or even Argus Plunge to catch the enemy if they attempt it, or just stagger into another B21. All this is entirely dependent on Rain being able to hit confirm B21 - a difficult confirm to say the least.
  • Puts a bit of distance between Rain and the enemy on midscreen hit, requiring a longer dash-up for combo continuation with Water Ball or Hydro Boost.

Thieves in Edenian Temple (B212)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 22 5 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 26 -4 -4 -
Rain finishes the B212 string with a big katar lunge. Highly active, moderately disjointed, and safe on (regular) block with enough pushback to attempt a spacing trap. Works excellently with the B21 stagger due to its natural delay and the near-neutral animation of its startup. The knockdown on hit is long enough for Rain to dash up and guarantee a B21, though it requires a touch of manual delay to catch both regular and delayed wakeup timing.


F2


Spinning Blade (F2)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 15 3 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
22 13 -6 -6 -
Highly advancing, committal normal for whiff punishing and approaching. When cancelled from a forward dash it can have alarming range. Can either be cancelled into a combo starter or continued into F21+3 to immediately and grievously punish whiffing, but neither of these options can be confirmed - cancel into F2D4 or a safe amplified special instead for less rewarding, but less risky options. Rain could try to B21 or throw after a blocked B2 but it is very risky, due to its long recovery and the quick startup of F2D4.
  • Surprising vertical reach, but most followups will whiff on air hit. Water Ball and Katar Toss are the most likely to land.

Rain Or Shine (F2D4)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Low 13 2 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 15 -5 -5 -
Rain follows up F2 with a sweep. The safest followup to F2 by far, though with short range and long recovery. Mostly used when F2 is done to close the gap instead of fishing for a punish. Reward on hit is not nearly as good as other possible F2 followups, but it still gives Rain a close knockdown to work with. Beware of accidentally inputting Evaporate, which will leave you wide open for punishment.

When Mortals Kry (F21+3)
Damage Guard Startup Active Recovery
7.00 / 0.30 / 0.0003 Mid 17 2 42
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
91 0 -15 -15 -
Krushing Blow: Activates when this attack or F2 is done as a KOUNTER or PUNISH.

Rain scoops and restands the enemy. Very unsafe on block, and should only be attempted against non-juggled enemies if getting the kounter/punish KB is absolutely guaranteed. Can be cancelled into Fatal Blow on hit but this applies a lot of scaling. Mid-combo it is better to do B1~Fatal Blow to apply less scaling, but for whiff punishes a Fatal Blow can add a significant amount of unbreakable, guaranteed damage. The cancel can even be done after the KB, giving a low HP Rain a potential 45% unbreakable damage counterattack. As an ender, F21+3 can halted instead of continuing into F21+34 to surprise and reset the enemy, though this is mostly a knowledge check as it is 0 on hit.
  • Despite the extremely long recovery it is only -15 on block, causing some greedy punishes (such as Shang Tsung F243) to fail. Do not count on this fact to save your hide.

When Mortals Kry (F21+3)
Damage Guard Startup Active Recovery
5.00 / - / - Mid 1 - 64
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 20 0 0 -
From the restand state, Rain jump kicks the enemy, side switching and giving a moderately distanced knockdown. Only comes out on hit. Used to end a combo in a side switch if Geyser Palm is not available, and to squeeze out the last bits of damage from F21+3 if the side switch would not be a problem.


D2


Rising Spike (D2)
Damage Guard Startup Active Recovery
14.00 / 2.10 / 0.0021 High 10 4 42
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 24 -9 -19 -
Short ranged but highly vertical D2, good for antiairs and certain combos. The upward Water Ball toss and the last hit of Purple Pain put the enemy high enough for Rain to D2 (combo starters with more pushback, such as B21 or B3, will require a dash-up before this) and then follow up with 242 as they fall. Rain's longer ranged D1 and fast dashes also make it easier to combo from a D2 antiair.


3


Royal Heel (3)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 10 3 29
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 17 -5 -5 -
A non-command normal with excellent horizontal range and vertical reach. Used to whiff punish and to start combo punishes in situations where 242 would whiff, such as Shao Kahn Shoulder Charge. Mid combo, 3~Argus Plunge is used to keep combos breakaway safe after Geyser Palm and Geyser Kick, and in the corner 3 is used for double Hydro Boost combos that let Rain access some of his best non-KB damage. Not very useful in pressure or turn taking due to long recovery, lack of string followups, and high directionality.
  • Launches the enemy up and away on air hit.


4


Face Smasher
1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Jump and Hop Attacks


Face Smasher
1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Getup and Flawless Block Attacks


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Throws


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Special Moves


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Fatal Blow


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Kustom Abilities


SUB AbilityDeepFreeze.png
DEEP FREEZE

"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."

2 Slots, No Conflicts, No Requirements


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Strategy and Kombos


General Tactics


Popular Variations


Universal Kombos


Variation Kombos


Game Navigation

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