Mortal Kombat 11/Rain

From SuperCombo Wiki
< Mortal Kombat 11
Revision as of 15:15, 15 May 2023 by Subotaur (talk | contribs) (Rain 133 (unfinished))
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.
  • 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: 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.
  • 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 his gameplan 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. 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

Straight Punch (1)
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. 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.


2


Face Smasher
2
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


3


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


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

General
Basics
Movement
Offense
Defense
Attack Attributes
Misc
Characters
Baraka
Cassie Cage
Cetrion
D'Vorah
Erron Black
Frost
Fujin
Geras
Jacqui Briggs
Jade
Jax Briggs
Johnny Cage
The Joker
Kabal
Kano
Kitana
Kollector
Kotal Kahn
Kung Lao
Liu Kang
Mileena
Nightwolf
Noob Saibot
Raiden
Rain
Rambo
Robocop
Scorpion
Shang Tsung
Shao Kahn
Sheeva
Sindel
Skarlet
Sonya Blade
Spawn
Sub-Zero
Terminator T-800