Mortal Kombat 11/Rain

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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. 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 -
Not the most useful normal. 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. Mostly 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.

Do not whiff.

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.

Do not whiff.

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.

Do not whiff.

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.

Do not whiff.


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.
  • Amplified 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. If it connects, 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 will scooch Rain


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


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


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