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. |
Rain #MK11_RAN | |
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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 |
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Movelist
Normals and Strings
1
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.
|
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.
|
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.
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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:
|
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. |
3
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
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
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
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
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
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
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
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