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.
|
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:
|
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.
|
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. Works excellently with Hydro Boost, as amplified Hydro Boost is much trickier to punish and potentially makes Rain plus. Rain could try to B21 or throw after a blocked B2 but it is very risky, due to its somewhat long recovery and the quick startup of F2D4.
|
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 on block by far, though with short range and long recovery it is even more dangerous on whiff. 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.
|
Prince of Pain (F21+34) | ||||
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.
|
B3
Edenian Step (B3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Low | 13 | 3 | 29 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
19 | 6 | -10 | -10 | - |
Advancing low normal with great range. Rain's low combo starter, and his best normal for backdash spacing traps. Like F2 it cannot be confirmed when starting a combo, so unless you're absolutely certain that it will catch the enemy, either finish the string with B34 to be (mostly) safe or cancel into Hydro Boost. The retreating hit reaction makes it hard to guarantee anything on a single midscreen hit, and makes followups after Hydro Boost and Water Ball harder to land. Empty hop B3 is great at catching new players but can be fuzzied, so toss in some throws and use delayed SHK along with it. |
Rain And Suffering (B34) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Mid | 10 | 9 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 9 | -7 | -12 | - |
Lunging followup to B3 with even better range and exceptional active frames. Like F2D4 it is used to safely follow up B3 (against characters without a six frame attack), though its vastly superior range and active frames make it harder to whiff punish and give it an additional use as a space closing tool. Can be up to +1 with a meaty, though applying this meaty is very difficult. |
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