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




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, great 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. 13 is his only other confirmable string, but the long startup of the second hit makes it very vulnerable to mashing. Equipping Geyser Palm lets him confirm off 133, but on top of the 13 gap, the third hit of 133 does not jail and risks a D2 KB. 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


Mk11 rain 1.png
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.

Mk11 rain 13.png
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.

Mk11 rain 133.png
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 very flawed normal. A high that does not jail from 13, relying entirely on 134 to get the enemy to stand block - 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 except Geyser Palm to whiff midscreen. Despite its long active frames it has a very small hitbox - much smaller than the animation implies - and is prone to whiff against airborne and juggled enemies.
  • In the corner, Water Ball and Hydro Boost will combo.

Mk11 rain 134.png
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


Mk11 rain b1.png
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. More useful defensively as a riskier alternative to B4, where it can be used to take space in situations where B2 would whiff - such as after a blocked enemy D4 or after F21+3.

Mk11 rain b14.png
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.

Mk11 rain b14b.png
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.

Mk11 rain b14.png
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.

Mk11 rain b14b.png
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


Mk11 rain d1.png
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 -
Solid D1 by itself, with worse recovery but great range and pushback. Rain's only choice for abare with how slow his other two crouching pokes are. Crucial to the usage of D1 is its 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 safely 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 immediate followup attacks but leaves Rain open to punishes.
  • 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


Mk11 rain 2.png
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.

Mk11 rain 242.png
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.

Mk11 rain 2421+3.png
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.

Mk11 rain 24D4.png
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


Mk11 rain b2.png
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 situations 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 full combo punish it on block.
  • Though it is a mid, the hitbox does not reach crouching jab areas until later in its active frames. This is generally not a problem at point blank range, where the initial hitbox will hit the enemy's main body, but when used at the edge of its range it can get interrupted. In these situations, either mash a crouching poke of your own first, dash away, or use B1 or B4.

Mk11 rain b21.png
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. Dash up B21 allows Rain to threaten confirmable strike-throw at round start distance. 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.

Mk11 rain b212.png
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


Mk11 rain f2.png
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. If the enemy is very prepared to bait attempted whiff punishes use F3 instead. Works excellently with Hydro Boost, as amplified Hydro Boost is harder to punish and potentially makes Rain plus on block, while still giving him a full combo on hit. Rain could try to B21, throw, or mash D1 after a blocked F2 but it is very risky, due to its somewhat 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.

Mk11 rain f2d4.png
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.

Mk11 rain f21+3.png
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.

Mk11 rain f21+34.png
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


Mk11 rain d2.png
Damage Guard Startup Active Recovery
14.00 / 2.10 / 0.0021 High 10 4 42
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 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


Mk11 rain 3.png
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.


B3


Mk11 rain b3.png
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.

Mk11 rain b34.png
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 also be used as an easy, if unrewarding meaty. If the enemy lacks a six frame attack, B34 can be used to bait a flawless block.
  • Up to +1 on block on a full meaty, though applying it requires very specific knockdowns.


F3


Mk11 rain f3a.pngMk11 rain f3b.png
Damage Guard Startup Active Recovery
9.75 / 1.5 / 0.0008 High 11 21 29
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 26 -1 -1 -
Remarkably fast forward leaping attack, perfect for taking space and closing the gap on block. Far less rewarding as a whiff punish than F2, but much safer. First attack hits high, the second while coming downward hits mid. High profiles most crouching pokes on the way up and avoids throws entirely, though it can trade with mid crouching pokes if they are done late. Unusually safe at -1 on block, meaning that mashing D1 is not a bad option afterwards - the enemy must do their own 7 frame or faster poke to beat it, and the fastest combo starting mids are 9 frames. Gives a lengthy knockdown on hit, enough to guarantee a B21 midscreen.


D3


Mk11 rain d3.png
Damage Guard Startup Active Recovery
1.00 / 0.15 / 0.0002 Low 10 5 20
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 14 -7 -7 -
A highly active and disjointed mid-range poke, used to quickly cover space, interrupt, and skirmish when outside of D1 and B2 range. Excellent for preemptively stuffing enemy approaches and catching backdashes. When used offensively proper spacing is key - within D1 range it has worse recovery, much worse startup, lower pushback, and enough minus frames on block to be punished by six frame attacks. Outside of D1 range, it shines as a superb defensive tool. Unusually late cancel frames means that cancelling into a special at point blank range can easily be interrupted. Despite being a low, its range and high hitbox also makes it a surprisingly good antiair - cancel backdash into D3, and then pick up with a dash-up 13 or 242.


4


Mk11 rain 4.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 High 11 3 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
17 23 -1 -1 -
A high roundhouse kick. Not terrible on block, but the on-hit reaction is highly unfavorable, applying unusual gravity and damage scaling. For this, as well as its high directionality and lack of string followups, it is rarely used; Rain's mid attacks are simply more useful and rewarding.


B4


Mk11 rain b4.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Low 12 2 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 21 -4 -9 -
A superb ninja sweep, used for safe defensive space coverage and checking. Like all ninja sweeps, it has quick recovery and low profiling. Rain's safest way to quickly put a mid-ranged, moderately rewarding hitbox out, synergizing excellently with his dashes and spacing game. On hit, the knockdown gives Rain numerous options to follow up with, and the pushback on block lets him attempt another spacing trap.


F4


Mk11 rain f4.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 16 3 33
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 17 -4 -4 -
Disjointed normal for covering space at a distance. Useful for disrupting approaches and for cautious, if somewhat unrewarding oki. Less range and active frames than the animation suggests. Has no string followups and cannot be special cancelled, but is safe on block at -4 and has strong pushback for a spacing trap. Frequent use will encourage the enemy to jump, opening them up to antiairs. Generally obsolete if Tidal Wave is equipped, having less range, no amplify followup, and far less active frames, though it does have faster startup and more safety on block.
  • Not a low, despite the name and animation.


D4


Mk11 rain d4.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Low 11 2 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 15 -9 -9 -
Alternate mid-ranged crouching poke. Compared to D3 it is not disjoint, even more unsafe on block, much less active, and a whole frame slower, but it boasts the best cancel advantage out of all of Rain's crouching pokes - enough to frametrap into Hydro Boost without the threat of interruption. With meter, D4 becomes Rain's best crouching poke for aggression, giving him special cancel frametraps with greater reward and safety. For abare and preemptively covering space, Rain's other crouching pokes remain better choices. Only use this if you are certain that it will not whiff.


Jump and Hop Attacks


J1


Mk11 rain j1.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Overhead 7 4 22
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
41 -2 -11 -11 -
Very fast normal for air-to-airs and easy jump-ins. Less rewarding than J2, but easier to use. Mostly used in place of J2 in B3~Hydro Boost combos if the forward dash after J2 is proving too difficult to land. For amplified Hydro Boost on block, it can be hard to land on the way down due to its highly horizontal hitbox.
  • -1 on block at the worst, up to +10 when done at the latest.
  • From amplified Hydro Boost, -3 on block at the worst and up to +2 when done very late. And very accurately.


J2


Mk11 rain j2.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 9 3 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
40 8 -9 -14 -
The preferred jump-in and air-to-air, giving Rain strong damage off Hydro Boost combos and lengthy plus frames on block. Landing J2 after an amplified Hydro Boost on block will give the best plus frames, but it is oddly difficult to land with its above average startup, limited vertical range, and the quick fall that amplified Hydro Boost causes. This also leaves Rain momentarily vulnerable to antiairs and flawless blocks. Use JK instead to be harder to antiair.
  • +1 on block at the worst, up to +15 at the latest possible timing.
  • On amplified Hydro Boost, +1 on block at the worst, and up to +7 when done at the latest possible time.


JK


Mk11 rain jk.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0013 Overhead 9 3 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
40 8 -9 -14 -
Unusual jump kick where Rain sweeps his leg backwards, giving it less forward horizontal range but massive area coverage in a semicircle underneath him. Brilliant for late attack jump-ins and jumpovers, and uniquely suited for catching enemies who try to avoid jump-ins by dashing forward. Rain also has excellent options to OS into - Geyser Kick and Water Ball will pick up for conbos anywhere, Geyser Palm will pick up for combos in most situations, Argus Plunge will give strong corner carry and cover against breakaways, and Katar Toss will keep the enemy (relatively) close. Edenian Force with Quantum Slice will also let Rain cancel a blocked JK into numerous mobility options. For amplified Hydro Boost on block, JK represents the safe option compared to J2, being harder to antiair and throwing off the flawless block timing while giving much worse advantage on block.
  • Block advantage can widely vary, depending on when the attack connects - a jump kick while rising will be -17 at the worst, while the absolute latest jump kick will put Rain at +11.
  • On amplified Hydro Boost, -7 on block at the worst, +3 at the latest.


SHP


Mk11 rain shp.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 9 3 33
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 33 -14 -19 -
Excellent short hop attack, with fast startup, a large hitbox, and a lengthy knockdown. A crucial part of Rain's mix, through immediate overheads and empty hops. Gives enough advantage for Rain to framekill with an empty hop and guarantee a B21. Like all short hops, it avoids grabs and crouching lows. Beyond its usage as a fast overhead, empty hop B3 can catch players unready to fuzzy (especially on wakeup) and empty hop throw is superb for landing a throw KB. Can be attempted at stagger points but it requires a very respectful enemy - it is generally safer to attempt it on knockdowns.
  • Against smaller characters it may hit at the second active frame, rendering it a tiny bit more reactable.


SHK


Mk11 rain shk.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 13 4 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 34 -12 -17 -
Slower than SHP, but boasts much better range, more safety on block, and is much more delayable. Completes Rain's short hop mix by providing the delayed anti-fuzzy option. Can also be used to strike with a surprise overhead at the absolute tip of its range, though Rain has safer and more rewarding options for approaching.


Getup and Flawless Block Attacks


U2


Mk11 rain u2.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 11 4 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 39 -14 -14 -
Exceptional U2, with strong forward advancement and huge vertical and horizontal reach. The reward on successful hit is very solid; Rain's exceptional dashes make it easy to follow up, and Argus Plunge gives him the longest possible corner carry while catching late breakaways. While most of Rain's safe and uncancellable normals create enough space for Rain to retreat, certain other normals in this category (like B34) will leave Rain in the enemy's face. In these situations, it is crucial to represent flawless block - Rain needs the damage and corner carry wherever he can get it.
  • Can guarantee a punish on moves with 18 or more total active and recovery frames. (Liu Kang D1 appears to be an exception to this, having 19 total active and recovery frames but is able to block.)



U3


Mk11 rain u3.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Mid 10 3 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 13 -7 -12 -
Armored reversal with a large, disjoint hitbox. Slightly longer recovery than other U3 attacks, but gives slightly better plus frames as well. Hitbox has enough vertical reach to even cover the air to a degree, potentially hitting enemies trying to jump on oki. In most flawless block situations U2 will give better reward, but U3 remains important in these situations to punish attacks that the enemy has realized are U2 safe.
  • Can guarantee a punish on moves with 17 or more total active and recovery frames.


Throws


Mk11 rain fthrow.png
Damage Guard Startup Active Recovery
13.00 (30.00) / - / - Grab, High 10 2 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - -
Krushing Blow: Activates if the enemy attempted to tech the previous throw in the wrong direction.

Rain relies heavily on his throws to enforce his gameplan and mix up the enemy. Forward dash~throw is one of his most central actions, and his superb dash range lets him threaten this from an unexpected distance. Once properly represented, he can then reap the rewards with forward dash~B21 to corner the enemy.

Both of Rain's throws put a significant distance between himself and the enemy - his back throw putting them a touch away from maximum distance. As such, while they are difficult to force oki midscreen, Rain can use his throws to immediately start a fireball game, or to quickly toss the enemy into the corner and start a cautious, reactive cornering approach. The extreme distance created by the back throw even makes tossing the enemy out of the corner an option - the enemy has to contend with Rain's fireballs and lighting mobility in order to take advantage of the positioning, and the unexpected direction can bait a failed escape for the throw KB.

Mk11 rain bthrow.png
Damage Guard Startup Active Recovery
13.00 (30.00) / - / - Grab, High 10 2 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - -
Krushing Blow: Activates if the enemy attempted to tech the previous throw in the wrong direction.

Rain relies heavily on his throws to enforce his gameplan and mix up the enemy. Forward dash~throw is one of his most central actions, and his superb dash range lets him threaten this from an unexpected distance. Once properly represented, he can then reap the rewards with forward dash~B21 to corner the enemy.

Both of Rain's throws put a significant distance between himself and the enemy - his back throw putting them a touch away from maximum distance. As such, while they are difficult to force oki midscreen, Rain can use his throws to immediately start a fireball game, or to quickly toss the enemy into the corner and start a cautious, reactive cornering approach. The extreme distance created by the back throw even makes tossing the enemy out of the corner an option - the enemy has to contend with Rain's fireballs and lighting mobility in order to take advantage of the positioning, and the unexpected direction can bait a failed escape for the throw KB.


Special Moves


Katar Toss (BF2)

Mk11 rain ktoss.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 High 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
42 11 -12 -17 -
One of the best fireballs in the game. Already great without meter, having quick startup, fast travel speed, decent pushback, and only -12 block disadvantage. While this version keeps Rain in place until it lands or flies offscreen, it still synergizes excellently with his speed and keepaway. Cancel a spaced B3 into Katar Toss to safely skirmish the enemy - the B3 will jail, and the combined pushback will render Rain unpunishable in most situations. With meter, it can be amplified in two ways: it can be amplified at any point before it lands to turn it into a mid projectile that lets Rain act independently, or it can be amplified after it lands to add damage and turn it into a lengthy knockdown. Immediately amplifying turns Katar Toss into Rain's one stop shop for safety - catching counterpokes, plugging in flawless block gaps, and keeping Rain safe with pushback and decent chip damage after blockstrings. Amplifying Katar Toss mid-flight will bait the enemy into ducking, before turning the high projectile into a mid. Amplifying after a backdash~Katar Toss hit will let Rain turn stray zoning hits into a rushdown situation, or squeeze out damage when at chip territory. Still very unsafe on flawless block, but it will not provide a flawless blockable gap after most strings.
  • The non-amplified version is always -12 when blocked and +11 on grounded hit.

Mk11 rain ktossamp.png
Damage Guard Startup Active Recovery
9.00 / 21.25 / 0.213 Mid 14 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 23 -5 -15 1 offensive meter
One of the best fireballs in the game. Already great without meter, having quick startup, fast travel speed, decent pushback, and only -12 block disadvantage. While this version keeps Rain in place until it lands or flies offscreen, it still synergizes excellently with his speed and keepaway. Cancel a spaced B3 into Katar Toss to safely skirmish the enemy - the B3 will jail, and the combined pushback will render Rain unpunishable in most situations. With meter, it can be amplified in two ways: it can be amplified at any point before it lands to turn it into a mid projectile that lets Rain act independently, or it can be amplified after it lands to add damage and turn it into a lengthy knockdown. Immediately amplifying turns Katar Toss into Rain's one stop shop for safety - catching counterpokes, plugging in flawless block gaps, and keeping Rain safe with pushback and decent chip damage after blockstrings. Amplifying Katar Toss mid-flight will bait the enemy into ducking, before turning the high projectile into a mid. Amplifying after a backdash~Katar Toss hit will let Rain turn stray zoning hits into a rushdown situation, or squeeze out damage when at chip territory. Still very unsafe on flawless block, but it will not provide a flawless blockable gap after most strings.
  • The non-amplified version is always -12 when blocked and +11 on grounded hit.

Mk11 rain ktossampb.png
Damage Guard Startup Active Recovery
9.80 / - / - High 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 29 - - 1 offensive meter
One of the best fireballs in the game. Already great without meter, having quick startup, fast travel speed, decent pushback, and only -12 block disadvantage. While this version keeps Rain in place until it lands or flies offscreen, it still synergizes excellently with his speed and keepaway. Cancel a spaced B3 into Katar Toss to safely skirmish the enemy - the B3 will jail, and the combined pushback will render Rain unpunishable in most situations. With meter, it can be amplified in two ways: it can be amplified at any point before it lands to turn it into a mid projectile that lets Rain act independently, or it can be amplified after it lands to add damage and turn it into a lengthy knockdown. Immediately amplifying turns Katar Toss into Rain's one stop shop for safety - catching counterpokes, plugging in flawless block gaps, and keeping Rain safe with pushback and decent chip damage after blockstrings. Amplifying Katar Toss mid-flight will bait the enemy into ducking, before turning the high projectile into a mid. Amplifying after a backdash~Katar Toss hit will let Rain turn stray zoning hits into a rushdown situation, or squeeze out damage when at chip territory. Still very unsafe on flawless block, but it will not provide a flawless blockable gap after most strings.
  • The non-amplified version is always -12 when blocked and +11 on grounded hit.


Argus Plunge (BF3)

Mk11 rain aplungea.pngMk11 rain aplungeb.png
Damage Guard Startup Active Recovery
7.00 (28.00) / 1.25 / 0.0012 Mid 20 25 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
54 10 -21 -21 -
Krushing Blow: Activates if the move BREAKS ARMOR or hits after traveling a MODERATE DISTANCE, and then is amplified.

Rain transforms into a bubble of water and flies forward. Despite its somewhat long startup, middling damage, and unremarkable knockdown it is one of the best midscreen combo enders in the game, giving unmatched corner carry. Large hitbox and long active frames also make it uniquely suitable for catching breakaways, especially delayed breakaway. Whenever possible, confirm damage and combos into this, unless specifically going for a side switch, breakaway catching, or if the enemy is already cornered.Also usable for catching jumps outside of standing antiair or Geyser Palm range - unless the enemy can alter their jump trajectory through a teleport or an airdash, it can be very difficult to avoid. Argus Plunge is also used to squeeze damage off a fullscreen Purple Pain or Water Ball. When done at the absolute longest possible distance, this can even give the KB.

Along the flight, Rain can choose to amplify to finish with a ground slam, dealing more damage, giving a longer knockdown, and allowing Rain to choose the enemy side. 99% of the time this will be the side that keeps the enemy closer to the corner, though stages with strong interactables will give more of an incentive to emerge on that side.
  • For the corner situation, use alternate enders like 134 or 2421+3 for a longer knockdown.
  • Meter cannot be spent on block.

Mk11 rain aplungeamp.png
Damage Guard Startup Active Recovery
9.00 / - / - - - - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 20 - - 1 offensive meter
Krushing Blow: Activates if the move BREAKS ARMOR or hits after traveling a MODERATE DISTANCE, and then is amplified.

Rain transforms into a bubble of water and flies forward. Despite its somewhat long startup, middling damage, and unremarkable knockdown it is one of the best midscreen combo enders in the game, giving unmatched corner carry. Large hitbox and long active frames also make it uniquely suitable for catching breakaways, especially delayed breakaway. Whenever possible, confirm damage and combos into this, unless specifically going for a side switch, breakaway catching, or if the enemy is already cornered.Also usable for catching jumps outside of standing antiair or Geyser Palm range - unless the enemy can alter their jump trajectory through a teleport or an airdash, it can be very difficult to avoid. Argus Plunge is also used to squeeze damage off a fullscreen Purple Pain or Water Ball. When done at the absolute longest possible distance, this can even give the KB.

Along the flight, Rain can choose to amplify to finish with a ground slam, dealing more damage, giving a longer knockdown, and allowing Rain to choose the enemy side. 99% of the time this will be the side that keeps the enemy closer to the corner, though stages with strong interactables will give more of an incentive to emerge on that side.
  • For the corner situation, use alternate enders like 134 or 2421+3 for a longer knockdown.
  • Meter cannot be spent on block.


Evaporate (DB4)

Mk11 rain evaporate.png
Damage Guard Startup Active Recovery
- / - / - - 8 10 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - -
Rain turns himself into water, avoiding strikes and projectiles. Greatly held back by its laundry list of flaws; it can be grabbed (and triggers the roll KB for certain command grabs), the recovery is too long to punish most things, and it has a brief startup that can be mashed. Despite this it remains a useful tool for certain niche punishes - most of which can already be punished with flawless block, but Evaporate requires no meter. Also used for avoiding certain unduckable projectiles or negating the chip and pushback at the end of certain strings, but again, Flawless Block will already accomplish that with less recovery frames in most situations.
  • 8f startup, but will take advantage of the reversal special speed boost to come out in 7f when used as a reversal.

Geyser Kick (BF4)

Mk11 rain gkick.png
Damage Guard Startup Active Recovery
9.00 / 2.13 / 0.0021 Mid 22 4 23
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
21 24 -20 -30 -
Rain spin kicks the enemy away. The Amplified version has quicker startup and kicks the enemy into a rift, switching side and allowing for combo followups.

Rain's default combo starter. Usable against both grounded and juggled enemies, with a generous bounce that allows for easy followups. Especially easy for the jump kick OS, due to its forward advancement. Though it side switches, the long screen carry of Argus Plunge will still grant Rain favorable corner positioning in most situations - follow up with F21+34 or Geyser Palm instead if Rain has already cornered the enemy.

Mk11 rain gkickamp.png
Damage Guard Startup Active Recovery
9.00 / 2.13 / 0.0021 Mid 22 4 23
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
21 24 -20 -30 -
Rain spin kicks the enemy away. The Amplified version has quicker startup and kicks the enemy into a rift, switching side and allowing for combo followups.

Rain's default combo starter. Usable against both grounded and juggled enemies, with a generous bounce that allows for easy followups. Especially easy for the jump kick OS, due to its forward advancement. Though it side switches, the long screen carry of Argus Plunge will still grant Rain favorable corner positioning in most situations - follow up with F21+34 or Geyser Palm instead if Rain has already cornered the enemy.


Fatal Blow

Mk11 rain fblowb.pngMk11 rain fblowf.png
Damage Guard Startup Active Recovery
32.00 / 1.50 / 0.0015 Mid 26 11 36
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 -25 -35 30% HP remaining
Disjoint with decent range and vertical coverage, but very long startup makes it difficult to combo into outside of specific routes, and bad at catching breakaway. Rain can cancel F21+3 into Fatal Blow but this will apply a ton of scaling - B1~Fatal Blow will deal more damage in most situations. Hold Forward to do a more distant version.
  • Fatal Blow can also be done off the F21+3 KB, giving Rain ~45% unbreakable damage off a kounter or punish, though this damage is expensive and cannot be confirmed.


Kustom Abilities


Riptide (BF1)

File:Mk11 rain riptide.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 High 16 20 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 4 -18 -18 -
Rain shoots a rather thin but extremely active stream of water, restanding the enemy. Usable as both a combo ender and an oki tool. The restand when ending combos is only +4, meaning that B2 will trade with six-frame attacks. Rain is forced to use D1 to stop their abare in these situations, though if that is not a possibility B2 becomes fully guaranteed. While the restand will still stop wakeup options midscreen, it puts the enemy too far away to guarantee anything - it is generally better to end with Argus Plunge. Can be up to +1 on block on a full meaty, as long as they don't duck it. Compared to Tidal Wave on oki it has worse range, can be ducked, and has no amplify followup, but is much more active, gives much better frame advantage when blocked, and is easier for catching jumping.

Despite these niche strengths, Riptide is rarely seen - it simply isn't as slot-efficient as his other moves, and the restand doesn't give Rain substantial reward midscreen (where Rain should be ending combos with Argus Plunge instead).


Geyser Palm (DB1)

File:Mk11 rain gpalm.png
Damage Guard Startup Active Recovery
9.26 / - / - Unblockable (only hits air) 9 18 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
41 21 - - -
Rain covers the sky in front of him with a jet of water, blasting the enemy into a side switching rift. A crucial special for antiairs, combo starting, and enders. With its long hitbox and active frames it is well-suited for catching unique air specials, like Jacqui Leap and Kabal Slight Gas. Supremely rewarding on hit - when used as a combo starter it can lead into Argus Plunge for the corner carry, and for an ender it deals Rain's best damage and gives a lengthy, close knockdown. Though the on-hit reaction looks similar to Geyser Kick it makes the enemy fall faster and with more distance, necessitating a forward dash to continue in most situations. Also allows Rain to use 133 as a very easy hit confirm string, though it is unsafe. Often picked with Hydro Boost to combo against airborne opponents, especially after a jump kick, as Hydro Boost often cannot combo against airborne opponents in the same way Geyser Kick can.

Learning to antiair reactively with Geyser Palm (instead of preemptively) is a crucial skill for all Rains. The air coverage synergizes excellently with his spacing and fireball game, and the ability to instantly turn a jump-in into a potential corner situation cannot be underestimated. Preemptively, it should only be used against dangerous instant-air options like Robocop Air Charge.

File:Mk11 rain gpalmamp.png
Damage Guard Startup Active Recovery
9.26 / - / - Unblockable (only hits air) 9 18 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
41 21 - - -
Rain covers the sky in front of him with a jet of water, blasting the enemy into a side switching rift. A crucial special for antiairs, combo starting, and enders. With its long hitbox and active frames it is well-suited for catching unique air specials, like Jacqui Leap and Kabal Slight Gas. Supremely rewarding on hit - when used as a combo starter it can lead into Argus Plunge for the corner carry, and for an ender it deals Rain's best damage and gives a lengthy, close knockdown. Though the on-hit reaction looks similar to Geyser Kick it makes the enemy fall faster and with more distance, necessitating a forward dash to continue in most situations. Also allows Rain to use 133 as a very easy hit confirm string, though it is unsafe. Often picked with Hydro Boost to combo against airborne opponents, especially after a jump kick, as Hydro Boost often cannot combo against airborne opponents in the same way Geyser Kick can.

Learning to antiair reactively with Geyser Palm (instead of preemptively) is a crucial skill for all Rains. The air coverage synergizes excellently with his spacing and fireball game, and the ability to instantly turn an enemy jump-in into a potential corner situation cannot be underestimated. Preemptively, it should only be used against dangerous instant-air options like Robocop Air Charge.


Water Ball (BF2)

File:Mk11 rain wball.png
Damage Guard Startup Active Recovery
5.00 / 1.62 / 0.0016 High 17 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
37 21 -16 -16 Replaces Katar Toss
Rain fires a ball of water at the enemy, knocking them down. When amplified, the ball captures the enemy and allows Rain to sling them in the direction of his choice. Possibly the best combo special in the game by itself as it gives solid damage, works against both grounded and aerial enemies, starts combos at any distance, and automatically confirms. The up throw will allow Rain to get a D2 off most grounded confirms (as always, B3 is the hardest for this), while the downward throw is easier to follow up. At maximum range, the back throw will let Rain continue the combo with 242, or he can do an up throw to fish for the Argus Plunge KB. Midscreen, Rain can get tremendous reward by playing slippery and fishing for mid-ranged Water Balls. The back throw gives an absurdly plus restand, giving him a free approach at all but the greatest distance. The restand is so plus that it can actually be very difficult to properly time a throw - at point blank, Rain can do a full neutral jump and the throw can still whiff! Consider tick throwing the enemy instead.

Water Ball costs two kustom move slots, and it replaces Katar Toss. Considering other kustoms like Tidal Wave and Hydro Boost that give superb versatility for only one slot, Water Ball is very slot-inefficient in comparison. Sacrificing Katar Toss means greatly reducing Rain's safety and direct space control (though its on-hit reward is obviously much greater) - if he does not have Hydro Boost or Hydroplane in the remaining slot, Rain will entirely lack a special to catch counterpokes.
  • The forward throw restand would be enough to guarantee an amplified Purple Pain - if he could equip both at the same time.

File:Mk11 rain wball.png
Damage Guard Startup Active Recovery
5.95 / - / - - 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 60 - - 1 offensive meter
Rain fires a ball of water at the enemy, knocking them down. When amplified, the ball captures the enemy and allows Rain to sling them in the direction of his choice. Possibly the best combo special in the game by itself as it gives solid damage, works against both grounded and aerial enemies, starts combos at any distance, and automatically confirms. The up throw will allow Rain to get a D2 off most grounded confirms (as always, B3 is the hardest for this), while the downward throw is easier to follow up. At maximum range, the back throw will let Rain continue the combo with 242, or he can do an up throw to fish for the Argus Plunge KB. Midscreen, Rain can get tremendous reward by playing slippery and fishing for mid-ranged Water Balls. The back throw gives an absurdly plus restand, giving him a free approach at all but the greatest distance. The restand is so plus that it can actually be very difficult to properly time a throw - at point blank, Rain can do a full neutral jump and the throw can still whiff! Consider tick throwing the enemy instead.

Water Ball costs two kustom move slots, and it replaces Katar Toss. Considering other kustoms like Tidal Wave and Hydro Boost that give superb versatility for only one slot, Water Ball is very slot-inefficient in comparison. Sacrificing Katar Toss means greatly reducing Rain's safety and direct space control (though its on-hit reward is obviously much greater) - if he does not have Hydro Boost or Hydroplane in the remaining slot, Rain will entirely lack a special to catch counterpokes.
  • The forward throw restand would be enough to guarantee an amplified Purple Pain - if he could equip both at the same time.

File:Mk11 rain wball.png
Damage Guard Startup Active Recovery
5.95 / - / - - 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 67 - - 1 offensive meter
Rain fires a ball of water at the enemy, knocking them down. When amplified, the ball captures the enemy and allows Rain to sling them in the direction of his choice. Possibly the best combo special in the game by itself as it gives solid damage, works against both grounded and aerial enemies, starts combos at any distance, and automatically confirms. The up throw will allow Rain to get a D2 off most grounded confirms (as always, B3 is the hardest for this), while the downward throw is easier to follow up. At maximum range, the back throw will let Rain continue the combo with 242, or he can do an up throw to fish for the Argus Plunge KB. Midscreen, Rain can get tremendous reward by playing slippery and fishing for mid-ranged Water Balls. The back throw gives an absurdly plus restand, giving him a free approach at all but the greatest distance. The restand is so plus that it can actually be very difficult to properly time a throw - at point blank, Rain can do a full neutral jump and the throw can still whiff! Consider tick throwing the enemy instead.

Water Ball costs two kustom move slots, and it replaces Katar Toss. Considering other kustoms like Tidal Wave and Hydro Boost that give superb versatility for only one slot, Water Ball is very slot-inefficient in comparison. Sacrificing Katar Toss means greatly reducing Rain's safety and direct space control (though its on-hit reward is obviously much greater) - if he does not have Hydro Boost or Hydroplane in the remaining slot, Rain will entirely lack a special to catch counterpokes.
  • The forward throw restand would be enough to guarantee an amplified Purple Pain - if he could equip both at the same time.

File:Mk11 rain wball.png
Damage Guard Startup Active Recovery
5.95 / - / - - 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 84 - - 1 offensive meter
Rain fires a ball of water at the enemy, knocking them down. When amplified, the ball captures the enemy and allows Rain to sling them in the direction of his choice. Possibly the best combo special in the game by itself as it gives solid damage, works against both grounded and aerial enemies, starts combos at any distance, and automatically confirms. The up throw will allow Rain to get a D2 off most grounded confirms (as always, B3 is the hardest for this), while the downward throw is easier to follow up. At maximum range, the back throw will let Rain continue the combo with 242, or he can do an up throw to fish for the Argus Plunge KB. Midscreen, Rain can get tremendous reward by playing slippery and fishing for mid-ranged Water Balls. The back throw gives an absurdly plus restand, giving him a free approach at all but the greatest distance. The restand is so plus that it can actually be very difficult to properly time a throw - at point blank, Rain can do a full neutral jump and the throw can still whiff! Consider tick throwing the enemy instead.

Water Ball costs two kustom move slots, and it replaces Katar Toss. Considering other kustoms like Tidal Wave and Hydro Boost that give superb versatility for only one slot, Water Ball is very slot-inefficient in comparison. Sacrificing Katar Toss means greatly reducing Rain's safety and direct space control (though its on-hit reward is obviously much greater) - if he does not have Hydro Boost or Hydroplane in the remaining slot, Rain will entirely lack a special to catch counterpokes.
  • The forward throw restand would be enough to guarantee an amplified Purple Pain - if he could equip both at the same time.

File:Mk11 rain wball.png
Damage Guard Startup Active Recovery
5.95 / - / - - 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 69 - - 1 offensive meter
Rain fires a ball of water at the enemy, knocking them down. When amplified, the ball captures the enemy and allows Rain to sling them in the direction of his choice. Possibly the best combo special in the game by itself as it gives solid damage, works against both grounded and aerial enemies, starts combos at any distance, and automatically confirms. The up throw will allow Rain to get a D2 off most grounded confirms (as always, B3 is the hardest for this), while the downward throw is easier to follow up. At maximum range, the back throw will let Rain continue the combo with 242, or he can do an up throw to fish for the Argus Plunge KB. Midscreen, Rain can get tremendous reward by playing slippery and fishing for mid-ranged Water Balls. The back throw gives an absurdly plus restand, giving him a free approach at all but the greatest distance. The restand is so plus that it can actually be very difficult to properly time a throw - at point blank, Rain can do a full neutral jump and the throw can still whiff! Consider tick throwing the enemy instead.

Water Ball costs two kustom move slots, and it replaces Katar Toss. Considering other kustoms like Tidal Wave and Hydro Boost that give superb versatility for only one slot, Water Ball is very slot-inefficient in comparison. Sacrificing Katar Toss means greatly reducing Rain's safety and direct space control (though its on-hit reward is obviously much greater) - if he does not have Hydro Boost or Hydroplane in the remaining slot, Rain will entirely lack a special to catch counterpokes.
  • The forward throw restand would be enough to guarantee an amplified Purple Pain - if he could equip both at the same time.

File:Mk11 rain wball.png
Damage Guard Startup Active Recovery
5.95 / - / - - 13 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 53 - - 1 offensive meter
Rain fires a ball of water at the enemy, knocking them down. When amplified, the ball captures the enemy and allows Rain to sling them in the direction of his choice. Possibly the best combo special in the game by itself as it gives solid damage, works against both grounded and aerial enemies, starts combos at any distance, and automatically confirms. The up throw will allow Rain to get a D2 off most grounded confirms (as always, B3 is the hardest for this), while the downward throw is easier to follow up. At maximum range, the back throw will let Rain continue the combo with 242, or he can do an up throw to fish for the Argus Plunge KB. Midscreen, Rain can get tremendous reward by playing slippery and fishing for mid-ranged Water Balls. The back throw gives an absurdly plus restand, giving him a free approach at all but the greatest distance. The restand is so plus that it can actually be very difficult to properly time a throw - at point blank, Rain can do a full neutral jump and the throw can still whiff! Consider tick throwing the enemy instead.

Water Ball costs two kustom move slots, and it replaces Katar Toss. Considering other kustoms like Tidal Wave and Hydro Boost that give superb versatility for only one slot, Water Ball is very slot-inefficient in comparison. Sacrificing Katar Toss means greatly reducing Rain's safety and direct space control (though its on-hit reward is obviously much greater) - if he does not have Hydro Boost or Hydroplane in the remaining slot, Rain will entirely lack a special to catch counterpokes.
  • The forward throw restand would be enough to guarantee an amplified Purple Pain - if he could equip both at the same time.


Purple Pain (DB2)

File:Mk11 rain ppain.png
Damage Guard Startup Active Recovery
5.00 / 1.62 / 0.0016 Mid 77 6 -26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 61 52 52 -
Rain summons a little cloud that strikes with a bolt of lightning after a delay. If Rain gets hit, the cloud vanishes. Does not allow for links. The amplified version comes out quicker, summons three bolts, and bounces the enemy for a combo.

Probably the weakest move in Rain's kustom arsenal. Slow speed, difficulty to apply, and inability to combo leave much to be desired. Setups require a substantial chunk of the combo to be compromised - for minimal reward, as Rain cannot combo off it. Dead zone in front of Rain also makes it prone to whiff in the corner, especially when done after advancing normals. The amplified version partially remedies some of these issues, but exacerbates others - the advancing motion of the amplified cloud makes it even harder to apply in the corner, and the substantial pushback on block will largely negate the threat that Rain is allowed to apply. SHP will whiff entirely, and SHK will land after the third hit, rendering it no safer.
  • Negative recovery means that Rain recovers before the attack becomes active, while the startup is the time between the beginning of the startup to first active frame. Rain is held in place for ~55 frames for the regular version, and ~60 frames for the amplified version.

File:Mk11 rain ppain.png
Damage Guard Startup Active Recovery
8.56/ 2.67 / 0.0014 Mid 41 46 -38
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 116 67 67 1 offensive meter
Rain summons a little cloud that strikes with a bolt of lightning after a delay. If Rain gets hit, the cloud vanishes. Does not allow for links. The amplified version comes out quicker, summons three bolts, and bounces the enemy for a combo.

Probably the weakest move in Rain's kustom arsenal. Slow speed, difficulty to apply, and inability to combo leave much to be desired. Setups require a substantial chunk of the combo to be compromised - for minimal reward, as Rain cannot combo off it. Dead zone in front of Rain also makes it prone to whiff in the corner, especially when done after advancing normals. The amplified version partially remedies some of these issues, but exacerbates others - the advancing motion of the amplified cloud makes it even harder to apply in the corner, and the substantial pushback on block will largely negate the threat that Rain is allowed to apply. SHP will whiff entirely, and SHK will land after the third hit, rendering it no safer.
  • Negative recovery means that Rain recovers before the attack becomes active, while the startup is the time between the beginning of the startup to first active frame. Rain is held in place for ~55 frames for the regular version, and ~60 frames for the amplified version.


Edenian Force

File:Mk11 rain aplungeair.png
Damage Guard Startup Active Recovery
7.00 / 1.25 / 0.0012 Mid 13 25 40
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
47 10 -34 -34 -
Edenian Force allows Rain to perform Argus Plunge, Evaporate, and Quantum Slice while in the air. Air Argus Plunge is mostly used for escapes and air-to-airs. Despite its longer recovery than the grounded Argus Plunge the distance created is enormous - starting from point blank range, a single air Argus Plunge will put the two fighters at maximum distance. Prepared enemies can punish this, but it is generally completely safe to continue using until they have shown this capacity. Great for escaping the corner (like a cowardcopter), though it will be blocked if done too low to the ground. Amplified Hydro Boost will allow Rain to turn a blocked normal into an instant fullscreen distance for zoning, spacing, and hit-and run.
  • Whiffed J1 and J2 can be cancelled into Air Argus Plunge, but only when buffered.

File:Mk11 rain evaporateair.png
Damage Guard Startup Active Recovery
- / - / - - 6 21-118 18
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - -
Rain evaporates in midair, dropping to the ground, after which a regular Evaporate will resume. Slightly less recovery once on the ground, but with longer minimum active frames, resulting in an Evaporate that has an even longer minimum time. Not a good choice for baiting and punishing antiairs - Rain simply recovers too slowly to punish the whiffed antiair, and many antiairs are active and big enough to catch Rain during the startup of the evaporate.
File:Mk11 rain qsliceah.png
Damage Guard Startup Active Recovery
8.00 / 2.00 / 0.0018 Mid 10 13 49
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
25 -7 -34 -34 Requires Edenian Force
Rain rushes through the air, slashing with the energy wave as he travels. Neutral input will have Rain fly horizontally forward, while holding down will give a diving slice that grounds him. On both block and whiff, Rain can amplify the horizontal slash to follow up with either another horizontal slash or a diving slash, and he can amplify the diving slash to follow up with a grounded Quantum Slice amplify.

Air Quantum Slice is a radically different move from its grounded version, transforming from a space controlling projectile into a chainable diving slash. Brilliant for approaches, anti-zoning, air-to-airs, and evasion. The versatility of the amplify cannot be understated - yolo dives can be made safe, escapes can be cancelled to catch punish attempts, he can play "floor is lava" to avoid a ground setup, he can zip around in the air while being able to choose when to turn it into a safe approach, the possibilities are numerous. With Quantum Rift equipped, he can even threaten a KB from any aerial position. While Air Quantum Slice doesn't give him the pressure and devastating damage of the other top-tier air specials, it's still a great choice that brings his superlative ground mobility into the air.
  • If the diving slice switches side, the followup ground amplify will cause less pushback. Rain will still be safe at -5.

File:Mk11 rain qslicead.png
Damage Guard Startup Active Recovery
8.00 / 2.00 / 0.0020 Mid 11 12 35
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
29 6 -21 -21 Requires Edenian Force
Rain rushes through the air, slashing with the energy wave as he travels. Neutral input will have Rain fly horizontally forward, while holding down will give a diving slice that grounds him. On both block and whiff, Rain can amplify the horizontal slash to follow up with either another horizontal slash or a diving slash, and he can amplify the diving slash to follow up with a grounded Quantum Slice amplify.

Air Quantum Slice is a radically different move from its grounded version, transforming from a space controlling projectile into a chainable diving slash. Brilliant for approaches, anti-zoning, air-to-airs, and evasion. The versatility of the amplify cannot be understated - yolo dives can be made safe, escapes can be cancelled to catch punish attempts, he can play "floor is lava" to avoid a ground setup, he can zip around in the air while being able to choose when to turn it into a safe approach, the possibilities are numerous. With Quantum Rift equipped, he can even threaten a KB from any aerial position. While Air Quantum Slice doesn't give him the pressure and devastating damage of the other top-tier air specials, it's still a great choice that brings his superlative ground mobility into the air.
  • If the diving slice switches side, the followup ground amplify will cause less pushback. Rain will still be safe at -5.


Quantum Slice (BF3)

File:Mk11 rain qslice.png
Damage Guard Startup Active Recovery
8.00 / 2.00 / 0.0020 High 24 6 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
40 22 -11 -16 Replaces Argus Plunge
Krushing Blow: Activates on the AMPLIFIED version if Quantum Rift has absorbed two projectiles.

Rain steps forward and strikes with a massive, upward angled energy slash. The Amplified version sends a followup mid slash that inflicts tremendous pushback and puts Rain at -5. While Quantum Slice is generally overshadowed by its air version, do not underestimate the ground version - it boasts remarkable horizontal and vertical coverage, surprising safety, and is excellent for ending blockstrings for the best chip damage and distance. The amplify mid slash appears to have slightly lower range than the first slash, whiffing on both block and hit when done at maximum range, so when using Quantum Slice as a spacing tool instead of a blockstring ender Rain is less incentivized to always spend meter. Excellent at stuffing out enemies who love jumping on wakeup, while staying out of U3 range. While the KB gives superb damage on both grounded and air Quantum Slice, the extreme slot cost of Quantum Slice + Edenian Force + Quantum Rift on top of the one-time nature of KBs makes it an expensive proposition. Quantum Rift does synergize decently well with Quantum Slice outside of the KB, but if the enemy is not a heavy zoner Rain should consider a different move to use in the third slot.

The decision to replace Argus Plunge is not done lightly - without Argus Plunge, Rain loses much of his ability to continually drive the enemy into the corner. Equipping Quantum Slice means that the Rain must instead focus on contesting (and ceding) midscreen space, both in the air and on the ground.
  • Classified as an unparryable projectile - projectile immune states will ignore it, but projectile parries will fail.

File:Mk11 rain qsliceamp.png
Damage Guard Startup Active Recovery
6.00 / 1.75 (2.00 when done from the air) / 0.0018 Mid 11 6 36
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 28 -5 -15 -
Krushing Blow: Activates on the AMPLIFIED version if Quantum Rift has absorbed two projectiles.

Rain steps forward and strikes with a massive, upward angled energy slash. The Amplified version sends a followup mid slash that inflicts tremendous pushback and puts Rain at -5. While Quantum Slice is generally overshadowed by its air version, do not underestimate the ground version - it boasts remarkable horizontal and vertical coverage, surprising safety, and is excellent for ending blockstrings for the best chip damage and distance. The amplify mid slash appears to have slightly lower range than the first slash, whiffing on both block and hit when done at maximum range, so when using Quantum Slice as a spacing tool instead of a blockstring ender Rain is less incentivized to always spend meter. Excellent at stuffing out enemies who love jumping on wakeup, while staying out of U3 range. While the KB gives superb damage on both grounded and air Quantum Slice, the extreme slot cost of Quantum Slice + Edenian Force + Quantum Rift on top of the one-time nature of KBs makes it an expensive proposition. Quantum Rift does synergize decently well with Quantum Slice outside of the KB, but if the enemy is not a heavy zoner Rain should consider a different move to use in the third slot.

The decision to replace Argus Plunge is not done lightly - without Argus Plunge, Rain loses much of his ability to continually drive the enemy into the corner. Equipping Quantum Slice means that the Rain must instead focus on contesting (and ceding) midscreen space, both in the air and on the ground.
  • Classified as an unparryable projectile - projectile immune states will ignore it, but projectile parries will fail.

File:Mk11 rain qsliceah.png
Damage Guard Startup Active Recovery
8.00 / 2.00 / 0.0018 Mid 10 13 49
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
25 -7 -34 -34 Requires Edenian Force
Rain rushes through the air, slashing with the energy wave as he travels. Neutral input will have Rain fly horizontally forward, while holding down will give a diving slice that grounds him. On both block and whiff, Rain can amplify the horizontal slash to follow up with either another horizontal slash or a diving slash, and he can amplify the diving slash to follow up with a grounded Quantum Slice amplify.

Air Quantum Slice is a radically different move from its grounded version, transforming from a space controlling projectile into a chainable diving slash. Brilliant for approaches, anti-zoning, air-to-airs, and evasion. The versatility of the amplify cannot be understated - yolo dives can be made safe, escapes can be cancelled to catch punish attempts, he can play "floor is lava" to avoid a ground setup, he can zip around in the air while being able to choose when to turn it into a safe approach, the possibilities are numerous. With Quantum Rift equipped, he can even threaten a KB from any aerial position. While Air Quantum Slice doesn't give him the pressure and devastating damage of the other top-tier air specials, it's still a great choice that brings his superlative ground mobility into the air.
  • If the diving slice switches side, the followup ground amplify will cause less pushback. Rain will still be safe at -5.

File:Mk11 rain qslicead.png
Damage Guard Startup Active Recovery
8.00 / 2.00 / 0.0020 Mid 11 12 35
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
29 6 -21 -21 Requires Edenian Force
Rain rushes through the air, slashing with the energy wave as he travels. Neutral input will have Rain fly horizontally forward, while holding down will give a diving slice that grounds him. On both block and whiff, Rain can amplify the horizontal slash to follow up with either another horizontal slash or a diving slash, and he can amplify the diving slash to follow up with a grounded Quantum Slice amplify.

Air Quantum Slice is a radically different move from its grounded version, transforming from a space controlling projectile into a chainable diving slash. Brilliant for approaches, anti-zoning, air-to-airs, and evasion. The versatility of the amplify cannot be understated - yolo dives can be made safe, escapes can be cancelled to catch punish attempts, he can play "floor is lava" to avoid a ground setup, he can zip around in the air while being able to choose when to turn it into a safe approach, the possibilities are numerous. With Quantum Rift equipped, he can even threaten a KB from any aerial position. While Air Quantum Slice doesn't give him the pressure and devastating damage of the other top-tier air specials, it's still a great choice that brings his superlative ground mobility into the air.
  • If the diving slice switches side, the followup ground amplify will cause less pushback. Rain will still be safe at -5.

Hydroplane (DB3)

File:Mk11 rain hplane.png
Damage Guard Startup Active Recovery
7.00 (24.00) / 1.88 / 0.0019 Mid 24 6 28
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 14 -16 -21 -
Krushing Blow: Activates when HELD for a bit before striking.

Rain slides backwards, avoiding attacks, and then jets forward with a palm strike. Hold 3 to stay in the backwards position and delay the attack, and press DD while holding to cancel. Amplify before the strike to increase the damage, pushback on block, and knockdown length. The immediate cancel is the move's most common usage by far, giving Rain a command backdash that can be special cancelled into. This allows him to instantly turn any blocked normal into a favorable spacing situation, placing him right in the ideal range for further escape or a forward dash strike-throw 50/50. Outside of immediate cancels, Hydroplane is excellent for both whiff punishing and baiting attempted whiff punishes, giving less reward than a full combo but landing much more reliably. Also a solid oki tool - backdash and hold on knockdown, strike if they do a wakeup attack or a forward getup roll, and cancel if they do anything else. Certain strings and setups can be specifically punished by Hydroplane but it requires solid awareness, and most of those situations can already be punished by Flawless Block (albeit with more resources spent). Can catch immediate counterpokes when cancelled from a crouching poke, but amplified Katar Toss is generally a safer option while amplified Hydro Boost will give more reward.

Keep in mind that this move is not the safest option - the immediate cancel can be punished on block, and the amplified version is still punishable by most characters when ready. Keep the enemy guessing between cancels and striking with it on block to be harder to punish.

File:Mk11 rain hplanec.png
Damage Guard Startup Active Recovery
- / - / - - 17 - 20
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - 1 defensive meter
Krushing Blow: Activates when HELD for a bit before striking.

Rain slides backwards, avoiding attacks, and then jets forward with a palm strike. Hold 3 to stay in the backwards position and delay the attack, and press DD while holding to cancel. Amplify before the strike to increase the damage, pushback on block, and knockdown length. The immediate cancel is the move's most common usage by far, giving Rain a command backdash that can be special cancelled into. This allows him to instantly turn any blocked normal into a favorable spacing situation, placing him right in the ideal range for further escape or a forward dash strike-throw 50/50. Outside of immediate cancels, Hydroplane is excellent for both whiff punishing and baiting attempted whiff punishes, giving less reward than a full combo but landing much more reliably. Also a solid oki tool - backdash and hold on knockdown, strike if they do a wakeup attack or a forward getup roll, and cancel if they do anything else. Certain strings and setups can be specifically punished by Hydroplane but it requires solid awareness, and most of those situations can already be punished by Flawless Block (albeit with more resources spent). Can catch immediate counterpokes when cancelled from a crouching poke, but amplified Katar Toss is generally a safer option while amplified Hydro Boost will give more reward.

Keep in mind that this move is not the safest option - the immediate cancel can be punished on block, and the amplified version is still punishable by most characters when ready. Keep the enemy guessing between cancels and striking with it on block to be harder to punish.

File:Mk11 rain hplaneamp.png
Damage Guard Startup Active Recovery
12.00 / 2.50 / 0.0025 Mid 9 8 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 30 -16 -21 1 offensive meter
Krushing Blow: Activates when HELD for a bit before striking.

Rain slides backwards, avoiding attacks, and then jets forward with a palm strike. Hold 3 to stay in the backwards position and delay the attack, and press DD while holding to cancel. Amplify before the strike to increase the damage, pushback on block, and knockdown length. The immediate cancel is the move's most common usage by far, giving Rain a command backdash that can be special cancelled into. This allows him to instantly any blocked normal into an exceptionally favorable spacing situation, placing him right in the ideal range for further escape or a forward dash strike-throw 50/50. Outside of immediate cancels, Hydroplane is excellent for both whiff punishing and baiting attempted whiff punishes, giving less reward than a full combo but landing much more reliably. Also a solid oki tool - backdash and hold on knockdown, strike if they do a wakeup attack or a forward getup roll, and cancel if they do anything else. Certain strings and setups can be specifically punished by Hydroplane but it requires solid awareness, and most of those situations can already be punished by Flawless Block (albeit with more resources spent). Can catch immediate counterpokes when cancelled from a crouching poke, but amplified Katar Toss is generally a safer option while amplified Hydro Boost will give more reward.

Keep in mind that this move is not the safest option - the immediate cancel can be punished on block, and the amplified version is still punishable by most characters when ready. Keep the enemy guessing between cancels and striking with it on block to be harder to punish.


Tidal Wave (DB3)

File:Mk11 rain twave.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Low 21 13 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
34 10 -20 -20 -
Rain strikes the ground and releases a low wave of water, hitting in both directions. Amplify to send a second wave that gives more pushback, knocks the enemy down, and puts Rain at -8.

Rain's best move for oki and defensively covering space. Superb as a preemptive attack to halt ground approaches, being extremely difficult to whiff punish except through projectiles. Excellent range and long disjoint also allow it to catch both forward getup roll and wakeup reversal attack on nearly any knockdown, and the amplify will give him plenty of space if they chose to block. Too slow to stop immediate counterpokes on block after a crouching poke, but most standing normals will frametrap into it. Rain is highly incentivized to amplify it - not only is it very unsafe on a close range block, but the retreating on-hit reaction makes it difficult to guarantee anything midscreen, while the knockdown from the amplified version makes it easier to apply offense. Gives an overhead/low 50/50 off 134, though it can be fuzzied.
  • The amplified version can be plus when blocked at maximum range.

File:Mk11 rain twaveamp.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Mid 6 13 22
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 23 -8 -13 1 offensive meter
Rain strikes the ground and releases a low wave of water, hitting in both directions. Amplify to send a second wave that gives more pushback, knocks the enemy down, and puts Rain at -8.

Rain's best move for oki and defensively covering space. Superb as a preemptive attack to halt ground approaches, being extremely difficult to whiff punish except through projectiles. Excellent range and long disjoint also allow it to catch both forward getup roll and wakeup reversal attack on nearly any knockdown, and the amplify will give him plenty of space if they chose to block. Too slow to stop immediate counterpokes on block after a crouching poke, but most standing normals will frametrap into it. Rain is highly incentivized to amplify it - not only is it very unsafe on a close range block, but the retreating on-hit reaction makes it difficult to guarantee anything midscreen, while the knockdown from the amplified version makes it easier to apply offense. Gives an overhead/low 50/50 off 134, though it can be fuzzied.
  • The amplified version can be plus when blocked at maximum range.


Hydro Boost (BF4)

File:Mk11 rain hboost.png
Damage Guard Startup Active Recovery
9.50 / 3.25 / 0.0032 Mid 16 25 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
34 10 -20 -20 -
Rain releases blasts of water in both directions, putting him airborne. Hold a direction to slightly influence his movement - he will slightly advance with no direction pressed. When amplified Rain can act while in the air, allowing him to continue the combo or attempt block pressure.

Rain's most slot-efficient move (besides Wave Dash). Hydro Boost broadly improves his risk-reward on offense, allowing him to get pressure on block and increased combo damage on hit with the same, confirmable action. By far the biggest beneficiary of Hydro Boost is F2, transforming what is usually a cautiously applied normal into a supremely rewarding attack for mid-range offense. Rain's crouching pokes also strongly benefit, stopping most counterpokes while giving a full combo on hit, and pressure on block. B3 benefits in the corner, but midscreen it causes too much pushback to give a full combo unless done very close. On top of its higher damage in midscreen confirms, Hydro Boost also allows for meterless combos and two-meter combos in the corner.

While amplified Hydro Boost will allow Rain to do an action in the air, Rain is still subject to the increased landing recovery of a regular Hydro Boost. Because of this, air normals become less plus (and much harder to land due to the faster fall) compared to a regular jump. Landing J2 will give the best damage and plus frames, but will open Rain up to flawless blocks and immediate anti-airs. Doing an early JK instead will give no flawless block gap and stop most antiairs (oddly enough, D2 will work against JK but will fail against J2 despite J2 coming out much later and having a smaller hitbox), but will not make Rain plus. If the enemy has shown that they can stop Hydro Boost~J2, mix in JK to thwart their punish and keep them guessing. With Edenian Force equipped, Rain can instead use amplified Hydro Boost to flee the scene entirely.
  • First geyser attack will whiff on hit if done from too far away, such as when cancelled from a spaced B3.
  • Second geyser attack will whiff on block if done too close, such as when cancelled from a point-blank F2. Rain will still be able to do the amplify, but the greatly increased gap will make him easier to antiair, and introduce a flawless block gap in JK. At close range, always prioritize B21 over F2.


Quantum Rift (DB4)

File:Mk11 rain qrift.png
Damage Guard Startup Active Recovery
- / - / - 11 120 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
10 - - - -
Rain creates an anti-projectile barrier. Only absorbs one hit, but Rain can act after placing it. Greatly enhances Rain's counterzoning - unless the enemy has a ranged attack that avoids the rift or a movement option to circumvent it, the rift will win most fireball wars. Against multi-projectiles from amplifies, Rain will typically absorb the first projectile, and then get hit by the followup if done too late. In these situations, make sure to place the rift preemptively. Synergizes well with grounded Quantum Slice, but being stationary gives it limited direct synergy with air Quantum Slice, though it is required for the Quantum Slice KB. The amplified version lasts twice as long and has Rain recover much faster, potentially allowing Rain to reset into a strike-throw situation on block against unaware enemies, but Hydroplane and Hydro Boost are generally better choices for block pressure.
  • Will only stop parryable projectiles.

File:Mk11 rain qriftamp.png
Damage Guard Startup Active Recovery
- / - / - 1 240 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - 1 offensive meter
Rain creates an anti-projectile barrier. Only absorbs one hit, but Rain can act after placing it. Greatly enhances Rain's counterzoning - unless the enemy has a ranged attack that avoids the rift or a movement option to circumvent it, the rift will win most fireball wars. Against multi-projectiles from amplifies, Rain will typically absorb the first projectile, and then get hit by the followup if done too late. In these situations, make sure to place the rift preemptively. Synergizes well with grounded Quantum Slice, but being stationary gives it limited direct synergy with air Quantum Slice, though it is required for the Quantum Slice KB. The amplified version lasts twice as long and has Rain recover much faster, potentially allowing Rain to reset into a strike-throw situation on block against unaware enemies, but Hydroplane and Hydro Boost are generally better choices for block pressure.
  • Will only stop parryable projectiles.


Wave Dash (DB4)

File:Mk11 rain wdash.png
Damage Guard Startup Active Recovery
- / - / - - - - 35
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
28 - - - -
A highly versatile install. Wave Dash powers up Rain's dash to a remarkable extent, greatly improving its range, speed, and recovery. The recovery can be cancelled directly into a dash, which can in turn be cancelled into any move like a regular dash, giving him a wealth of options for pressure, combos, spacing, and evasion. Though Wave Dash cancel will be interruptable when done after most normals, F2 will give enough cancel advantage to safely backdash and continue pressure. For other normals Rain will have to condition the enemy to not mash, but once that is accomplished Rain can use Wave Dash to continue offense or retreat on block. On hit, Rain can use Wave Dash to convert into high damage, breakaway resistant combos. Beyond its usage as an dash cancel, Wave Dash will make everything that normally uses a regular dash much more effective; forward dash~strike/throw from beyond round start distance, whiff punishes from even farther away, and unmatched keepaway.

The only real disadvantage of Wave Dash is that it isn't allowed in competitive play. Whenever that isn't an issue, consider using this exceptional move.
  • With Wave Dash, Rain can dash from maximum distance to point blank in only two dashes.
  • The sheer speed and distance of Wave Dash can make backdash spacing traps harder to land. Cancel into the normal earlier than usual to prevent whiffing.


Strategy and Kombos


General Tips

  • Focus on fundamental interactions and system mechanics - respect, turns, spacing, fireball game, antiairs, etc. Rain lacks bells and whistles, and while his tools are robust and versatile, they will not steal the game for him.
  • Learn to consistently hit confirm B21. As his primary string for his close range strike-throw mixups, maximizing the reward from it is absolutely crucial. Most dash-ups can potentially turn into a corner situation, depending on the screen positioning - don't waste that possibility.
  • Rain's speed is the glue that makes his gameplan work at all. Apply it whenever possible, especially on defense. Unless the enemy has comparable movement options, Rain can be difficult to pin down. Also don't neglect his excellent walk speed - directly walking instead of dash cancelling can allow for more granular control over minute spacing situations.
  • Many of Rain's moves give enough pushback to attempt a spacing trap instead of holding the enemy turn.
  • Rain's short hop greatly improves his close range mix. See if your enemy can block SHP on reaction - if they can, Rain can then move onto delayed SHK and empty hops.
  • As always, all situations are living situations. Following up B212 with a backdash~B3 spacing trap could work at first, but then once the enemy gets respectful after B212, Rain can apply more direct offense. Alternatively, the enemy could jump after a blocked B212 to avoid and punish the B3, or fill the space with an active disjoint to stuff Rain out. Always be ready to see how a situation evolves.
  • Also as always, see what you can get away with! Everything is 100% real until the enemy demonstrates that they can stop it. Gauge your enemy with "fake" options to see what works, and then keep on using it until it doesn't anymore.


Spacing and Whiff Punishing

  • In most situations, ideal distance is at the tip of F2 - close enough to apply a dash-up B21 vs. throw, ideal for antiairs (especially with Geyser Palm), and able to start a fireball game with a single backdash.
  • Playing from greater than F2 range is also a strong defensive option. Rain's fireball game from that distance is difficult to contest, and he can still whiff punish with a forward dash~F2.
  • Many of Rain's safe enders will give enough pushback to attempt a spacing trap by backdashing. Spacing traps will generally use B3 for the back input, though it can whiff if cancelled into Hydro Boost.
  • Whiff punishes from neutral will generally use forward dash~133 or B21 - Rain's dash is fast enough to close the distance, and using the string will give more damage and allow him to confirm.
  • While F2 has better range and forward advancement than B3, B3 will keep some distance between Rain and the enemy on block, making it safer for non-committal skirmishing. At the max range of B3, B3~Katar Toss will be difficult to punish, and B3~amplified Katar Toss is safe regardless of spacing.
  • Make sure to represent the explosive threat of the F21+3 KB - threatening an unbreakable 31% with a string as long-reaching as F2, combined with Rain's excellent speed, can force the enemy to play much more passively in the neutral situation. Cancelling F21+3 into Fatal Blow will increase the unbreakable damage to 45%, but it may be more resource efficient to simply cancel F2 into Fatal Blow and save the KB for another punish.
  • Use Tidal Wave and D3 to cover space against enemy approaches.


Approaching

  • Rain's forward dash is fast enough that simply dashing up into B21 will allow him to close the gap in most situations within range. However, this is easier to stuff out.
  • F2 will approach and attack in a single motion, making it slightly harder to stuff out, though its reward on hit and block is less than B21. Cancelling into F2D4 will keep Rain safe while allowing a spacing trap on block, but it is very dangerous on whiff. The safest solution is to cancel F2 into amplfiied Katar Toss, as the Katar Toss will not come out if the F2 whiffs.
  • F3 is a superb normal for approaches, leaving him at only -1 on block while point blank with the enemy. The jumping motion will also avoid most crouching pokes on the way up, though it can still be stuffed out during its second half.
  • Rain's jump kick can still be used to approach like other jump kicks, but its smaller forward hitbox will make it slightly easier to antiair in conventional jump-in situations.
  • Air Quantum Slice can close the distance, though the amplified version has significant pushback on block.


Pressure and Mixups

  • Strike vs. throw with B21 is the primary strategy for damage. Being a 10-frame mid B21 cannot be fuzzied, and Argus Plunge will reward Rain with superb corner carry on a hit confirm. On block, B21 is an excellent stagger with B212, and can be turned into a spacing trap if the entire string is blocked. The throw option gets a KB in both directions, and while it creates too much distance to oki midscreen, it allows Rain to transition into a fireball game.
  • If Rain is already point blank, he can apply short hop mixups as well. SHP is a quick overhead with a large hitbox and a lengthy knockdown, and if they can block it on reaction Rain can instead use delayed SHK and empty hop B3. Empty hop throw is also useful for applying a throw KB.
  • Tidal Wave gives Rain a 50/50 off 13, though it is a highly flawed option; the overhead can be flawless blocked, the low creates too much pushback on hit to guarantee anything outside of the corner and needs meter to be safe on block, and the 16 vs 21 frame startup can be fuzzied. However, the threat of the 50/50 block can allow Rain to follow up 13 with a throw instead.
  • Incorporate backdashing into his pressure to bait and catch mashing.
  • Hydro Boost will allow Rain to attempt to extend pressure on block. Switch between J2 to be plus and J3 to catch antiairs. When doing J3 for a blockstring midscreen, buffer an Argus Plunge - nothing will come out on block, and on hit the Argus Plunge will catch the enemy. (If you are absolutely certain that the JK will catch, do a dash-up instead).


Oki

  • B21 can be used on oki. If properly timed, the first hit will meaty the enemy on regular wakeup timing, and the second hit will catch delayed wakeup.
  • Most of the time, use Rain's dashes to avoid their wakeup options. Even a simple dash in - dash out will punish most wakeup reversal attacks while avoiding getup roll.
  • The long active frames of B34 can be used to put a meaty hitbox on oki, but it gives little reward.
  • Hydro Boost can be used as an effective oki option. On a close knockdown, do a raw amplified Hydro Boost as close to the enemy as possible. The attack will stuff out wakeup U2, high profile U3, catch getup roll, and give Rain a regular amplified Hydro Boost situation on block.
  • Tidal Wave, with its lengthy active frames and long hitbox is excellent for stopping wakeup U3 and getup forward roll. It requires meter to be fully safe in all circumstances, but on a meaty from a distance it can be very difficult to punish.


Turns

  • B21 is used for taking turns in most situations. As always, follow the common usage rules; confirm into a combo on hit, stagger on block.
  • In situations with more pushback, B21 can whiff and get stuffed out. In these situations, B4 and B1 become the ideal turn-taking normals. B4 has a low profile and gives a better immediate situation on both hit and block, while B1 can start (unconfirmable) combos and lead into a B14 stagger mindgame.
  • Against respectful, non-mashing enemies, Rain can short hop on his turn to attempt more aggressive mixups.
  • Don't neglect backdashing on turn. In some fights, the extra space created is simply far more valuable.


Crouching Pokes

  • With excellent range and a handful of strong cancel options, Rain's crouching poke game is very strong.
  • Cancel into amplified Katar Toss to be safe and stop counterpokes.
  • Cancel into amplified Hydro Boost to grant a full combo on hit and attempt pressure on block. Hydro Boost will high profile most counterattacks, but certain crouching pokes and standing jabs are high enough to catch Rain.
  • Cancel into Hydroplane to turn a blocked poke into a spacing situation.
  • Use D1 to interrupt the enemy while keeping his cancel options solid.
  • Use D3 as a defensive normal to skirmish and cover space when outside D1 distance. Apply the disjoint to win poke wars.
  • Use D4 as an aggressive normal to definitively frametrap into a cancel option. Outside of this, D3 is generally a better crouching poke to use.
  • Backdashing will be stopped by immediate counterpokes, but if the enemy is too slow on the draw they can be whiff punished by B3 or B4.


Flawless Blocks

  • Rain has FB gaps on his B212 and 134 strings.
  • The gap in B212 can actually be applied in Rain's favor; if the enemy goes for the flawless block, Rain can cancel into Katar Toss or Hydro Boost to catch the enemy for attempting it. Alternatively, he could take advantage of their reactive stance to stagger into another B21 or throw.
  • The gap in 134 cannot be covered with Hydro Boost, having the same startup as the third hit, but Katar Toss remains usable.
  • B34 does not create enough pushback for Rain to safely backdash. However, he can use it to set up a flawless block.
  • Rain's U2 is fast and advancing enough to not be blocked, interrupted, or avoided in most situations.


Zoning

  • Rain can easily keep enemies away with his superb speed and his fireball game.
  • Fireball wars can be more difficult than anticipated - the enemy can throw out a projectile and then duck, while Rain has to stay in place until the Katar Toss lands or flies offscreen. Amplified Katar Toss negates this, but this puts a cap on how much he can counterzone the enemy. Consider equipping Quantum Rift to bolster his counterzoning game.
  • Unamplified Katar Toss is a dominant projectile in the mid-range, where the hold-in-place property isn't nearly as troublesome as fullscreen. Rain should be ready to Katar Toss at a closer range than most projectiles.
  • With Water Ball equipped, Rain can fish for combos from a distance, exchanging space control and safety for much greater reward on hit.
  • Quantum Slice is very vulnerable to enemy counterzoning, but if that is not an issue (generally with a Quantum Rift placed) it is a superb move for attacking at a distance.


Enemy Mashing

  • With good pushback and few gaps, Rain is generally resistant to enemy mashing.
  • For up-close situations that can be special cancelled (like a D1), cancel into a special to stop the enemy mash.
  • Cancel into amplified Katar Toss to safely stop enemy mashing.
  • Cancel into amplified Hydro Boost for greater reward on both hit and block, but unless cancelled from D4 it will always be interruptible.
  • Hydroplane can avoid the enemy mash and immediately set up a strike vs. feint situation.
  • In up close situations that cannot be special cancelled, like after B34, get ready to flawless block.


Enemy Spacing

  • Rain can use F2 and F3 to call out enemy spacing traps, though against characters with the best range and speed (like Kotal or Spawn) it will probably not travel far enough.
  • If your dashblocking is on point, dash in and then quickly dash out to bait and avoid the enemy spacing trap.
  • Katar Toss is a safe option for disrupting enemy spacing. In a mid-range situation, Katar Toss is almost always safer than an advancing attack.
  • In up-close spacing situations (i.e. Sub-Zero backdashes and catches your mashing with B32), use D3 or B4 to counterpoke instead of D1.


Enemy Zoning

  • Rain's speed combined with his fireball can make him difficult to approach, but in zoning wars he is at a severe disadvantage.
  • Make the decision about what to do after the Katar Toss after it lands or is avoided. This is made easier by the hold-in-place property. Don't just stand back and toss repeated fireballs - the retaliatory fireball will not trade in your favor, unless Rain spends meter.
  • Evaporate generally has too much recovery to be worth it against regular projectiles, but it is excellent against amplified projectiles.
  • Don't be afraid to switch to an anti-zoning loadout. Quantum Rift is perfect for fireball wars, while Air Quantum Slice can avoid and approach against most projectiles.


Popular Variations

The most common Rain loadout by far. Combines Rain's three most slot-efficient moves for a moveset that is robust and versatile. Geyser Palm is used for antiairs, 13 confirms, and as a side switching combo ender, Tidal Wave is used for safety, space control, and mixups, and Hydro Boost is used for damage, oki, and pressure. For most Rain players, this is the central loadout, and alternate loadouts are picked for their utility relative to this.

  • Make sure to use Geyser Palm against airborne enemies and Hydro Boost against grounded - Hydro Boost will only combo against airborne enemies in very specific corner situations.

Players: JSTN, DJT, Bloodeyezz, Disarted, MK_AZERBAIJAN

Replaces Tidal Wave with Hydroplane for stronger hit-and-run gameplay. Geyser Palm is well spaced to allow for antiairs off the Hydroplane cancel, and it keeps Hydro Boost for the "hit" part of hit-and-run. Without Tidal Wave, Rain loses the 50/50 off 134 but that mixup is always secondary to B21 anyways.
Players: TheMightyUnjust (early on)

The Quantum Slice loadout, mostly used against severe zoning. All three moves must be present for Quantum Slice to be fully unlocked, but it transforms the move into a broadly useful tool for blockstrings, safety, space control, oki, and mobility. Many Rain players will have this variation ready to switch into for specific matchups.
Players: OD_Fullauto, DJT, Sonofabat

A combo-oriented loadout for players confident in their neutral and zoning. Combines Water Ball with Tidal Wave, the most slot efficient move that avoids combo starter redundancy. Used to safely fish for combos from a distance and for better damage on two-bar combos. Significantly weakens Rain's point blank game; though Tidal Wave gives Rain some safety without Katar Toss, its startup is too slow to stop countermashing after a blocked crouching poke, and makes it unusable for covering flawless block gaps.

  • One bar damage off of confirms is not substantially better than Hydro Boost, which only uses one slot.



A loadout for distancing, escaping, and fireballs. Exchanges Tidal Wave for Edenian Force, giving far superior evasion and air-to-air control, while Edenian Force combined with amplified Hydro Boost can turn any blocked normal into a fullscreen situation. Many airborne movement options that can close this gap like Jacqui Leap, Fujin Sky Wakka, and Kabal Air Gas can then be reacted and caught with Geyser Palm. Rain is still vulnerable to being counter-zoned, but if the enemy lacks a strong projectile and a comparable grounded movement option (i.e. a teleport) it will be very challenging for the enemy to keep up.
Players: roethor

Powerful loadout for non-kompetitive situations, combining unrivaled mobility with solid close-range power from Wave Dash cancels and Hydro Boost. F2 is the best normal to use with Wave Dash, allowing for a one hit confirm and giving enough cancel advantage to safely backdash on block, but other normals can be used as well if the threat of the string ender is represented.
Players: Odin Prime

Universal Kombos

~ means a cancel, > means no cancel (simply follow up with the listed action)

Geyser Kick (BF4)

B21 ~ Geyser Kick Amp (BF4) > B1 > 242 ~ Argus Plunge (BF3)

  • Basic B&B that grants the Argus Plunge corner carry.
  • All cancellable normals will work provided they can combo and they keep the enemy grounded - 133 and 4 will not work. B21 is listed because it is the most important normal for performing this.
  • If the B1 into 242 connection is proving difficult, try doing B1 earlier than expected.

B21 ~ Geyser Kick Amp (BF4) > F21+34

  • Alternate structure that maintains side positioning.
  • Deals less damage and moves Rain slightly backwards relative to his starting position.
  • Long distance created can also make it difficult to take advantage of corner positioning.

B21 ~ Geyser Kick Amp (BF4) > 3 ~ Argus Plunge (BF3)

  • Breakaway safe followup to Geyser Kick.
  • Will catch the fastest possible breakaways.

B21 ~ Geyser Kick Amp (BF4) > B1 > 2421+3
B21 ~ Geyser Kick Amp (BF4) > B1 > 134

  • When the enemy is already cornered and they have no meter to break, use a different ender than Argus Plunge.
  • 2421+3 will give a longer knockdown than Argus Plunge and can be applied in high gravity situations.
  • 134 will give the closest, longest knockdown but deals less damage.

B21 ~ Geyser Kick Amp (BF4) > 242 ~ Geyser Kick Amp (BF4) > 2421+3

  • Two meter combo with Geyser Kick.
  • Damage is generally not worth it, and it sacrifices the Argus Plunge corner carry.


D2 KB

D2 KB > B1 > 242 ~ Argus Plunge (BF3)

  • Basic, no meter combo after D2 that gives the Argus Plunge corner carry.

D2 KB > B1 > 242 ~ Geyser Kick Amp (BF3) > forward dash ~ D2

  • One bar optimal from a D2 KB with Geyser Kick.

D2 KB > 242 ~ Geyser Kick Amp (BF3) > forward dash ~ 2421+3

  • Alternate, easier one bar combo from the D2 KB with Geyser Kick.

D2 KB > B1 > 242 ~ Water Ball Amp, Down Throw (BF2) > 2421+3

  • Midscreen one bar optimal from a D2 KB with Water Ball.

D2 KB > B1 > 242 ~ Water Ball Amp, Down Throw (BF2) > B1 ~ Water Ball Amp, Down Throw (BF2) > D2

  • Two bar combo from a D2 KB midscreen with Water Ball.

D2 KB > 3 ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Geyser Palm (DB1)

  • One bar combo with Geyser Palm.
  • End with 2421+3 instead of Geyser Palm to side switch.

D2 KB > B1 > 1 > 133 ~ Katar Toss, Amp After Landing (BF2)

  • Corner combo that sacrifices damage for positioning and a lengthy knockdown.

D2 KB > 3 ~ Hydro Boost Amp (BF4) > JK > 2421+3

  • Hydro Boost will only combo after D2 in the corner, but it gives his best one-bar damage.


Jump Kick

JK ~ Geyser Kick Amp (BF4) ~ B1 > 242 ~ Argus Plunge (BF3)
JK ~ Geyser Kick Amp (BF4) ~ F21+34

  • Geyser Kick is a solid jump kick OS option, comboing from nearly any distance and timing.
  • Increased gravity means that the 242 after the B1 is harder to land - omit if too difficult.
  • End the combo with F21+34 to maintain positioning, end with Argus Plunge if it will corner the enemy.

JK > forward dash ~ 242 ~ Geyser Kick Amp (BF4) > 242 ~ Argus Plunge (BF3)
JK > forward dash ~ 242 ~ Argus Plunge (BF3)
JK > forward dash ~ 242 ~ Katar Toss, Amp After Landing (BF2)

  • Rain's dashes are quick enough to allow for a forward dash ~ 242 pickup on most jump kicks.
  • When maintaining side, do Argus Plunge for the corner carry or Katar Toss for the longer knockdown.

JK ~ Water Ball Amp, Down Throw (BF2) > B1 > 2421+3

  • Water Ball, while not picking up as consistently as Geyser Kick, is still a highly favorable jump kick OS option.
  • Slightly greater gravity than Geyser Kick will require the 2421+3 ender instead of Argus Plunge.

JK > forward dash ~ 242 ~ Water Ball Amp, Down Throw (BF2) > 242 ~ Argus Plunge (BF3)

  • Water Ball combined with a forward dash ~ 242 pickup will give very favorable combos with strong damage and corner carry.

JK ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Argus Plunge (BF3)
JK ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Geyser Palm (DB1)

  • Geyser Palm can be used as a jump kick OS, but it will only work against very close (and very early) jump kicks.
  • Using Geyser Palm as an ender will maintain screen positioning without needing to sacrifice damage with F21+34.

JK > forward dash ~ 242 ~ Geyser Palm Amp (DB1) ~ forward dash ~ D2

  • Due to the finicky nature of the jump kick OS with Geyser Palm, it may be better to confirm on hit into a forward dash ~ 242.

JK > B1 > 134
JK > B1 > 2421+3
JK > B1 > 133 > Katar Toss, Amp After Landing (BF2)
JK > B1 > 133 > Water Ball Amp, Down Throw (BF2) > 2421+3

  • Corner combo construction is very similar to D2 KB, though with slightly more gravity.

JK ~ Hydro Boost Amp (BF4) > JK > 1 > 2421+3

  • Jump kick OS will combo into Hydro Boost in the corner.


Antiairs

1 > forward dash ~ 242 ~ Argus Plunge (BF3)

  • Basic pickup from an antiair 1.

1 > forward dash ~ 242 ~ Geyser Kick Amp (BF4) > 242 ~ Argus Plunge (BF3)
1 > forward dash ~ 242 ~ Geyser Kick Amp (BF4) > F21+34

  • The easy comboing and generous bounce of Geyser Kick make it ideal for pickups from an antiair.

1 > forward dash ~ 242 ~ Water Ball Amp, Down Throw (BF2) > 242 ~ Argus Plunge (BF3)

  • Water Ball can also be used to easily extend antiair combos.

2 > forward dash ~ 242 ~ Geyser Kick Amp (BF4) > 2421+3

  • 2 has a bigger and more vertical hitbox than 1, but it causes a faster fall.

Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Geyser Palm (DB1)

  • Antiairs with Geyser Palm can be followed with enough gravity for a 242.

1 > forward dash ~ 242 ~ Geyser Palm Amp (DB1) > forward dash ~ D2

  • Following up an antiair 1 with 242 ~ Geyser Palm is not recommended due to the increased gravity of Geyser Palm.

3 ~ Geyser Kick Amp (BF4) > B1 > 242 ~ Argus Plunge (BF3)
3 ~ Water Ball Amp, Down Throw (BF2) > B1 > 2421+3
3 ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Argus Plunge (BF3)

  • 3 is an excellent antiair normal, but it must be cancelled directly into the combo extending special.

D2 > D1 ~ Argus Plunge (BF3)

  • Off stray D2 antiairs, convert with D1.

D3 > forward dash ~ 133 ~ Argus Plunge (BF3)
D3 > forward dash ~ 242 ~ Geyser Kick Amp (BF4) > 2421+3
D3 > forward dash ~ 242 ~ Water Ball Amp, Down Throw (BF2) > 2421+3
D3 > forward dash ~ 242 ~ Geyser Palm Amp (DB1) > 242 ~ Geyser Palm (DB1)

  • D3, with its range, disjoint, and surprisingly vertical hitbox, is a rather strong antiair.
  • D3 antiair can be followed up like a 1 antiair, though with less margin of error.


Variation Kombos


Riptide (BF1)

B21 ~ Geyser Kick Amp (BF4) > B1 > 133 ~ Riptide (BF1)
B21 ~ Hydro Boost Amp (BF4) > J2 > forward dash ~ 242 ~ Riptide (BF1)
133 ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Riptide (BF1)

  • Riptide can be used as a combo ender in place of 2421+3 or Argus Plunge.
  • Slightly less damage, but gives a restand.
  • Keep in mind that the restand is only +4 - if the enemy has a 6-frame D1, only your own D1 will be guaranteed.


Geyser Palm (DB1)

133 ~ Geyser Palm Amp (BF4) > forward dash ~ 242 ~ Argus Plunge (BF3)

  • The big new confirm that Geyser Palm allows.
  • 133 is a very easy confirm, but the fact that the third hit doesn't jail makes it a poor choice for pressure.
  • While the on-hit reaction is similar to Geyser Kick, the enemy falls much faster.
  • When Geyser Palm-ing the enemy into the corner, omit the forward dash - they will fall behind you and the combo will drop.

B21 ~ Geyser Kick Amp (BF4) > B1 > 242 ~ Geyser Palm (DB1)
B21 ~ Water Ball Amp, Up Throw (BF2) > D2 > 242 ~ Geyser Palm (DB1)
B21 ~ Hydro Boost Amp, Forward (BF4F) > J2 > forward dash ~ 242 ~ Geyser Palm (DB1)
133 ~ Geyser Palm Amp (BF4) > forward dash ~ 242 ~ Geyser Palm (DB1)

  • Geyser Palm is Rain's highest damage combo ender, and leaves Rain very close and plus.
  • Much better as a side switching ender than F21+34.

133 ~ Geyser Palm Amp (BF4) > forward dash ~ 242 ~ Geyser Palm Amp (DB1) > B34

  • Double Geyser Palm combos can be used to squeeze out damage, but the meter expenditure is generally not worth it.

JK ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Geyser Palm (DB1)

  • Geyser Palm is a decent jump kick OS option, though it will whiff against late or distant jump kicks.


Water Ball (BF2)

B21 ~ Water Ball Amp, Up Throw (BF2) > D2 > 242 ~ Argus Plunge (BF3)

  • Up Water Ball will allow Rain to continue the combo with a D2 for maximum damage.
  • Swinging the D2 immediately will whiff, waiting too long will not suspend the enemy high enough. If you think you did the D2 too late, follow up with D1 ~ Argus Plunge instead.
  • If starting with B3, do a dash up before the D2.

B21 ~ Water Ball Amp, Down Throw (BF2) > B1 > 242 ~ Argus Plunge (BF3)

  • The down throw sacrifices damage for an easier pickup.
  • Delay the B1 a bit, so that it impacts when the enemy is at the maximum height.

B21 ~ Water Ball Amp, Up Throw (BF2) > D2 > 242 ~ Water Ball Amp, Down Throw (BF2) > 2421+3
133 ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Water Ball Amp, Down Throw (BF2) > 2421+3
B21 ~ Geyser Kick Amp (BF4) > B1 > 242 ~ Water Ball Amp, Down Throw (BF2) > 2421+3
B21 ~ Hydro Boost Amp, Forward (BF4F) > J2 > forward dash ~ 242 ~ Water Ball Amp, Down Throw (BF2) > 2421+3

  • In most situations, Water Ball can be tacked onto the end of an existing combo in place of the natural ender, and followed up with 2421+3. Extremely high gravity combos will have to be followed with D2 instead.
  • The meter expenditure is more efficient than Geyser Kick and Geyser Palm, but it is still only recommended to secure the round.

133 ~ Water Ball Amp, Up Throw (BF2) > JK (neutral) > 2421+3

  • 133 will combo into the Water Ball when in the corner.
  • The increased gravity scaling from 133 will disallow D2 followup.

Water Ball Amp, Down Throw (BF2) > B1 > 242 ~ Argus Plunge (BF3)
Water Ball Amp, Down Throw (BF2) > forward dash ~ 242 ~ Argus Plunge (BF3)
Water Ball Amp, Down Throw (BF2) > forward dash ~ F2 ~ Argus Plunge (BF3)

  • When fishing for the Water Ball in neutral, do the down throw and then judge how far the enemy is for the followup.
  • B1 will work from moderate range, forward dash ~ 242 will work beyond that, and forward dash ~ F2 will work at any range.
  • The up throw can be used instead for easier pickups, but it adds more scaling.
  • Remember to always press the amplify button when throwing out a Water Ball - it will not spend meter on block.

Water Ball Amp, Back Throw (BF2) > B1 > 242 ~ Argus Plunge (BF3)

  • At fullscreen, Rain can do the back throw for more damage than the down throw ~ F2 combo.


Purple Pain (DB2)

Purple Pain Amp (DB2) > F2 > D2 > 242 ~ Argus Plunge (BF3)

  • When ready and up close, do an F2 as the attack starts to squeeze out more damage.
  • Rain will still have enough time to recover from the F2 and hit with a D2.

Purple Pain Amp (DB2) > JK > forward dash ~ 242 ~ Argus Plunge (BF3)

  • If not adjacent to the enemy, wait until the last lightning bolt connects and then follow with a late JK into a forward dash.

Purple Pain Amp (DB2) > Argus Plunge Amp KB (BF3)

  • It if hits from a long distance (either the DB2F or the DB2U Purple Pain), an Argus Plunge will activate the KB when amped.
  • Input the Argus Plunge right when third lighting strike lands - any earlier and Argus Plunge will deactivate before it catches the enemy.

Purple Pain Amp (DB2) > F2 ~ Hydroplane KB (DB3, hold 3)

  • Curious way of getting the Hydroplane KB.
  • Get ready to hold the Hydroplane for what feels like a while - if released too early, Rain will harmlessly scoot underneath the enemy.


Quantum Slice (BF3)

B21 ~ Geyser Kick Amp (BF4) > B1 > 242 ~ Quantum Slice (BF3)

  • Quantum Slice is Rain's highest damage combo ender that maintains side, but its slow startup makes it difficult to combo into.

B21 ~ Quantum Slice Amp, KB (BF3) > forward dash ~ B1 > 2421+3

  • Grounded normals that can combo into Quantum Slice can start KB combos.

B21 ~ Geyser Kick Amp (BF4) > 242 ~ Quantum Slice Amp, KB (BF3) > forward dash ~ 2421+3

  • The Quantum Slice KB can be applied after a Geyser Kick, though it requires the first half of the combo to be shorter for lesser gravity.

JK ~ Air Diving Quantum Slice Amp, KB (BF3D) > forward dash ~ 2421+3

  • Applying the Quantum Slice KB after a jump kick will increase the gravity, necessitating the removal of the B1.


Hydro Boost (BF4)

B21 ~ Hydro Boost Amp, Forward (BF4F) > J2 > forward dash ~ 242 ~ Argus Plunge (BF3)

  • Most important Hydro Boost combo. Decent damage, keeps the side, and ends with an Argus Plunge for the corner carry.

B3 ~ Hydro Boost Amp, Forward (BF4F) > J2 > forward dash ~ 242 ~ Argus Plunge (BF3)

  • B3 ~ Hydro Boost is prone to whiff, due to B3 creating more distance on block and hit than other normals.
  • If it does land, it will require a longer forward dash to land with the 242 and may cause the Argus Plunge to whiff.
  • End with 2421+3 if the Argus Plunge is whiffing.

1 ~ Hydro Boost Amp, Forward (BF4F) > J2 > forward dash ~ 242 ~ Argus Plunge (BF3)

  • 133 and 13 will not combo into Hydro Boost.
  • The 1 ~ Hydro Boost combo is used for very specific situations where 242 or 3 would be blockable.

F2 ~ Hydro Boost, Forward (BF4F) > D1 ~ Argus Plunge (BF3)

  • Midscreen meterless pickup from Hydro Boost.

B21 ~ Hydro Boost Amp, Forward (BF4F) > J2 > Argus Plunge (BF3)

  • Used for catching delayed breakaways.
  • Against immediate breakaways, Rain has enough time to notice and oki the enemy safely.

(Requires Edenian Force) B21 ~ Hydro Boost Amp, Forward (BF4F) > Air Argus Plunge (BF3)

  • With Edenian Force, the fastest possible Argus Plunge will catch much earlier breakaways than grounded Argus Plunge, though the earliest possible breakaways will still drop.

B21 ~ Hydro Boost Amp, Forward (BF4F) > JK > 2 > 2421+3
B21 ~ Hydro Boost Amp, Forward (BF4F) > JK > 1 > D1 > 134

  • In the corner, end combos with 2421+3 or 134 instead of Argus Plunge (unless trying to bait breakaway).
  • Rain can use a JK instead of J2 in the corner for slightly more damage.

133 ~ Hydro Boost Amp, Forward (BF4F) > JK > 1 > 2421+3

  • 133 will combo into Hydro Boost in the corner.
  • The increased gravity scaling from 133 will cause a slightly faster drop than his other normals, but the final combo is not substantially different.

JK > Hydro Boost Amp (BF4) > JK > 1 > 2421+3

  • The jump kick OS will work with Hydro Boost in the corner.
  • Gravity is similar to 133 combos.

242 ~ Hydro Boost (BF4) > 13 ~ Hydro Boost Amp (BF4) > J2 > 134
F2 ~ Hydro Boost (BF4) > 2421+3

  • Hydro Boost will allow for more substantial meterless pickups in the corner.
  • F2 and 242 are the easiest normals to follow up meterlessly due to their greater forward advancement.

D2 KB > 3 ~ Hydro Boost Amp, Forward (BF4F) > JK > 2421+3

  • In the corner, Hydro Boost gives Rain his best one-bar damage from the D2 KB.

B21 ~ Hydro Boost Amp, Forward (BF4F) > JK > 3 ~ Hydro Boost Amp, Forward (BF4F) > JK > 134

  • From a standing combo starter (everything except 133), amplified Hydro Boost can be followed by a second Hydro Boost for Rain's best two bar damage.


Wave Dash (DB4)

B21 ~ Wave Dash (DB4) ~ forward dash ~ 242 ~ Hydro Boost Amp, Forward (BF4) > JK > forward dash ~ 242 ~ Argus Plunge (BF3)

  • 242, B21, F2, and 3 can combo into 242 anywhere on screen.
  • Superior dash given by Wave Dash allows Rain to follow up Hydro Boost midscreen with JK.
  • For the most part, combo construction post-Wave Dash is largely identical to existing combos.

B3 ~ Wave Dash (DB4) ~ forward dash ~ 133 ~ Geyser Palm Amp (DB1) > forward dash ~ 242 ~ Geyser Palm (DB1)

  • B3 will only combo into 133 at close range.

(corner) B3 ~ Wave Dash (DB4) ~ forward dash ~ 242 ~ Hydro Boost (BF4) > 13 ~ Hydro Boost Amp (BF4) > J2 > 134

  • B3 is able to combo into 242 in the corner.

13 ~ Wave Dash (DB4) ~ forward dash ~ 133 ~ Hydro Boost Amp (BF4) > JK > 2421+3

  • In the corner, 13 will combo into 133.


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