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Rain general discussion

Wigy

There it is...
Ill join in on change wishlist.

1: purple pain one slot or recovers significantly faster. Fujins is one slot and infinitely better on setup
2: 242 special cancellable on block
3: oki on a grab
4: Bubble connects on 133- travelling faster basically. Its currently a slow moving high that trades badly, replaces a great special and is two slots. Only Pro is tiny bit more damage and the restand.

honestly think he could have all of the above and would be fine.

just for fun.. im sure we’ll get another damage nerf and maybe 1/5 hitbox fixes in the next 6 months cos nrs.
 
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Endeavor

I'll live a villain, before I die a hero.
Hit box inconsistencies should be fixed, but the gap in B212 doesn’t need to go, nor does 133 need to hit mid. He can use Katar AMP to cover those flaws very well, if you don’t want to spend offensive bar you can always put on an ability like Hydroplane for defensive bar cancel.
I can see that, idk I at least think the range on b2 should be increased ever so slightly cause there are times I swear b2 is in the character’s chest and is hitting them, like you see the katar touching them and they aren’t getting hit. Like if they made it the same range as Liu B1(note I’m not saying the make it the length of the entire string b124, just the length on B1 itself) then I’d be happy with that. I don’t think weather ball needs to hit mid though. I think if your going to make a change to it, it should only cost 1 slot simply because the move is essentially ice ball but requires meter to combo where as Ice ball is a base load out move, wins trades, and guarantees a full combo with no meter at all.
 
They could keep water ball 2 slots and stay a high. But on amplify it should hold on the opponent in it longer. So when projectile trades happen, Rain has enough time to recover and combo off it.
 

Marinjuana

Up rock incoming, ETA 5 minutes
I'm not saying you can't adjust the move but I see people comparing Purple Rain to Fujin's air bubble when Purple Rain can go full screen
 

Wigy

There it is...
I'm not saying you can't adjust the move but I see people comparing Purple Rain to Fujin's air bubble when Purple Rain can go full screen, doesn't seem like a fair comparison
what use is that though, block or hit it goes away and they can just move out.

also doesnt hit max range.

i see absolutely 0 utility using it at range
 

just_2swift

MK1 is the best MK period.
Make water ball 1 slot

Make it to where break away doesn't happen on hit if MB bubble like lao vortex and kitana lift.

This, Or keep bubble 2 slots BUT keep it high and make it cause a small pop up on normal hit. At least make it cost 2 slots for a reason.

Purple pain needs a overhaul lol
 

M2Dave

Zoning Master
But mostly because his damage, normals, and whiffing issues holds him back.
The hitbox on both b+2 and f+2 ought to be extended downward. If Rain is supposed to use movement to force whiffs, why does his main whiff punishing tool whiff on certain low pokes? LOL.

That, and the power of customs that the top tiers have.
Great point. Aside from a couple of exceptions, all characters in this game have the necessary tools to win at the highest level of play, but most have to pick and choose their tools carefully and make sacrifices. On the other hand, S tier characters like Fujin, Jacqui, and Liu Kang can easily build an "ultimate" variation that gets the job done in almost every match.
 

TakeAChance

TYM White Knight
Another thing to consider is just how hard Rain has to work for his damage. Rain relies on your opponent messing up. He can't really enforce anything. Even from my sets tonight in KL a lot of players are figuring out it's easier to just turtle him (which is true).

If you play against an opponent who knows how to exploit 114, B212 and just turtles...it's very difficult to win. A lot of the cast need you to make one mistake to blow you to the moon (Baraka, Kung Lao, Liu Kang, Jacqui etc.) and I mean we don't really have the fire power to bring it back, the frames to keep them guessing, or the tools to keep them out. Rain gets deduced to strike throw VERY quickly.
 
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just_2swift

MK1 is the best MK period.
I would also make 133 advantage in the amount of +2.

Would be his only way for advantage while taking a risk and compliments his weak pokes.
 

Marinjuana

Up rock incoming, ETA 5 minutes
what use is that though, block or hit it goes away and they can just move out.

also doesnt hit max range.

i see absolutely 0 utility using it at range
It doesn't hit full screen depending on the character! :u:u:u

I do think it's got "matchup dependent" usability in neutral, some characters/variations just don't impose that much and if you can spam katars then you can probably get some use out of it. The versatility of being able to throw it out at a large amount of the screen in neutral and knockdowns is something worth considering so I understand why the move may be designed too far on the safe side. Not saying it's a competitive ability right now..
 

DarksydeDash

You know me as RisingShieldBro online.
The hitbox on both b+2 and f+2 ought to be extended downward. If Rain is supposed to use movement to force whiffs, why does his main whiff punishing tool whiff on certain low pokes? LOL.



Great point. Aside from a couple of exceptions, all characters in this game have the necessary tools to win at the highest level of play, but most have to pick and choose their tools carefully and make sacrifices. On the other hand, S tier characters like Fujin, Jacqui, and Liu Kang can easily build an "ultimate" variation that gets the job done in almost every match.
The biggest flaw I see with Rain is that the moves he NEEDS are moves you have to choose. Geyser Palm being the biggest one.
 

Gaxkang

Banned
Another thing to consider is just how hard Rain has to work for his damage. Rain relies on your opponent messing up. He can't really enforce anything. Even from my sets tonight in KL a lot of players are figuring out it's easier to just turtle him (which is true).

If you play against an opponent who knows how to exploit 114, B212 and just turtles...it's very difficult to win. A lot of the cast need you to make one mistake to blow you to the moon (Baraka, Kung Lao, Liu Kang, Jacqui etc.) and I mean we don't really have the fire power to bring it back, the frames to keep them guessing, or the tools to keep them out. Rain gets deduced to strike throw VERY quickly.
He has trouble doing mix up's...he has one overhead but as a string ender. One low string opener, and one low string ender.

I guess NRS really wants him to use his hops? heh I still find the hop inputs to be awkward.

I find in my effort to mix up I use more of his strings and moves, while some characters in this can use very few strings or moves and get a lot going on.

He has a very easy krushing blow (off F2), and then a ridiculous requirement for one...the down quantum slice one I think. requiring another equipped ability and absorbing 2 projectiles sheesh...

My set up has been quantum slice, Edenian force, and tidal wave.
I suppose my style has been some soft zoning, and otherwise rushdown as well as I can.

I do basic combos anyways in this game (i'm not gonna be doing half life combos in this)...but for those who do seems like other characters have it easier than Rain.

I do find him fun to play and made one person quit while playing him :D
 
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Gaxkang

Banned
Something to watch out for online is that F2 can inconsistently punish even rather unsafe moves.

Like with one opponent it will be bad, but with a different one work normally.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
I would also make 133 advantage in the amount of +2.

Would be his only way for advantage while taking a risk and compliments his weak pokes.
I don't think 133 needs to be plus. If NRS wanted to give him some legitimate plus frames I'd want it to be S2. It's already a super good stagger imo and giving it more plus frames can help him enforce some nice pressure
 

Wigy

There it is...
Im liking quantum slice and hydroboost together.

you can do mb hydroboost jk and dash out to safety on block or hitconfirm combo on hit. Hydroboost into jk is pretty hard to deal with for a lot of characters.

133 bf4 mb jkbf3 is like 5% on block too.

you loose the quantum slice kb but some matchups you will not need to antizone but the air slice is still useful.
 

Vhozite

Waiting on SF6
Exactly how consistent is the hitbox on hydro boost mid-screen? It’s seems pretty reliable in training mode but every now and then I get a weird or delayed pop-up I don’t expect due to spacing or whatever else. Is it something that can be relied on against a real person?

Right now I run Geyser and Hydroplane but I’m not sure on the last ability. I run Riptide for now but I don’t get much mileage out of it.
 
242 should be staggerable, special cancelable on block, and safe like noob’s 212. Or at least 2 out of those 3. Absolutely ridiculous in its current state. Made bad and difficult for no reason whatsoever.

rains movement should be turned down to like Fujin’s or kotal’s movement speed and his damage slightly increased. OR f2 should be an overhead OR f2 1+3 should be special cancelable on hit like noobs back 1 1+3. These are the demands I would make if I ever take hostages.

None of these things will ever happen tho.
 

Vhozite

Waiting on SF6
Yeah I only use 242 for combo fodder since it doesn’t seem to have any other functional use, but even that is made needlessly difficult because you have to dial it. The only thing I can really think of it’s that its supposed to be your punish combo starter if you don’t want to launch the other guy. So something like 242 xx Katar for standing pressure. You can do that with 13 but a bit more damage I guess. No idea what 24d2 is for.


f2 should be an overhead OR f2 1+3 should be special cancelable on hit like noobs back 1 1+3. These are the demands I would make if I ever take hostages.
Lol calm down we do not need another Sub-Zero f2 in this game please. f2 is already plenty good as is. It’s an advancing mid with a safe followup and it has a KB for punishing that I land literally every single match and is GOAT at closing matches. The only thing wrong with it is that it’s on the slow side.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Yeah I only use 242 for combo fodder since it doesn’t seem to have any other functional use, but even that is made needlessly difficult because you have to dial it.
242 is his max damage punisher. Just use it for that. if you use hydro boost in the corner then you can use 133 instead or other starters since 242 makes hydro boost whiff, but if you cancel the second hit I think it still combos. The only problem with 242 currently is that it can be low profiled, otherwise S2 would be a nice stagger and you can do 24D4 to remain safe.