shoshinsha
Apprentice
Wait... so you can do 4, 3, EX RH cancel, 4, 3, on a GROUNDED (not juggled) opponent and it combos? I can't get that no matter how fast I do the inputs.This is a char that i really not gonna main him at all. Though i must say he has a lot of potential to become a good teir. If you guys are not aware of the RH cancels in combos, or Ground hit Chain of RH EX cancel, or the Guaranteed setup of ex h2o Boost and anti wake up game with H2o Boost (guaranteed traps!)...take a look at this. consider this like my contribution to the char, hopefully i wont make any vids for him again
the h2o Boost traps:
- Done after Lighting. It gives u enough time to pull the boost before opponent even reach the ground. due to EX RH being armor invincible (for multiple hits as well), u can safely counter opponent wake up attacks. Rain's EX RH is as strong as Kenshi EX RK. In fact it's better because rain is able to use h2o boost for SEVERELY massive damage of atleast 50% afterwards
-The idea of the trap is that u can counter opponent if he tried to do any wake up attack. literally EX RH can counter bouta 85% of every wake up game. If opponent played dead, rain will have the upper hand to control footsies and pressure. Someone like kenshi falling in this trap is VERY serious threat ...thus such trap can cause Char to play it safe
-This trap excel in the corner as well
RH cancels strings:
-RH cancel can be used for block strings. Regular can be punishable by a lot of moves, however it can stuff any target combos or regular hits. also a side note, RH is great for building meter. the reason is, the RH cancel built meter itself
-EX RH is perfect for Ground Chain attacks,thus making the damage scale bigger and bigger. For example, 4,3~ EX RH> Dash cancel > 4,3~ EX RH > Dash Cancel > 4,3~ bubble projectile / 4,3~rh / 4,3~ lighting , 4,3~ spray. Total damage of 64%
without boost(regular or non) or jump in.
-EX RH have amazing potential For pressure and chip damage. as well as it's considered block infinite as long as u have Meter. reps can go up to 4 not more! (3 ex rh and the 4th is a regular RH dash cancel)
-beside chaining it into string, Spray can be useful as well in such situation. if opponent blocked it, then rain is safe. if opponent did not, then he got hit by it. also the frame starter/animation pushes rain away for safety
-Plenty of idea's to use after Regular pressure guard RH cancel. you can re input strings, Specials, or even X ray. very useful and helpful for guard pressuring.
-great for flashy combo potential in middle of juggles. Though suggested to be used before launching opponent.
Edit: Nevermind, just got it. That is a RIDICULOUS ****ing window. Good luck making that reliable offline, and forget it even exists online.