UghGetOuttaHere
Number Cruncher. Jack of All Trades.
Rain Changes Patch 1.0.4
-Added new Basic Attacks, Shipwrecker (F1) & Puddle Step (B3)
-Added new Kombo Attacks, Kraken Killer (F12) & Surface Breacher (B34)
-When It Rains... (211) first hit has 2 more frames of hit advantage
-Flood Gate (F2) has 7 more frames of hit advantage & recovers 2 frames slower on hit
-Undertow (F21) has 5 more frames of hit advantage, 5 less blockstun frames, & recovers 5 frames faster
-Waterwhirled (F213) starts up 5 frames faster
-Water Beam Charge can now be cancelled into some other Special Moves
-Water Beam Charge Cancel (BF1, ff) can now be done 5 frames faster & only be used once per Kombo
-Rain God (DDU) now has 4 more frames of start-up when done as a cancel during a combo
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F1,2
i12 (-7/-6ob) Mid-Mid, gapless, more range than f2. No cancel on 2nd hit. +44 fullscreen knockdown on hit.
B3,4
i13 (-6/-13) Mid-High, gapless, more range than F1/F2. Does not enable jumpcancel, so you have to use grounded filler. No cancel on 2nd hit.
BF1(Hold)
Can be canceled into any special move besides itself and DB1. Can be canceled into FatalBlow but not kameo summon.
Dash Canceling
The following moves can be linked into more moves after dash canceling BF1. The number after (=) represents how many frames Rain has to dash and link. Keep in mind the pushback.
Note: Dashes can be canceled into normals immediately.
211 (third hit) = 14
F2 = 13
F2,1 = 19
B3 = 28
F3 = 13
If you wanna know if something is linkable with dash canceling simple math will reveal all.
Hint: I already did the math so you wont need to.
Take a moves cancelable advantage and subtract the 22 startup frames for bf1. That number is your window to dash and link.
Example F2,1 cancel adv is 41
41-22 = 19 frames to dash and link.
Go Tos:
F21 BF1 dc B3,4
B3 BF1 dc B3,4
-Added new Basic Attacks, Shipwrecker (F1) & Puddle Step (B3)
-Added new Kombo Attacks, Kraken Killer (F12) & Surface Breacher (B34)
-When It Rains... (211) first hit has 2 more frames of hit advantage
-Flood Gate (F2) has 7 more frames of hit advantage & recovers 2 frames slower on hit
-Undertow (F21) has 5 more frames of hit advantage, 5 less blockstun frames, & recovers 5 frames faster
-Waterwhirled (F213) starts up 5 frames faster
-Water Beam Charge can now be cancelled into some other Special Moves
-Water Beam Charge Cancel (BF1, ff) can now be done 5 frames faster & only be used once per Kombo
-Rain God (DDU) now has 4 more frames of start-up when done as a cancel during a combo
------------------------------------------------------------------------------------
F1,2
i12 (-7/-6ob) Mid-Mid, gapless, more range than f2. No cancel on 2nd hit. +44 fullscreen knockdown on hit.
B3,4
i13 (-6/-13) Mid-High, gapless, more range than F1/F2. Does not enable jumpcancel, so you have to use grounded filler. No cancel on 2nd hit.
BF1(Hold)
Can be canceled into any special move besides itself and DB1. Can be canceled into FatalBlow but not kameo summon.
Dash Canceling
The following moves can be linked into more moves after dash canceling BF1. The number after (=) represents how many frames Rain has to dash and link. Keep in mind the pushback.
Note: Dashes can be canceled into normals immediately.
211 (third hit) = 14
F2 = 13
F2,1 = 19
B3 = 28
F3 = 13
If you wanna know if something is linkable with dash canceling simple math will reveal all.
Hint: I already did the math so you wont need to.
Take a moves cancelable advantage and subtract the 22 startup frames for bf1. That number is your window to dash and link.
Example F2,1 cancel adv is 41
41-22 = 19 frames to dash and link.
Go Tos:
F21 BF1 dc B3,4
B3 BF1 dc B3,4