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Rain General Discussion

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wsj515

This is my billionth life cycle.
Just labbed and block 2 knives b34 janet 3x j142 does 300, very very easy

Edit: At absolute max range this might not work, like Ashrah f2 xx sareena, you need to neutral duck the second knife. You also might not get launched by the knives, in which case just do janet 2x and then you can loop j142 janet again if you want.
 
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wsj515

This is my billionth life cycle.
Is there a way to change the order of hits with the whirlpool setups? seems like no matter what I do, I can only get it to go low OH OH

Edit: figured out what I was doing wrong, placing it directly under them gives low/OH/OH, taking a slight step back and placing being gives OH/low/OH, or grab, but if there are other versions of the setup would love to hear them.

Not sure if this is known since I haven't seen any other Rain / Janets do it, but you are able to get Janet throw combos in the corner (opponent cornered) - back throw and practically immediately do back kameo (x3) and then can j142 ender, keeping them cornered.
 
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wsj515

This is my billionth life cycle.
Has anyone been messing around with cyrax? Janet is so good that I'm actually feeling like its not worth giving up the damage and conversions she provides.
 

CanoCano

Apprentice
Has anyone been messing around with cyrax? Janet is so good that I'm actually feeling like its not worth giving up the damage and conversions she provides.
Haven't gotten the chance to play this patch myself but the potential for plus on block cancels with the Horizontal Kopter buff on top of all the other stuff Cyrax gives Rain it might be worth switching for some matchups and just plain fun
 

wsj515

This is my billionth life cycle.
Haven't gotten the chance to play this patch myself but the potential for plus on block cancels with the Horizontal Kopter buff on top of all the other stuff Cyrax gives Rain it might be worth switching for some matchups and just plain fun
Yeah the plus on block cancels are nice, but its a huge resource commitment and usually means you can't convert touches into much damage at all. Janet complements Rain's kit so much - being able to convert literally any touch into 40% + is absolutely ridiculous and makes his cancels much more scary imo. Outside of safe launching armor that resets neutral (lol, and that's a huge boon) Cyrax almost feels more honest than Janet.

I think I'd feel differently if Cyrax net connected from b3 at all ranges - outside of punish situations, cancels off of f21, or the corner, trying to combo with net feels like rolling the dice sometimes.
 

M2Dave

Zoning Master
Outside of safe launching armor that resets neutral (lol, and that's a huge boon) Cyrax almost feels more honest than Janet.
d+3, geyser is also a major turn stealer.

Lest we forget that Sonic Fox won ECT with Rain/Cyrax when pre-patch Johnny Cage and Raiden were roaming around.

These NRS developers have some big cojones reverting Cyrax.

I love it, though. They ought to revert more nerfs.
 

wsj515

This is my billionth life cycle.
d+3, geyser is also a major turn stealer.

Lest we forget that Sonic Fox won ECT with Rain/Cyrax when pre-patch Johnny Cage and Raiden were roaming around.

These NRS developers have some big cojones reverting Cyrax.

I love it, though. They ought to revert more nerfs.
That's another good pro for sure - but you can definitely feel the other post-ECT nerfs, recharge takes decades. I just think Janet is that busted - Janet just adds so much in lethality, improved strike / throw, and safe jump setups that I'd be surprised if Cyrax overtook her as the overall kameo pick, rather than a MU specific one where you need more "get off me" tools.

Its possible though that I'm not seeing the vision as much because the quality of player that is playing online is super different then competitive play, and you need stuff like the guaranteed 50/50 of kara cancel throw or overhead from a cancel on block in order to open people up, whereas its often enough online to just out-footsie people or catch them trying to respond the wrong way to cancels.
 

wsj515

This is my billionth life cycle.
Something I'm not seeing any Janet players do is use nut punch to make pressing buttons after a cancel scary. Its safe on block, and on hit you are guaranteed jailing f21, b3, f32, and b2. I couldn't get s1 or s2 to jail midscreen, but it does jail in the corner.

Obviously this makes cancel pressure that much more scary, and you get a really great setplay opportunity. They can't jump or press buttons in fear of the mids or else they get launched for 40% meterless, you get cheeky / albeit kinda fake OH/low 50/50s, and even dash up throw or kara cancel / OH 50/50. Corner you get all that plus guaranteed 114 cancel plus frames, or s2 auto shimmy.
 
I haven't wasted much time on this mess of a game since its release. I decided to wait out and see if NRS would implement better design philosophies through patches, which sadly has not been the case. Characters are inconherent and have dead weight abilities, especially Rain who is an absolute failure of a kit design.

Normal Upflow is useless as it's slow, punishable on block, and doesn't convert into damage. Compare it to something like Peacemaker's anti air dart.
Enhanced Waterbeam is not objectively better than regular since you can't charge it.
Water Shield should explode when meter is spent on it, like Captain Cold's wall (Injustice 2). Instead spending meter on it is a waste since it doesn't even add significant duration (it might by only a couple frames).
Rain God, to match its visual and audio, should cost meter, do a lot more damage, and maybe even OTG. Rain already has two normal projectiles in Waterbeam and Upflow (if it wasn't useless).

Watergates' main use is meter gain lol. The teleport that requires you to set up is slow and easily interupted by anything. It's also been glitchy since day 1, as Rain goes into the wrong gate if he's teleporting close to one. The gates disappear when you use them.
Confluence beam requires two gates positioned on both sides of your opponent, one bar of meter, and it does 60 damage with a small knockup that is difficult to convert off. Most people have never seen this ability been used before I'm sure.

Instead of changing any of these, what did the designers do with Rain? They gave him more rushdown strings. Though he appears to be a mage, he's a rushdown character with cancel pressure and a kara-throw.

Rain's thoughtless design is proof enough for me that MK1 is NRS' worst game thus far.
 

M2Dave

Zoning Master
I haven't wasted much time on this mess of a game since its release. I decided to wait out and see if NRS would implement better design philosophies through patches, which sadly has not been the case. Characters are inconherent and have dead weight abilities, especially Rain who is an absolute failure of a kit design.

Normal Upflow is useless as it's slow, punishable on block, and doesn't convert into damage. Compare it to something like Peacemaker's anti air dart.
Enhanced Waterbeam is not objectively better than regular since you can't charge it.
Water Shield should explode when meter is spent on it, like Captain Cold's wall (Injustice 2). Instead spending meter on it is a waste since it doesn't even add significant duration (it might by only a couple frames).
Rain God, to match its visual and audio, should cost meter, do a lot more damage, and maybe even OTG. Rain already has two normal projectiles in Waterbeam and Upflow (if it wasn't useless).

Watergates' main use is meter gain lol. The teleport that requires you to set up is slow and easily interupted by anything. It's also been glitchy since day 1, as Rain goes into the wrong gate if he's teleporting close to one. The gates disappear when you use them.
Confluence beam requires two gates positioned on both sides of your opponent, one bar of meter, and it does 60 damage with a small knockup that is difficult to convert off. Most people have never seen this ability been used before I'm sure.

Instead of changing any of these, what did the designers do with Rain? They gave him more rushdown strings. Though he appears to be a mage, he's a rushdown character with cancel pressure and a kara-throw.

Rain's thoughtless design is proof enough for me that MK1 is NRS' worst game thus far.
While I disagree about the game and some of the its character designs, I agree about Rain.

I was excited that one of my favorite ninjas was going to be a "premier zoning character" only to find out that he has some of the slowest projectiles in the history of fighting games. LOL.

Normal upflow can be used with certain kameos, but you are right about EX water beam, EX water shield, water gate, and water gate teleport.

I firmly believe that NRS was scared of buffing those special moves and thereby designing a strong zoning character, so they just slapped b+3 on him and called it quits.

There is no purpose in posting a wish list at this point.

Cool character in terms of aesthetics. Boring design in terms of gameplay, though.