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Guide Rain Guide

THTB

RIP Arez & Booya
Eh? Your first one? It uses meter to get to 47%.

The combo is strict in terms of placement and uppercut timing, but the placement is really easy to get down. The uppercut is the hard part, but it's not too bad.
 

UsedForGlue

"Strength isn't everything"
Premium Supporter
Eh? Your first one? It uses meter to get to 47%.

The combo is strict in terms of placement and uppercut timing, but the placement is really easy to get down. The uppercut is the hard part, but it's not too bad.
I honestly didn't believe you until I tried it myself just there now, it is quite practical, I have a 8/10 Success rate with it, and I have only tried it 10 times ha.

I just uploaded it to youtube and onto the guide 2 minutes ago, its 50% with a JIP. Great stuff man, awesome find.
 

Pagan

Noob
I think thus far people are over estimating high/low mixups and not looking enough at pressure + tick throws. That's the real mixup in MK9
 

wolfe

Noob
I think thus far people are over estimating high/low mixups and not looking enough at pressure + tick throws. That's the real mixup in MK9
if thats true then well...thats kinda sad. i find high/low mixups more enjoyable then whacking at a blocking target lol.

but still, even with that. i dont see how 2,4 is equal to b+2. if they are interchangeable...then b+2 would win by default simply by providing more options then 2,4. even if the mixup can be fuzzyguarded, just the threat of it would make it better, adn you can still utilize the pressure/tick throws with b+2 /shrug

edit: looking at that combo, the quality is kinda crappy i cant tell what the second attack is.

oh and im not trying to argue with you guys, im just not getting how you can say 2,4 is equal to b+2 if they are both safe but you at least have more options with b+2. and as for "pressure and tick throws" i know what tick throws are but i thought pressure was just going thru safe strings forcing the opponent to block.
 

THTB

RIP Arez & Booya
2 recovers faster and starts up faster, which in itself gives it more viability for stuff like tick throws. The overhead option just comes out way too slow...you don't even have to fuzzy guard.

MK9's mixup game is really not about high/low, because in most cases not only can they be fuzzy guarded, but the risks and rewards tend to be in line, so safe high/low mixups generally don't reward much other than another guess opportunity. It helps in pressure, but it's not all that powerful.
 

RapZiLLa54

Monster Island Tournaments
Premium Supporter
Nice guide man!! Been trying to pull off the EX RH cancel combo but can't for the life of me get it to string, I always get the 2 hit combo... Any tips or is simply a matter of BE FASTER lol?
 

UsedForGlue

"Strength isn't everything"
Premium Supporter
Nice guide man!! Been trying to pull off the EX RH cancel combo but can't for the life of me get it to string, I always get the 2 hit combo... Any tips or is simply a matter of BE FASTER lol?
Yea, don't try do it all at once before the dash cancel.

Dial in your JIP, 43 :en Superkick. and hold block, you should have about a half a second or one second to wait for the Charge up animation to appear, and as you are slightly prepared for it, then do your dash as soon as you see it. This should make it a little bit easier. Thats the only advice I can give.
 

Hex

Noob
Hello fellow Rain players.
I've been reading this thread, among others, and I still can't quite grasp the whole Roundhouse Cancelling thing.

I see it used in combos, and cancelled into other specials or dashes, but what does it do exactly? No matter how much I read on it I just don't get it.
It doesn't power up the move that it's cancelled into, I tested that, so what does it do? I keep reading "Mindgames" but if you're in the middle of a combo they can't really escape it unless the breaker anyway. So what's the point in Mind Gaming them mid-combo?

Also, I've improved my Rain already just by using b2,3, and b2,1+2 mix-ups. Some of you here have said this mix up isn't useful. Can anyone explain why? It's worked flawlessly for me.
 

THTB

RIP Arez & Booya
It's not using it in combos that's the main concern. In fact, using it in combos is a pretty bad idea, since it doesn't even work if you try to (Unless you're using the EX roundhouse cancel). The roundhouse cancel by itself is not that good...very easy to stuff, and gets you hit with anything if you guess wrong on what to do after the cancel. When it is good, is when you start just letting roundhouses fly. People let go of block, then get tagged hard for 30%. They'll start wanting to block more if they see roundhouse, which allows you to come in and do whatever you want to do to pressure. There's also the fact that because it can be cancelled into any special, if opponents try to crossup, they can get hit by a geyser kick. And because it can be let go at any time, you can stay in the stance for a moment, then let it go, if you catch someone trying to react late. There's a huge mindgame around when roundhouse stance is entered.

b2 mixups are fuzzy guarded easily because the overhead option comes out very slow. So slow, that even fuzzy guard is not necessary. Just blocking low is all you need to do.
 

Mt. Mutombo

Asshole by nature
The uppercut, h2o boost and roundhouse cancelling seem a bit unpractical but not impossible... I'll stick with the 45% BnB.

A good strategy i've found useful is >>> JP,4,3~bubble, 4,3~kick, 4,3~lightning Ex H20 boost, crossup JP, 1,2, f4, 1,2,f4, 4,3~lightning, 4~geyser kick

It's a bit unpractical as well but i've managed to pull it off offline against some friends of mine. The initial combo does 39-38% before the H2O boost. The following combo i think does 54 or 56% don't remember. The object is to have some free time to h2o boost after the lightning. You can either do the h2o boost and go for big damage or follow up the lightning with 4~geyser kick for a total of 45%

If you land the cross-up you might be looking at a 80-90% sequence!!! If the opponent doesn't breaker of course:)
 
Dont know if anyone has specifically tested for this yet, but which characters can Rain catch mid-special in his bubble? I just caught a Raiden out of a superman fly into a combo from my bubble. Wondering if this works against Reptile Dash, Kabal Dash, or any other fast moving specials...
 

Creepy00

Noob
Anyone knows the timin for Rain's Ex Roundhouse cancel into a combo??. I have bein trying to 2,4,ex Rh, but cant seem to connect since for no reason the opponent recovers faster if you do the Rh cancel :/
 

Ulturas

Noob
Anyone knows the timin for Rain's Ex Roundhouse cancel into a combo??. I have bein trying to 2,4,ex Rh, but cant seem to connect since for no reason the opponent recovers faster if you do the Rh cancel :/
If you're using a controller it's pretty much impossible but you literally have to dash as soon as you activate it onto 43.
 

NRF CharlieMurphy

Kindergarten Meta
My main question.... what is the best thing to do after an xray?
I've been doing 12F4, 12F4, then 12 Xray then ending in 43squirtle.

another secondary question.... is doing the 43Lightening, 43RH, 43squirtle a good bnb. i've heard people can connect a 43 bubble as the third hit to combo further. is this true?
 

Subby

Frost Warrior
My main question.... what is the best thing to do after an xray?
I've been doing 12F4, 12F4, then 12 Xray then ending in 43squirtle.

another secondary question.... is doing the 43Lightening, 43RH, 43squirtle a good bnb. i've heard people can connect a 43 bubble as the third hit to combo further. is this true?
Not sure actually. I've always tried doing 4,3 Anti-air move(Sry I forgot what it was lol not squirtle) for about 41%.
 

Theme

Noob
My BNB into XRAY does 48%.

What I do is:

43, Lightening, Round house kick, 43, X-Ray, geyser. Im looking for a more damaging one.