CKZaibatsu
Noob
I hope that these prove useful to someone and I hope that perhaps the rest of the Rain users out there will add more should this actually help anyone. I have no one to test any of these things with, so I encourage anyone who can test these notes, please do so for accuracy. This is all I have for now. Thank you for everyone's input and added info! (M2Dave, ApocaLips, Creepy00, xxTeefxx,Shinzo123)
Basic Normals (not all of them)
Sweep - Rain's sweep appears to be almost identical to Sub-Zero's. The range, speed and recovery all appear to be the same.
Uppercut - Rain's uppercut starts at a decent rate. The speed seems very similar to Kenshi's uppercut with some of the behind the head coverage that Noob Saibot's uppercut delivers.
D+1 - H - Rain's D+1 is decent for a universal move. His fingertips do not count as an active collision region so the range is shorter than it appears.
D+4 - L- This low poke appears to give frame advantage on hit, like most characters. After landing this it would seem that standing 4 is uninterpretable. I have been trying to test to see if B+2, 1+2 will also work.
B+3 - H - Rain's stepping sidekick offers about a 3/4 screen knockdown on hit for 11% damage. This move is unable to cancel into any of Rain's special moves. From max range the opponent can duck the sidekick with ease. At closer ranges this move cannot be ducked, however there are better options at this distance. When used an anti-air this kick excels from afar. Random jump-ins from too far will send the opponent flying full screen distance from you but that lost ground must be regained as Rain's ranged options are limited. Perhaps, if used to put your opponent in the corner this move may be become versatile. If used in the corner to stop a neutral jump (specific, I know) you can land addition hits for a corner juggle of your choice.
B+1 - L - One of Rain's few low attacks outside of the universal move-set. The axe hand has a similar animation to the beginning of Rain's B+2 however this offers little in the way of mix-ups. The range seems sub-par at best and only does 5% damage, there are more options out of Rain's other lows and this move cannot be canceled into any special moves.
B+Throw/Neutral Throw - Rain's back throw leaves him closer to the opponent than his F+Throw. This distance is perfect for D+4 pokes or a super roundhouse (not accounting for wake-up attacks of course) should they use a wake up attack an EX super roundhouse will work wonders. Both throws do 12% damage.
Strings that launch (I do not know if these strings are safe)
1, 2, F+4 - HHH - The first two hits of this string can be ducked by most of the cast** . The third hit cannot be ducked and launches. I do not know if this is safe!
**NOTE** Characters that cannot duck the second hit of this string **NOTE**
Scorpion, Liu Kang, Smoke, Stryker, Shang Tsung, Kabal, Raiden, Kenshi, Rain.
Due to hitbox issues from the idle animations from these characters SOMETIMES they can be hit by the second hit of this string. It is a safer bet to assume they CAN duck the second hit.
Nightwolf, Noob Saibot, Sonya, Kano, Baraka, Sheeva, Cyber Sub-Zero, Kratos, Skarlett
B+2, 1+2 - HM - This first hit of this string cannot be ducked. The second hit is an overhead that must be blocked standing. I do not know if this is safe! B+2, 1+2 bounces the opponent to the same height no matter where they are vertically. It's a great punish starter if you aren't comfortable with punishing with 4,3 yet. This can be fuzzy guarded along with B+2, 3 making this "mix-up" ineffective against opponents who can fuzzy guard.
Strings (I do not know if these strings are safe)
1, 1 - HH - The first hit can be ducked however the second hit cannot be ducked.
2, 4 - HH - The first hit can be ducked however the second hit cannot be ducked. At a distance the second hit can be ducked. If done during a juggle, it will pop them up a little higher and the string is cancel-able. If you add aqua splash after landing 2,4, in a juggle, it will leave your opponent standing for more pressure.
B+2, 3 - HL - The first hit cannot be ducked. The second hit must be blocked crouching. This can be fuzzy guarded along with B+2, 1+2 making this "mix-up" ineffective against opponents who can fuzzy guard.
3, 3, 4 - HHH - This string cannot be ducked and on a successful hit on a crouching opponent forces them to stand for the rest of the string.
4, 3, B+4 - HHH - This string cannot be ducked under and forces the opponent to stand on hit. The first hit of this string can be canceled into Super Round House. 4,3,b+4 does not juggle. This is a pure string that cannot be interrupted.
4~d,b+4 juggles. Can be interrupted by armor attacks and X-Rays in between the hits, but it is not easy to do in the heat of a battle.
4,3~d,b+4 does not juggle. Last hit can be interrupted by armor attacks and X-Rays, but it is not easy to do in the heat of a battle. Solid string, nonetheless, to build meter.
Special Moves
Teleport - D,U - From what I can tell this teleport seems a little slow. Rain can be hit out of the initial animation. I am unsure if it safe, although I doubt it. EX teleport appears to come out fast and acts very similar to his up kick/Geyser Kick move and does 13% dmg.
Super Roundhouse - D, B+4 - Start-up seems a little slow, knocks opponent through the screen (UMK3 style). This can be charged but no noticeable change seems to happen when fully charged. The EX version does 4% more damage and has SUPER armor. This move is safe on block. The charge can be dash canceled however you cannot block after the dash. This move can also be special canceled.**
**NOTE** While holding down 4 to charge the kick, input the command for your next special (D,B+4 - [while holding 4] D, U - Rain will hold his kick then teleport!). All special moves and EX moves can be canceled into except another Super Roundhouse. **NOTE**
I cannot claim credit for figuring this out myself, but with Rain's EX Super Round House you are able to dash cancel into other normals for extended combos. Thank you to xxTeefxx for posting this video in the Rain general discussion thread
Here is a video from Shinzo123, this video should give all us Rain users some ideas of how Rain's pressure game can work. I think we can all agree that Rain has a ton of untapped potential
Water ball - D, F+3 - Decent start-up, the projectile itself seems to travel at a decent speed but appears to be slower than Sub-Zero's ice ball. When the opponent is hit you are able to control their placement on the screen for about 2 (in game) seconds. This move does no damage, however the EX version does 3% dmg and eats a little less than a single bar of the opponents meter.
Up kick/Geyser Kick - D, B+3 - This seems to be a good anti air, has fast start-up speed and I believe it has some invulnerability on wake-up (limited testing). Unsure if this is safe on block, although I doubt it. The EX version appears to come out faster, has armor and does 3 hits.
Lightning - D, B+2 - This move has decent start-up time, similar to Ermacs tele-slam. If the opponent is walking forward the lightning will whiff (Sub-Zero testing only). If the opponent is walking backwards the lightning will hit them (Sub-Zero testing only). Lightning appears to be unsafe on block and very unsafe on whiff, use with caution outside of combos. The EX version will hit opponents who are walking forward and backwards, does 3 hit and adds 5% more damage than the standard Lightning.
Aqua Splash/Water Gun - B, F+1- This move has a range that is a little further than Rain's D+4. It will leave the opponent standing after juggles (IE Sektor's flamethrower). I am unsure if this is safe, but it appears to recover quickly. The EX version adds 4% more dmg, appears to start-up as well as recover faster and has armor.
H20 Boost - F, D, B+1 - this move boosts Rain's damage output. Each of Rain's moves does 1-2% more damage from what I can tell in practice mode. The EX version adds more dmg about 2-6% maybe more. You CANNOT block after using either version of this move!
X-Ray
Rain's X-Ray will do 30% damage if it is done naked and can be followed up with a variety of combos. Interestingly, it seems that while Rain can follow up combos into Water Ball or Lightning, these moves will not allow you to juggle as they would normally. The water ball/Lightning hits but you cannot control the opponent/they do not float. Rain's X-Ray can be landed inside of combos with relative ease after a Water Ball (if the combo is kept short) and Lightning (even in longer combos).
Rain's X-Ray will also track the opponent on the ground, however, if the opponent is walking forward the X-Ray will whiff, walking backwards results in the opponent getting hit. Rain's X-Ray animation also appears to be an exaggerated version of Ermac's. This leads me to believe that it is not safe.
Basic Normals (not all of them)
Sweep - Rain's sweep appears to be almost identical to Sub-Zero's. The range, speed and recovery all appear to be the same.
Uppercut - Rain's uppercut starts at a decent rate. The speed seems very similar to Kenshi's uppercut with some of the behind the head coverage that Noob Saibot's uppercut delivers.
D+1 - H - Rain's D+1 is decent for a universal move. His fingertips do not count as an active collision region so the range is shorter than it appears.
D+4 - L- This low poke appears to give frame advantage on hit, like most characters. After landing this it would seem that standing 4 is uninterpretable. I have been trying to test to see if B+2, 1+2 will also work.
B+3 - H - Rain's stepping sidekick offers about a 3/4 screen knockdown on hit for 11% damage. This move is unable to cancel into any of Rain's special moves. From max range the opponent can duck the sidekick with ease. At closer ranges this move cannot be ducked, however there are better options at this distance. When used an anti-air this kick excels from afar. Random jump-ins from too far will send the opponent flying full screen distance from you but that lost ground must be regained as Rain's ranged options are limited. Perhaps, if used to put your opponent in the corner this move may be become versatile. If used in the corner to stop a neutral jump (specific, I know) you can land addition hits for a corner juggle of your choice.
B+1 - L - One of Rain's few low attacks outside of the universal move-set. The axe hand has a similar animation to the beginning of Rain's B+2 however this offers little in the way of mix-ups. The range seems sub-par at best and only does 5% damage, there are more options out of Rain's other lows and this move cannot be canceled into any special moves.
B+Throw/Neutral Throw - Rain's back throw leaves him closer to the opponent than his F+Throw. This distance is perfect for D+4 pokes or a super roundhouse (not accounting for wake-up attacks of course) should they use a wake up attack an EX super roundhouse will work wonders. Both throws do 12% damage.
Strings that launch (I do not know if these strings are safe)
1, 2, F+4 - HHH - The first two hits of this string can be ducked by most of the cast** . The third hit cannot be ducked and launches. I do not know if this is safe!
**NOTE** Characters that cannot duck the second hit of this string **NOTE**
Scorpion, Liu Kang, Smoke, Stryker, Shang Tsung, Kabal, Raiden, Kenshi, Rain.
Due to hitbox issues from the idle animations from these characters SOMETIMES they can be hit by the second hit of this string. It is a safer bet to assume they CAN duck the second hit.
Nightwolf, Noob Saibot, Sonya, Kano, Baraka, Sheeva, Cyber Sub-Zero, Kratos, Skarlett
B+2, 1+2 - HM - This first hit of this string cannot be ducked. The second hit is an overhead that must be blocked standing. I do not know if this is safe! B+2, 1+2 bounces the opponent to the same height no matter where they are vertically. It's a great punish starter if you aren't comfortable with punishing with 4,3 yet. This can be fuzzy guarded along with B+2, 3 making this "mix-up" ineffective against opponents who can fuzzy guard.
Strings (I do not know if these strings are safe)
1, 1 - HH - The first hit can be ducked however the second hit cannot be ducked.
2, 4 - HH - The first hit can be ducked however the second hit cannot be ducked. At a distance the second hit can be ducked. If done during a juggle, it will pop them up a little higher and the string is cancel-able. If you add aqua splash after landing 2,4, in a juggle, it will leave your opponent standing for more pressure.
B+2, 3 - HL - The first hit cannot be ducked. The second hit must be blocked crouching. This can be fuzzy guarded along with B+2, 1+2 making this "mix-up" ineffective against opponents who can fuzzy guard.
3, 3, 4 - HHH - This string cannot be ducked and on a successful hit on a crouching opponent forces them to stand for the rest of the string.
4, 3, B+4 - HHH - This string cannot be ducked under and forces the opponent to stand on hit. The first hit of this string can be canceled into Super Round House. 4,3,b+4 does not juggle. This is a pure string that cannot be interrupted.
4~d,b+4 juggles. Can be interrupted by armor attacks and X-Rays in between the hits, but it is not easy to do in the heat of a battle.
4,3~d,b+4 does not juggle. Last hit can be interrupted by armor attacks and X-Rays, but it is not easy to do in the heat of a battle. Solid string, nonetheless, to build meter.
Special Moves
Teleport - D,U - From what I can tell this teleport seems a little slow. Rain can be hit out of the initial animation. I am unsure if it safe, although I doubt it. EX teleport appears to come out fast and acts very similar to his up kick/Geyser Kick move and does 13% dmg.
Super Roundhouse - D, B+4 - Start-up seems a little slow, knocks opponent through the screen (UMK3 style). This can be charged but no noticeable change seems to happen when fully charged. The EX version does 4% more damage and has SUPER armor. This move is safe on block. The charge can be dash canceled however you cannot block after the dash. This move can also be special canceled.**
**NOTE** While holding down 4 to charge the kick, input the command for your next special (D,B+4 - [while holding 4] D, U - Rain will hold his kick then teleport!). All special moves and EX moves can be canceled into except another Super Roundhouse. **NOTE**
I cannot claim credit for figuring this out myself, but with Rain's EX Super Round House you are able to dash cancel into other normals for extended combos. Thank you to xxTeefxx for posting this video in the Rain general discussion thread
Here is a video from Shinzo123, this video should give all us Rain users some ideas of how Rain's pressure game can work. I think we can all agree that Rain has a ton of untapped potential
Water ball - D, F+3 - Decent start-up, the projectile itself seems to travel at a decent speed but appears to be slower than Sub-Zero's ice ball. When the opponent is hit you are able to control their placement on the screen for about 2 (in game) seconds. This move does no damage, however the EX version does 3% dmg and eats a little less than a single bar of the opponents meter.
Up kick/Geyser Kick - D, B+3 - This seems to be a good anti air, has fast start-up speed and I believe it has some invulnerability on wake-up (limited testing). Unsure if this is safe on block, although I doubt it. The EX version appears to come out faster, has armor and does 3 hits.
Lightning - D, B+2 - This move has decent start-up time, similar to Ermacs tele-slam. If the opponent is walking forward the lightning will whiff (Sub-Zero testing only). If the opponent is walking backwards the lightning will hit them (Sub-Zero testing only). Lightning appears to be unsafe on block and very unsafe on whiff, use with caution outside of combos. The EX version will hit opponents who are walking forward and backwards, does 3 hit and adds 5% more damage than the standard Lightning.
Aqua Splash/Water Gun - B, F+1- This move has a range that is a little further than Rain's D+4. It will leave the opponent standing after juggles (IE Sektor's flamethrower). I am unsure if this is safe, but it appears to recover quickly. The EX version adds 4% more dmg, appears to start-up as well as recover faster and has armor.
H20 Boost - F, D, B+1 - this move boosts Rain's damage output. Each of Rain's moves does 1-2% more damage from what I can tell in practice mode. The EX version adds more dmg about 2-6% maybe more. You CANNOT block after using either version of this move!
X-Ray
Rain's X-Ray will do 30% damage if it is done naked and can be followed up with a variety of combos. Interestingly, it seems that while Rain can follow up combos into Water Ball or Lightning, these moves will not allow you to juggle as they would normally. The water ball/Lightning hits but you cannot control the opponent/they do not float. Rain's X-Ray can be landed inside of combos with relative ease after a Water Ball (if the combo is kept short) and Lightning (even in longer combos).
Rain's X-Ray will also track the opponent on the ground, however, if the opponent is walking forward the X-Ray will whiff, walking backwards results in the opponent getting hit. Rain's X-Ray animation also appears to be an exaggerated version of Ermac's. This leads me to believe that it is not safe.