High Plains Drifter
Rain is my main and pain is my game!
The Bait and Punish-
For the time being the strategy presented here is a non-competitive tournament fighting strategy that could eventually grow into a relevant competitive fighting strategy, I hope. This thread attempts to introduce the ways to use the H20 Buff safely, ending in high damage combos that can be devastating that help create future mind games. I am not a high level player, but I have a lot of knowledge and understanding of the mechanics of MK9. Where I lack is execution but that’s coming.
So here goes….
People are starting to realize how amazing Rain’s tools are, the trick is adjusting your setups based on what move set the opponent possess. The scenarios and ideas presented here are no different. I lack match up experience versus certain characters so if you have a good matchup specific tech please post.
When to use the H20 Buff-
I advice only using this tech in specific situations: those were Rain has a life-lead and you have at least 2 bars of meter, because doing normal Water Boost is a waste of time and simply not a worth while setup. Advantages to using the H20 Buff are longer duration, increased damage boost and 15-20 frames of armor in middle of execution. FYI….H20 Buff takes 53 frames to execute before attacking or linking next animation.
How to use H20 Buff Safely-
Lets start with the simplest, easiest and generally safest opportunities to execute H20 Buff.
Lightning and Thunder Storm
Anytime Rain performs Lightning in a combo it can be followed by H20 Buff and still have around 23 frames before your opponent can execute their wake up move. Using Thunder Storm instead of Lighting gives you around 30 frames of advantage and allows you to keep pressure.
Super Kick
Finishing a combo with Super Kick and going right into H20 Buff can be an amazing setup, but beware of using this against opponents that have 6 frames wakeup moves I.E. Kung Lao and Reptile and always be prepared to execute EN–Super Kick aka Power Kick immediately after the opponent lands at your feet.
These setups are punishable only if opponent rolls
Geyser Kick
One must be smart when executing H20 Buff after Geyser, specifically do not link it after full combo in the corner when the opponent is right at your feet you will get punished. That being said finishing mid-screen combos with Geyser and H20 Buff linked can be said but once again if the opponent performs a roll your toast since it cuts your advantage down to about +27 frames instead of +60.
Right as Rain
Input: + ending your combo with Right as Rain and H20 Buff linked provides +19 frames advantage but if the opponent rolls your at
- 13 frames.
Other Semi-safe possibilities are
Spillover and Moisturize me
Input: and + both of these are tuff to execute as combo enders and leave you at disadvantage. So don’t use either of these options unless you can catch your opponent off guard.
Uppercut
Once again only link the H20 Buff here if you think the opponent isn’t expecting it and if you hit them further away instead of right behind you where you should have caught him with a Aqua Splash.
My two favorite setups to use H20 Buff…
Stepping Sidekick
Input: + , linking H20 Buff after a full combo that ends in this crush of a kick can be very effective against wake up attacks such as sub-zeros slide. The way the frames add up you can consistently stop your opponent in his tracks with Rains armor giving you an opportunity to full combo punish for 50+ or in the case of a miss-time you only eat 8-12 percent damage. This better against certain matchups, but because they think you can’t block they will be baited into going for wake-up only to find out that’s what you were hoping for.
Waterfall
Input: + + In my opinion this is by far his best setup for H20 Buff and probably one of his least used combo enders but it may be his best. Here is why later in the combo this move creates amazing splat, which prevents the opponent from performing their wake-up move, the opponent is far away, and Rain is approximately neutral (plus or minus 2 frames) at this point. Since, Waterfall is +51 advantage for Rain regardless of whether or not the opponent rolls.
Waterfall is difficult to preform later in combos but in all cases you must whiff + to land + this can be done after Super Kick, Bubble or Lightning ending in approximately 35 percent damage done.
Remember…
Rain must always have a second bar of meter in all of these situations and be prepared to sacrifice it for huge damage.
Baiting and punishing once your Boosted
Well the baiting part should be easy since, Rain can no longer block the opponent may play looser than usual this is where you must punish him and make him think twice about attacking your powered up Rain.
The most likely way to punish in this situation is by using the Power Kick cancel into other special move when your opponent attempts to zone you and take you out of boost. Using the armor to create either an armored Lightning or Water Bubble, this is very tough and I suck at it on a pad and in general.
Mind Games
Rain has so much armor its crazy; so don’t be afraid to throw out Thermal Spring or Aqua-port as great reactionary tools. The goal is to punish at first and once they are afraid that’s when the real mind games begin, because if Scorpion throws his spear or does hell fire and misses he will potential eat 60 and knowing that can make you think twice about attacking Rain even when he can’t block.
Also against a weak zoner like Cage you can use water boost to bait green ball and punish with Aqua-port for 20 percent damage.
Thank you guys and gals for reading and please post your thoughts below.
For the time being the strategy presented here is a non-competitive tournament fighting strategy that could eventually grow into a relevant competitive fighting strategy, I hope. This thread attempts to introduce the ways to use the H20 Buff safely, ending in high damage combos that can be devastating that help create future mind games. I am not a high level player, but I have a lot of knowledge and understanding of the mechanics of MK9. Where I lack is execution but that’s coming.
So here goes….
People are starting to realize how amazing Rain’s tools are, the trick is adjusting your setups based on what move set the opponent possess. The scenarios and ideas presented here are no different. I lack match up experience versus certain characters so if you have a good matchup specific tech please post.
When to use the H20 Buff-
I advice only using this tech in specific situations: those were Rain has a life-lead and you have at least 2 bars of meter, because doing normal Water Boost is a waste of time and simply not a worth while setup. Advantages to using the H20 Buff are longer duration, increased damage boost and 15-20 frames of armor in middle of execution. FYI….H20 Buff takes 53 frames to execute before attacking or linking next animation.
How to use H20 Buff Safely-
Lets start with the simplest, easiest and generally safest opportunities to execute H20 Buff.
Lightning and Thunder Storm
Anytime Rain performs Lightning in a combo it can be followed by H20 Buff and still have around 23 frames before your opponent can execute their wake up move. Using Thunder Storm instead of Lighting gives you around 30 frames of advantage and allows you to keep pressure.
Super Kick
Finishing a combo with Super Kick and going right into H20 Buff can be an amazing setup, but beware of using this against opponents that have 6 frames wakeup moves I.E. Kung Lao and Reptile and always be prepared to execute EN–Super Kick aka Power Kick immediately after the opponent lands at your feet.
These setups are punishable only if opponent rolls
Geyser Kick
One must be smart when executing H20 Buff after Geyser, specifically do not link it after full combo in the corner when the opponent is right at your feet you will get punished. That being said finishing mid-screen combos with Geyser and H20 Buff linked can be said but once again if the opponent performs a roll your toast since it cuts your advantage down to about +27 frames instead of +60.
Right as Rain
Input: + ending your combo with Right as Rain and H20 Buff linked provides +19 frames advantage but if the opponent rolls your at
- 13 frames.
Other Semi-safe possibilities are
Spillover and Moisturize me
Input: and + both of these are tuff to execute as combo enders and leave you at disadvantage. So don’t use either of these options unless you can catch your opponent off guard.
Uppercut
Once again only link the H20 Buff here if you think the opponent isn’t expecting it and if you hit them further away instead of right behind you where you should have caught him with a Aqua Splash.
My two favorite setups to use H20 Buff…
Stepping Sidekick
Input: + , linking H20 Buff after a full combo that ends in this crush of a kick can be very effective against wake up attacks such as sub-zeros slide. The way the frames add up you can consistently stop your opponent in his tracks with Rains armor giving you an opportunity to full combo punish for 50+ or in the case of a miss-time you only eat 8-12 percent damage. This better against certain matchups, but because they think you can’t block they will be baited into going for wake-up only to find out that’s what you were hoping for.
Waterfall
Input: + + In my opinion this is by far his best setup for H20 Buff and probably one of his least used combo enders but it may be his best. Here is why later in the combo this move creates amazing splat, which prevents the opponent from performing their wake-up move, the opponent is far away, and Rain is approximately neutral (plus or minus 2 frames) at this point. Since, Waterfall is +51 advantage for Rain regardless of whether or not the opponent rolls.
Waterfall is difficult to preform later in combos but in all cases you must whiff + to land + this can be done after Super Kick, Bubble or Lightning ending in approximately 35 percent damage done.
Remember…
Rain must always have a second bar of meter in all of these situations and be prepared to sacrifice it for huge damage.
Baiting and punishing once your Boosted
Well the baiting part should be easy since, Rain can no longer block the opponent may play looser than usual this is where you must punish him and make him think twice about attacking your powered up Rain.
The most likely way to punish in this situation is by using the Power Kick cancel into other special move when your opponent attempts to zone you and take you out of boost. Using the armor to create either an armored Lightning or Water Bubble, this is very tough and I suck at it on a pad and in general.
Mind Games
Rain has so much armor its crazy; so don’t be afraid to throw out Thermal Spring or Aqua-port as great reactionary tools. The goal is to punish at first and once they are afraid that’s when the real mind games begin, because if Scorpion throws his spear or does hell fire and misses he will potential eat 60 and knowing that can make you think twice about attacking Rain even when he can’t block.
Also against a weak zoner like Cage you can use water boost to bait green ball and punish with Aqua-port for 20 percent damage.
Thank you guys and gals for reading and please post your thoughts below.