"I am no friend of yours. I am Rain, prince of Edenia."
Listen to this while reading:
F a c t s
In the games
Rain is a playable character in the Mortal Kombat Fighting Game Series. He made his debut in Ultimate Mortal Kombat 3, 1995.
Being the half-god he is, Rain wields immense power. He can control two things that involve weather: water and lightning. His powers being related to such, he is able to pressurize jet streams of water to either propel himself or attack opponents. He is most noted for his ability to trap opponents in a spherical prison of water that gives him limited control over their body. In addition, he is able to conjure up lightning blasts from the sky to blast his opponents into the air. He also possesses the ability to liquefy himself, turning himself into water and reconstituting behind them in a swift manner akin to teleporting. Through mysterious means, he enchants the strength in his legs, distorting space to strike them so hard that they would reappear opposite to his direction.
In Smash
Rain fights using Ninja Arts as well as water and lightning-based moves, and he likes Stage Control just as much as he likes controlling his opponent with the help of his B-moves. Despite his muscular body, he doesn't weigh that much due to his lightning-element, but what the electricity takes away in weight, it gives back in speed and agility.
Moveset Complexity: Simple
Size: Between C.Falcon & Ganon.
Weight: A bit above average.
Walk Speed: Sheik
Dash Speed: Squirtle
Traction: Good
Full Jump: A bit above average.
Short Hop: A bit below average.
2'nd Jump: Average
Air Speed: Average
Air Control: Average
Fall Speed: Pretty fast.
Wall Jump: Yes
M o v e s e t
Specials
B: Water Sphere
Rain projects a light-blue Water Sphere the size of a Soccer Ball at his opponent, up to the range of 1/2 of BF, which shatters as it hits. A successful hit does 6% damage, locks Rain into a stationary Control Mode which allows him to move his opponent's body in any direction at the speed of Samus' homing missiles for 2 seconds, by moving his hands - however, when moving the foe away from you, the Travel Speed is a bit slower.
While beeing controlled, the opponent is in stun and has a watery-looking effect to him, but will regain control as soon as the effect wores off.
Start-up is about the same as Falco's grounded laser, but the sphere moves at Falcon Kick-speed, and the cooldown is about the same as Dedede's Waddle Dee-toss.
If the opponent is close enough when the effect wores off, a skilled Rain can almost garantuee a follow-up, or read/mindgame him, and if Rain is hit while controlling an opponent, he'll lose control of the opponent immediately.
>B: Lightning Bolt
Rain raises his arm and summons a dark-grey thundercloud the size of a crouching Dedede infront of him, at the height of ZSS' Up+B. It moves forward at a slightly slower rate than Luigi's Fireballs and quickly unloads a blue Lightning Bolt straight down when you release B.
At a very slow rate, you can steer the cloud up and down to a very small extent but it does no harm on its own.
The cloud grows bigger and the bolt grows stronger the longer you let it travel, but it'll automaticly unload at max range, which is 1/2 of FD.
With a Smash Input the cloud moves at a slightly faster rate than Luigi's Fire Balls, and its max range is 2/3 of FD.
It does 8 - 14% damage before Max Range depending on the distance traveled, and if you manage to hit it at max range, which is hard, you'll dish out 23%!
Start-up is around the same as Samus' missiles, and Rain keeps standing there, posing, with is arm raised until the cloud unloads.
When hit, ppl fly straight up with low/med to med knockback denpending on how far the cloud has traveled, and at absolute max range they are hit with very high knockback, killing at round 70%. If Rain is hit during the move, the cloud will travel to its max range and unload, which allows for fun 2on2-usage.
vB: Super Roundhouse
Rain roundhouses his opponent with such force that even the Home-run Bat would drop its jaw.
It does 10% damage, and while the range is average at best, the start-up is pretty fast and the cooldown moderate, and it sends ppl into the horizontal Blast Zones at 0%.
Broken? No, because the opponent will reappear in the opposite direction (still in Launch Animation) with a semi-set knockback.
At 0% the foe will almost reach Rain (A bit outside of ZSS' side+b Range), and at around 200% the foe goes so far past Rain that he might get KO'd in the Blast Zone that he was initially kicked into.
The Lauch Procedure doesn't take up as much time as you might think - think of it as if Ganon Ftilt'ed someone at a very high % towards you from afar.
Combos are possible at higher %'s and a skilled Rain can even link Roundhouse Kicks together, but be aware, the opponent can DI it.
^B: Geyser Kick
Rain goes into a handstand position and propels himself into the air using a geyser, kicking anyone who is near for 10% with medium knockback up and away, killing at around 155%, and anyone further away for 7% with low/med knockback.
The default angle is 55', but you can also go 45' or 65' if you tilt the Control Stick.
Moderate start-up and range for an up+b, ending in a helpless state.
It's an effective OoS-move.
Standard A-moves
Jab: Gut Punch
By rapidly pressing A, Rain rains a flurry of quick, alternating lefts and rights to the opponent's gut, almost as fast as Pikachu's Jab.
Each punch does 2% damage, the range is about the same as Ike's first Jab, and when you stop, the cooldown is similar to Pikachu's Jab.
It's Rain's fastest attack - If you're lucky you'll be able to land around 3 before the opponent takes action.
Also, there's a Sweet Spot at the very tip of the attack that knocks ppl away with low knockback.
Utilt: Spark Shot
Rain turns his back to the screen, raises one arm over his head and shoots a thin, weak, blue Thunder Bolt straight up to the range of Marth's Usmash.
Both the start-up and cooldown are pretty fast, but it does only 4% damage, sending ppl straight up with low knockback, and kills at around 240%
A good Juggling Move with great range, however, it can not hit people on the side of him.
Dtilt: Sweep
The classic generic sweep which all human characters can pull off in the classic games.
It's a fairly quick move with cooldown similar to Snake's Dtilt, and when you hit standing opponents at around 70%+ they trip, allowing Rain to Tech Chase.
When hitting ppl before they reach the 70'ish, they are simply sent up and away with low knockback.
The range is about the same as Wolf's Dtilt, and it does 5% damage.
Ftilt: Middle Kick
Rain turns to the screen and kicks straight forward, hitting his foe in the gut, with his toes also pointing at the screen.
Start-up and cooldown are both pretty fast, and the range is about the same as Samus' Ftilt.
It does 7% damage, and sends the opponent away but also slighty up with low/med knockback, and kills at around 180%.
A good move if you quickly want to create some space between you and your opponent, or simply poke him.
Dash Attack: Water Blades
Rain pressurizes Water Molecules to summon a blade in each hand which are then used in a Cross Chop-motion infront of him.
While the start-up is fast the cooldown is moderate, and the range is about the same as Link's Dash Attack.
It does 8% damage and sends ppl straight up with medium knockback, killing at around 160%.
A nice tool to start strings with, or to simply punish.
Smashes
Usmash: Dual Thunderclouds
Rain turns to the screen, stretches out his arms, and summons a dark-grey thundercloud the size Kirby in each hand, and then he unloads them towards one onother creating a powerful clap above his head.
The range is about the same as Zelda's Usmash, but it doesn't last very long.
Neither the start-up or cooldown are great, but it does 18% damage, and sends ppl straight up, killing at around 100%.
Fsmash: Stream Saber
Rain pressurizes Water Molecules to summon a saber only to slash his foe diagonally.
With range similar to Marth's Ftilt and start-up almost as fast as Samus' Fsmash, this attack can be quite surprising - however, the damage and knockback aren't amazing by any means.
It does 12% damage, kills at around 145%, and has cooldown similar to Marth's Fsmash.
Dsmash: Sprinkler
Rain spins around 1080' while sprinkling High Pressure Water all around himself, hitting ppl multiple times.
Each hit does 2% damage, and if all connect, it does 11% with the last hit sending the for up and slightly away, killing at around 180%.
The start-up is fast, the cooldown moderate, and the range is about the same as Pikachu's Dsmash, making it a good GTFO-move.
Aerials
Nair: Electrify
Rain pulls his legs in slighty and strikes a Ninja Pose with his hands while unloading a weak electric field around him.
Start-up is fast and the cooldown is moderate, and the range is about the same as Mewtwo's Nair.
Foes are hit multiple times for a max of 10% damage, and are sent up and away by the last hit with low/med knockback, killing at around 200%.
Auto Cancels when it comes in contact with the ground.
Dair: Jet Shower
Rain broadens his legs, sticks down one arm, and shoots a fairly slim stream of water straight down, at high velocity, that has almost the range of Dedede's Ftilt.
It multihits opponents for a maximum of 8% damage, and each hit has a very weak spike-effect to it.
Both the start-up and cooldown are moderate, and the landing-lag isn't too much of a problem for Rain.
Since it temporarily lowers Rain's Fall Speed a tad, it can somewhat help him recover horizontally a bit, but not to an amazing extent.
The stream is active for almost one second.
Uair: Triple Kick
Rain turns upsidedown and kicks to the sky three times - left, right, left, about the range of Falco's Uair.
The start-up is fast but the cooldown is moderate at best, and the landing-lag is also moderate.
The first two kicks do 3% damage each, stunning the opponent, while the last kick does 6% damage and sends to opponent straight up with medium knockback, killing at around 160%.
Bair: Lightning Strike
Rain delivers a Lightning-loaded kick behind him while posing with his fists - one up, one down.
The range is about the same as Luigi's Bair, and if Sweet Spotted (although it's pretty hard) it'll send a Lightning Bolt between the sky and Rain's foot, sending the opponent straight up with very high knockback, killing at around 75% and dealing 22% damage!
Other players that are hit by the lightning suffer 12% damage and are sent up and slighty away with medium knockback.
If Sour Spotted, the kick does 6% damage and sends ppl flying away and slightly up with low/med knockback, killing at around 220%.
The start-up is pretty fast but the cooldown is a little on the slow side, and the landing-lag is moderate.
Fair: Colliding Waters
Rain stretches out his arms to the sides and summons a water sphere slighty smaller than a Soccer Ball in each palm, only to crash them together, shattering them infront of him.
The start-up is mediocre, likewise the cooldown, and the landing-lag is fairly mediocre as well.
Having a range similar to Ness' Fair, it does 12% damage and sends ppl up and away with medium knockback, killing at around 140%.
Grab Game
Rain grabs ppl by the head, surrounding their head in a Water Sphere of fitting size. Ball-characters like Kirby gets their whole body surrounded in the sphere.
His standard Grab is a normal grab with normal speed and with about normal Grab Range.
When Dash Grabbing, small Water Jet Streams appear under his feet, making his Dash Grab travel just slightly further and faster than the average.
Pummel: Compress
Rain applies pressure to the sphere, making it shrink in size for a split second.
It's a slow pummel that does 3%, and unlike the clip below, Rain stands much closer to his foe when doing this.
Dthrow: Water Bed
Rain clings to his foe and jumps to the sky, taking the foe with him up to the height of ZSS' Usmash, turns upside down, and drives the both into the ground with tremendous force while he himself turns into water and shatters.
It does 11% damage and sends the foe up and slighty away with low/med knockback, killing at around 220%
Uthrow: Moisture Rocket
With a wave of his hand, Rain surrounds the foe in moisuture which lifts him up above his head and spins him around, only to launch him in the air.
It is a multihit doing 9% damage, sending the foe straight up with medium knockback and kills at around 190%.
Fthrow: Hydro Push
Rain puts his palm against the foe's torso only to blast him away with a powerful Water Stream, sending him up and away with medium knockback.
It does 9% damage and kills at around 180%.
Bthrow: Elbow Thunder
Rain puts the foe behind himself and strikes him with an electrifying elbow.
It does 10% damage and sends the foe up and away with medium knockback, killing at around 175%.
Other moves
Final Smash
Final Smash: The Blob
Rain quickly summons a gigantic, light-blue Water Blob that quickly grows almost to the size of Giga Bowser, infront of him.
It floats in the air, lasts for 10 seconds and players that are caught in it are stunned and take 5% damage every second, but they cannot be damaged by other attacks, because the blob neutralizes all types of attacks - even Rain's.
Here comes the fun part: Rain can hit the blob to send in flying, taking enemies with it into the KO Zones - however, the knockback depends on the total % of damage made up by ppl inside it.
Rain is able to send it into one of the KO Zones from the center of the stage, with a powerful attack, when the stored damage inside is around 120%, and at around 80% when futher away from the center.
If he fails to KO his opponent(s) at least they've taken 50% damage.
Rain can walk through the blob without beeing affected, and players outside the blob can't knock it away.
Rolls
Forward Roll: Vapor Dash
Rain turns into vapor (or moisture if you like) and quickly sweeps forward only to reappear in solid form.
It's slighty faster than the average roll, and the distance is average.
Back Roll: Backflip
Rain executes a backflip, landing on his hands then the feet.
Normal speed and length for a Back Roll.
Dodges
Spot Dodge: Ninja Sway
Simply a Dodge.
Air Dodge: Ninja Sense
Simply an Air Dodge.
Rising Attacks
Get-up Attack (Face Up): Tickling sparks
Rain quickly sits up on one knee, streches out his arms only to unload small, weak, bursts of electricity from his fingertips.
Get-up Attack (Face Down): Handstand Kick
Rain does a handstand and kicks in both directions simultaneously.
Climb-up Attack: Surprise Kick
Rain quickly jumps up feet first, kicking anyone near.
Climb-up Attack 100%+: Elbow of the weak
Rain struggles to get up and crashes down his elbow.
Building damage
Rain's favourite tool for building damage is the Water Sphere.
Whenever he can (and he will), he will try to control you with it and hopefully string it together with a quick attack, or try to read you and then punish with an attack, grab, or a new sphere.
His Lightning Bolt can hit foes that are far away and/or off guard, and just like his Dash Attack, it's a good tool if you want to get in under your opponent and juggle him with Utilt or Uair or Nair.
Dsmash is best used for punishing, likewise his Fsmash if he's not saving it for a kill - it depends on the player.
His Bair pays off big time %-wise when you manage to land a Sweet Spot, and his Fair can be used either for damage-racking or be semi-saved for a kill.
The Jabs can rack up damage fast if the opponent is unaware, his sweep helps racking damage via Tech Chasing at higher %'s, and Ftilt is one of his best pokes.
Uthrow is a great set-up for juggling, and Dthrow is a good throw if you want to keep the opponent close to you.
The other throws are mainly used to get your opponent where you feel you want him.
Getting the kill
Rain produce KOs by zapping his opponents with an Usmash, or by landing a Fair near the edge/off stage.
His Fsmash can kill as well, provided you didn't use it to rack damage/punish, and with a fair amount of skill, you can get an early kill with a Sweet Spotted Bair.
While it takes both timing and luck, his Lightning Bolt can result in an early kill at absolute max range. Your best chance to land it is when your opponent is recovering and there's a gap between the two of you.
His Dair shouldn't be overused when it comes to gimping opponents with a good vertical recovery, as it more or less can help them recover.
Use it occasionally as a mix-up to hopefully mess with their recovery. Characters with a poor vertical recovery, such as DK, suffers greatly from this attack, though.
His Water Sphere can string into Killing Moves if the Rain is smart, and off stage it's a great gimping-tool if your opponent isn't aware.
The Super Roundhouse can be devastating at higher %'s, as it can combo into a powerful attack. If the foe's DI is bad, a well placed Usmash should do the trick - if not, you can attempt to Sweet Spot a Bair, which obviously takes great timing.
His Sweep can allow for a kills at high %'s via Tech Chase if you're good at reading.
M i s c e l l a n e o u s
Stance
Entrance
A thundercloud appears and starts raining only to unload Rain in the form of a Lightning Bolt.
Taunts
Up: Rain strikes his Winning Pose from the classic games.
Down: Rain summons a raincloud only to have it shower him as he washes himself under the arms.
Side: Rain hovers to the height of a Short Hopping C.Falcon, using Water Jet Streams from his feet.
Winning Theme
00:00 - 00:07