Street Fighter 1 MR/Retsu: Difference between revisions
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== | {{SF1MR Character Subnav|char=Retsu}} | ||
{{2 Column Flex|flex1=7|flex2=3|reverse=yes|content1= | |||
<div style="padding: 0px 5px; margin-top:15px; float:left;"> | |||
{{FP Box|header={{Big|'''Retsu'''}}|content= | |||
'''Retsu''' is a previously ex-communicated martial artist who was banned from his dojo for using forbidden techniques. Retsu is much older and wiser than he looks, being one of Goutetsu's dojo assistants and watching Gouken and Akuma personally. He was tasked with locating the two of them as they trained elsewhere, under the request of Goutetsu. When Retsu found Gouken, he had been training in the mountains for 14 days without food or water, a feat only accomplished by Goutetsu before him. This meant that Gouken had reached enlightenment. Retsu gave him a final test by taking him to the village where his parents were murdered. Gouken said he had no intentions to fight them, proving to Retsu that he had passed and became enlightened. | '''Retsu''' is a previously ex-communicated martial artist who was banned from his dojo for using forbidden techniques. Retsu is much older and wiser than he looks, being one of Goutetsu's dojo assistants and watching Gouken and Akuma personally. He was tasked with locating the two of them as they trained elsewhere, under the request of Goutetsu. When Retsu found Gouken, he had been training in the mountains for 14 days without food or water, a feat only accomplished by Goutetsu before him. This meant that Gouken had reached enlightenment. Retsu gave him a final test by taking him to the village where his parents were murdered. Gouken said he had no intentions to fight them, proving to Retsu that he had passed and became enlightened. | ||
Retsu is an aggressive rushdown character, using his high damage and very plus normals and specials to force the opponent to block long chip strings and punishing them when they try to escape. His '''Incomplete Spin Kick {{clr|2|(4214K)}}''' makes for an amazing combo ender and is plus enough to true string into itself, allowing Retsu to essentially checkmate a round if it gets blocked. His buttons like '''{{clr|3|2C}}''', '''{{clr|2|2B}}''', '''{{clr|3|5C}}''', and '''{{clr|7|5D}}''' all make for stellar close range brawling tools, and while he lacks any throw or overhead to mix with, he doesn't need them as much as other mixless characters do. '''Retsu Reversal {{clr|1|(214P)}}''', while not a true reversal, allows him to call out bad pokes and repetitive pressure for big damage. His '''Shaolin Special {{clr|2|(236236K)}}''' super is amazing to end combos with, when it connects properly. | |||
Retsu is an aggressive rushdown character, using his high damage and very plus normals and specials to force the opponent to block long chip strings and punishing them when they try to escape. His | |||
Retsu suffers from SF1MR system mechanics somewhat, as he has to contend with powerful zoning and superior buttons. While he can infinitely blockstring, it isn't easy or fast, and requires that he still gets in and lands a Tatsu. His 236P | Retsu suffers from SF1MR system mechanics somewhat, as he has to contend with powerful zoning and superior buttons. While he can infinitely blockstring, it isn't easy or fast, and requires that he still gets in and lands a Tatsu. His '''Hadouken {{clr|1|(236P)}}''' and '''Hadouken x3 {{clr|1|(236236P)}}''' are pitiful fireballs, and only really exist to give Retsu an answer to zoning himself by allowing him to delete fireballs with his own. '''Shaolin Special''' is a great reversal, starting in 2 frames and being fully invincible for a large time, but it can drop hits or even fall out at longer ranges. This especially becomes an issue with his midscreen super combos, though in the corner this is less true. Retsu is a rushdown character with some decent tools for neutral and defense, but as a reference to the infamous joke character Dan, a few of his tools just don't work sometimes. | ||
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{{ | <div style="margin-top:15px; align:left;"> | ||
{{StrengthsAndWeaknessesNoPlaystyle | |||
|pros= | |pros= | ||
*'''Simple and Consistent:''' Retsu is likely the easiest character to pick up and play, as nothing he does is necessarily complex and all of his best stuff is obvious | *'''Simple and Consistent:''' Retsu is likely the easiest character to pick up and play, as nothing he does is necessarily complex and all of his best stuff is obvious | ||
*'''Offense:''' Retsu is tied for the 2nd fastest character, and with various buttons for brawling and mashing, he can get in fast and abuse 4214K to close out rounds quick | *'''Offense:''' Retsu is tied for the 2nd fastest character, and with various buttons for brawling and mashing, he can get in fast and abuse '''{{clr|2|4214K}}''' to close out rounds quick | ||
*'''Damage:''' 2C links rack up damage quickly, and 4214D is a great and simple combo ender | *'''Damage:''' '''{{clr|3|2C}}''' links rack up damage quickly, and '''{{clr|7|4214D}}''' is a great and simple combo ender | ||
*'''Chip:''' Thanks to his powerful infinite blockstring, Retsu can rack up chip or even kill the opponent for blocking a single Tatsu | *'''Chip:''' Thanks to his powerful infinite blockstring, Retsu can rack up chip or even kill the opponent for blocking a single Tatsu | ||
|cons= | |cons= | ||
*'''No Mixup:''' Throws are not a universal concept in SF1MR, and Retsu lacks an overhead or a crossup. This forces him to rely on chip to make realistic comebacks | *'''No Mixup:''' Throws are not a universal concept in SF1MR, and Retsu lacks an overhead or a crossup. This forces him to rely on chip to make realistic comebacks | ||
*'''Bad Fireball:''' Retsu's 236P fireball only travels about 1/3rd of the screen, and both versions disappear at the same spacing. Notably, the C fireball disappears before Retsu even recovers from his fireball animation. This hurts Retsu's zoning a lot, leaving his fireball to be more or less a pressure and anti-zoning tool alone | *'''Bad Fireball:''' Retsu's '''{{clr|1|236P}}''' fireball only travels about 1/3rd of the screen, and both versions disappear at the same spacing. Notably, the C fireball disappears before Retsu even recovers from his fireball animation. This hurts Retsu's zoning a lot, leaving his fireball to be more or less a pressure and anti-zoning tool alone | ||
*'''Defense:''' 214P isn't a frame 1 counter, and loses to lows, projectiles, and the occasional throw. Since 236236P causes no knockdown, 236236K is his best reversal, and it costs meter and likes to drop hits | *'''Defense:''' '''{{clr|1|214P}}''' isn't a frame 1 counter, and loses to lows, projectiles, and the occasional throw. Since '''{{clr|1|236236P}}''' causes no knockdown, '''{{clr|2|236236K}}''' is his best reversal, and it costs meter and likes to drop hits | ||
}} | }} | ||
}} | }} | ||
</div> | |||
</div> | |||
|content2= | |content2= | ||
{{ | {{FP Box|header={{Big|'''Profile'''}}|content= | ||
<center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:SF1MR_Retsu_portrait.png|frameless|400px|right]]</div></center> | |||
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<center> | |||
{{Big|'''Stats and Vitals'''}} | |||
</br> | |||
<div style="text-align:justify;> | |||
*'''Attack Rating''' = 100 | *'''Attack Rating''' = 100 | ||
*'''Armor Rating''' = 100 | *'''Armor Rating''' = 100 | ||
*'''Forward Walk Speed''' = 2.7 | *'''Forward Walk Speed''' = 2.7 | ||
*'''Taunt''' = 30f | *'''Taunt''' = 30f | ||
</div> | |||
</center> | |||
{{ | ------ | ||
<center> | |||
{{Big|'''Movelist'''}} | |||
<div style="text-align:left;"> | |||
;Special Moves | |||
:{{clr|1|'''236A/C'''}} - ''Hadouken'': Counter-Zoning Tool | |||
:{{clr|2|'''4214B/D'''}} - ''Incomplete Spin Kick'': Combo Ender/Pressure Tool | |||
:{{clr|1|'''214A/C'''}} - ''Retsu Reversal'': Counter | |||
;Supers | |||
:{{clr|1|'''236236P'''}} - ''Hadouken x3'': Anti-Zoning Super | |||
:{{clr|2|'''236236K'''}} - ''Shaolin Special'': Combo Ender/Reversal Super | |||
;Unique Attacks | |||
N/A</div></center> | |||
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<center> | |||
{{Big|'''Colors'''}}</br> | |||
[[File:SF1MR_Retsu_colors.PNG|borderless|200px]] | |||
}} | }} | ||
}} | }} | ||
</div> | |||
== Normals == | == Normals == | ||
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{{MoveData | {{MoveData | ||
|name = Stand Light Punch | |name = Stand Light Punch | ||
|input = 5A | |input = '''{{clr|1|5A}}''' | ||
|image = SF1MR_Retsu_5A.PNG | |image = SF1MR_Retsu_5A.PNG | ||
|hitbox = SF1MR_Retsu_5A_HB.PNG | |hitbox = SF1MR_Retsu_5A_HB.PNG | ||
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{{MoveData | {{MoveData | ||
|name = Stand Light Kick | |name = Stand Light Kick | ||
|input = 5B | |input = '''{{clr|2|5B}}''' | ||
|image = SF1MR_Retsu_5B.PNG | |image = SF1MR_Retsu_5B.PNG | ||
|hitbox = SF1MR_Retsu_5B_HB.PNG | |hitbox = SF1MR_Retsu_5B_HB.PNG | ||
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{{MoveData | {{MoveData | ||
|name = Stand Heavy Punch | |name = Stand Heavy Punch | ||
|input = 5C | |input = '''{{clr|3|5C}}''' | ||
|image = SF1MR_Retsu_5C.PNG | |image = SF1MR_Retsu_5C.PNG | ||
|hitbox = SF1MR_Retsu_5C_HB.PNG | |hitbox = SF1MR_Retsu_5C_HB.PNG | ||
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|advBlock = -2 | |advBlock = -2 | ||
|description = | |description = | ||
* Only cancels to 236P | * Only cancels to '''Hadouken {{clr|1|(236P)}}''' | ||
An active, chunky hit for poking and antiairing. -2 on block is not bad for it with good pushback, and you can link many things from it, or safely cancel into | An active, chunky hit for poking and antiairing. -2 on block is not bad for it with good pushback, and you can link many things from it, or safely cancel into '''Hadouken''' for tacking on chip. It's active frames also make it ideal for being a meaty. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Stand Heavy Kick | |name = Stand Heavy Kick | ||
|input = 5D | |input = '''{{clr|7|5D}}''' | ||
|image = SF1MR_Retsu_5D.PNG | |image = SF1MR_Retsu_5D.PNG | ||
|hitbox = SF1MR_Retsu_5D_HB.PNG | |hitbox = SF1MR_Retsu_5D_HB.PNG | ||
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|advBlock = -7 | |advBlock = -7 | ||
|description = | |description = | ||
* Air unblockable; Only cancels to 236P | * Air unblockable; Only cancels to '''Hadouken {{clr|1|(236P)}}''' | ||
Subpar poke material due to bad frame advantage done raw, and it doesnt serve any purpose in combos, but it makes for a very excellent antiair. It has fast startup and is air unblockable, making it very ideal for catching spaced jumps. Unlike many standing heavy normals, it can also cancel into '''Hadouken''' for block pressure, or an antiair spinout juggle. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Light Punch | |name = Crouch Light Punch | ||
|input = 2A | |input = '''{{clr|1|2A}}''' | ||
|image = SF1MR_Retsu_2A.PNG | |image = SF1MR_Retsu_2A.PNG | ||
|hitbox = SF1MR_Retsu_2A_HB.PNG | |hitbox = SF1MR_Retsu_2A_HB.PNG | ||
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|advBlock = +3 | |advBlock = +3 | ||
|description = | |description = | ||
An up-close mashing and pressure normal, good for linking into itself and cancelling into | An up-close mashing and pressure normal, good for linking into itself and cancelling into '''{{clr|3|2C}}''', which is Retsu's main linking normal. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Light Kick | |name = Crouch Light Kick | ||
|input = 2B | |input = '''{{clr|2|2B}}''' | ||
|image = SF1MR_Retsu_2B.PNG | |image = SF1MR_Retsu_2B.PNG | ||
|hitbox = SF1MR_Retsu_2B_HB.PNG | |hitbox = SF1MR_Retsu_2B_HB.PNG | ||
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|advBlock = +1 | |advBlock = +1 | ||
|description = | |description = | ||
Retsu's main low poke and confirm tool. Although it has stubby range, it can occasionally catch people high blocking the infinite blockstring, and confirms into 2D or | Retsu's main low poke and confirm tool. Although it has stubby range, it can occasionally catch people high blocking the infinite blockstring, and confirms into '''{{clr|7|2D}}''' or '''Hurricane Kick {{clr|2|(4214K)}}'''. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Heavy Punch | |name = Crouch Heavy Punch | ||
|input = 2C | |input = '''{{clr|3|2C}}''' | ||
|image = SF1MR_Retsu_2C.PNG | |image = SF1MR_Retsu_2C.PNG | ||
|hitbox = SF1MR_Retsu_2C_HB.PNG | |hitbox = SF1MR_Retsu_2C_HB.PNG | ||
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|advBlock = +14 | |advBlock = +14 | ||
|description = | |description = | ||
An amazing quick close-range normal for combos and pressure. Jabwalk | An amazing quick close-range normal for combos and pressure. Jabwalk '''{{clr|3|2C}}'''s link into themselves up to 4 times for a high amount of damage, and confirm into '''Hurricane Kick {{clr|2|(4214K)}}''', which on block starts the infinite blockstring. Retsu can definitely abuse this button whenever he's in on you. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Heavy Kick | |name = Crouch Heavy Kick | ||
|input = 2D | |input = '''{{clr|7|2D}}''' | ||
|image = SF1MR_Retsu_2B.PNG | |image = SF1MR_Retsu_2B.PNG | ||
|hitbox = SF1MR_Retsu_2B_HB.PNG | |hitbox = SF1MR_Retsu_2B_HB.PNG | ||
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|advBlock = +3 | |advBlock = +3 | ||
|description = | |description = | ||
A sweep for Retsu's knockdowns. Though outclassed by Hurricane Kick as a combo ender, it is a rare + on block sweep that can go into the infinite blockstring. It's hard to confirm this at long range, but this makes for an alright low-range low poke. | A sweep for Retsu's knockdowns. Though outclassed by '''Hurricane Kick {{clr|2|(4214K)}}''' as a combo ender, it is a rare + on block sweep that can go into the infinite blockstring. It's hard to confirm this at long range, but this makes for an alright low-range low poke. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Jump Light Punch | |name = Jump Light Punch | ||
|input = j.A | |input = '''{{clr|1|j.A}}''' | ||
|image = SF1MR_Retsu_jX.PNG | |image = SF1MR_Retsu_jX.PNG | ||
|hitbox = SF1MR_Retsu_jX_HB.PNG | |hitbox = SF1MR_Retsu_jX_HB.PNG | ||
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{{MoveData | {{MoveData | ||
|name = Jump Light Kick | |name = Jump Light Kick | ||
|input = j.B | |input = '''{{clr|2|j.B}}''' | ||
|image = SF1MR_Retsu_jX.PNG | |image = SF1MR_Retsu_jX.PNG | ||
|hitbox = SF1MR_Retsu_jX_HB.PNG | |hitbox = SF1MR_Retsu_jX_HB.PNG | ||
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|advBlock = Varies | |advBlock = Varies | ||
|description = | |description = | ||
This is a jump normal almost completely identical to '''{{clr|1|j.A}}''' with 3 less damage. This is entirely outclassed by aforementioned jump normal. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Jump Heavy Punch/Kick | |name = Jump Heavy Punch/Kick | ||
|input = j.C/j.D | |input = '''{{clr|3|j.C}}'''/'''{{clr|7|j.D}}''' | ||
|image = SF1MR_Retsu_jX.PNG | |image = SF1MR_Retsu_jX.PNG | ||
|hitbox = SF1MR_Retsu_jX_HB.PNG | |hitbox = SF1MR_Retsu_jX_HB.PNG | ||
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|advBlock = Varies | |advBlock = Varies | ||
|description = | |description = | ||
A good damage jump in normal. This is Retsu's primary jump in alongside an occasional | A good damage jump in normal. This is Retsu's primary jump in alongside an occasional character-specific IOH for opponents low blocking Retsu's infinite blockstring. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Taunt | |name = Taunt | ||
|input = A+B | |input = '''{{clr|2|A+B}}''' | ||
|image = SF1MR_Retsu_Taunt.PNG | |image = SF1MR_Retsu_Taunt.PNG | ||
|hitbox = SF1MR_Retsu_Taunt_HB.PNG | |hitbox = SF1MR_Retsu_Taunt_HB.PNG | ||
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* Taunt builds 1 bar of meter instantly, regardless of if Retsu is hit out of it or not, hence the 1 frame startup. | * Taunt builds 1 bar of meter instantly, regardless of if Retsu is hit out of it or not, hence the 1 frame startup. | ||
This taunt is alright to stock a Shaolin super, but you sacrifice your up-close pressure off your knockdowns if they choose to quickrise. Nonetheless, this is a great way to help Retsu's lacking defense. | This taunt is alright to stock a '''Shaolin {{clr|2|(236236K)}}''' super, but you sacrifice your up-close pressure off your knockdowns if they choose to quickrise. Nonetheless, this is a great way to help Retsu's lacking defense. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Hadouken | |name = Hadouken | ||
|input = 236A/C | |input = '''{{clr|1|236A/C}}''' | ||
|image = SF1MR_Retsu_236P.PNG | |image = SF1MR_Retsu_236P.PNG | ||
|hitbox = SF1MR_Retsu_236P_First_HB.PNG | |hitbox = SF1MR_Retsu_236P_First_HB.PNG | ||
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|advBlock = -5 | |advBlock = -5 | ||
|description = | |description = | ||
A version travels slower, C version travels faster but the same distance. A bad fireball akin to Dan's "Gadoken" in the mainline SF series. This notably does not travel fullscreen and Retsu recovers much after the fireball has already dissipated, making this a sheer block to fireball wars but can't outright win them. The frame advantage isn't very good either, with it being punishable on hit and block at point blank and not too + at far range. This makes it only useful for pressure situations and anti-zoning, however you would rather try to be upclose abusing an infinite blockstring. | '''{{clr|1|A}}''' version travels slower, '''{{clr|3|C}}''' version travels faster but the same distance. A bad fireball akin to Dan's "Gadoken" in the mainline SF series. This notably does not travel fullscreen and Retsu recovers much after the fireball has already dissipated, making this a sheer block to fireball wars but can't outright win them. The frame advantage isn't very good either, with it being punishable on hit and block at point blank and not too + at far range. This makes it only useful for pressure situations and anti-zoning, however you would rather try to be upclose abusing an infinite blockstring. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Retsu Reversal | |name = Retsu Reversal | ||
|input = 214A/C | |input = '''{{clr|1|214A/C}}''' | ||
|image = SF1MR_Retsu_214P.PNG | |image = SF1MR_Retsu_214P.PNG | ||
|hitbox = SF1MR_Retsu_214P_HB.PNG | |hitbox = SF1MR_Retsu_214P_HB.PNG | ||
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|advBlock = - | |advBlock = - | ||
|description = | |description = | ||
A high-damage counter for callouts like pokes | A high-damage counter for callouts like pokes, jump ins, or general approach tools. It activates when something touches its activation range, but loses to lows, projectiles, and throws. Although the name says "reversal", it's not an amazing defensive option. Since this shares similar range with his '''{{clr|3|5C}}''', it's also prone to whiffing when contesting longer pokes, notably against Sagat's, Eagle's, and Birdie's pokes. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Incomplete Hurricane Kick | |name = Incomplete Hurricane Kick | ||
|input = | |input = '''{{clr|2|4124B/D}}''' | ||
|image = SF1MR_Retsu_4214K.PNG | |image = SF1MR_Retsu_4214K.PNG | ||
|hitbox = SF1MR_Retsu_4214K_First_HB.PNG | |hitbox = SF1MR_Retsu_4214K_First_HB.PNG | ||
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|advBlock = +8 | |advBlock = +8 | ||
|description = | |description = | ||
B version has 3 total hits, D version has 4 total hits, always use the D version. Hurricane Kick is the core part of Retsu's up-close pressure. It has a large amount of + frames on block starting Retsu's amazing infinite blockstring, a simple rep would be 2C > 4124D. Doing the infinite blockstring is good for chipping people out and getting them into the corner. It's also an amazing confirming special as it's very fast and confirms from many linking sequences, even off of 5C. | '''{{clr|2|B}}''' version has 3 total hits, '''{{clr|7|D}}''' version has 4 total hits, always use the '''{{clr|7|D}}''' version. Hurricane Kick is the core part of Retsu's up-close pressure. It has a large amount of + frames on block starting Retsu's amazing infinite blockstring, a simple rep would be '''{{clr|3|2C}}''' > '''{{clr|7|4124D}}'''. Doing the infinite blockstring is good for chipping people out and getting them into the corner. It's also an amazing confirming special as it's very fast and confirms from many linking sequences, even off of '''{{clr|3|5C}}'''. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Hadouken x3 | |name = Hadouken x3 | ||
|input = 236236P | |input = '''{{clr|1|236236P}}''' | ||
|image = SF1MR_Retsu_236236P.PNG | |image = SF1MR_Retsu_236236P.PNG | ||
|hitbox = SF1MR_Retsu_236P_First_HB.PNG | |hitbox = SF1MR_Retsu_236P_First_HB.PNG | ||
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{{MoveData | {{MoveData | ||
|name = Shaolin Special | |name = Shaolin Special | ||
|input = 236236K | |input = '''{{clr|2|236236K}}''' | ||
|image = SF1MR_Retsu_236236K.PNG | |image = SF1MR_Retsu_236236K.PNG | ||
|hitbox = SF1MR_Retsu_236236K_HB.PNG | |hitbox = SF1MR_Retsu_236236K_HB.PNG | ||
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* Frames 1 through 15 Invulnerable | * Frames 1 through 15 Invulnerable | ||
A very solid confirm and reversal super. Very powerful on full connect, but if it's outside range it's very prone to dropping hits and thus dropping the combo. It is however safe on block but not + on a dropped confirm or if the opponent falls out. The knockdown helps you set up a safe taunt for looping meter. | A very solid confirm and reversal super. Very powerful on full connect, but if it's outside range it's very prone to dropping hits and thus dropping the combo. It is however safe on block but not + on a dropped confirm or if the opponent falls out, which is favorable for Retsu with fast brawling normals. The knockdown helps you set up a safe taunt for looping meter. | ||
}} | }} | ||
}} | }} |
Latest revision as of 22:30, 19 October 2022
Retsu is a previously ex-communicated martial artist who was banned from his dojo for using forbidden techniques. Retsu is much older and wiser than he looks, being one of Goutetsu's dojo assistants and watching Gouken and Akuma personally. He was tasked with locating the two of them as they trained elsewhere, under the request of Goutetsu. When Retsu found Gouken, he had been training in the mountains for 14 days without food or water, a feat only accomplished by Goutetsu before him. This meant that Gouken had reached enlightenment. Retsu gave him a final test by taking him to the village where his parents were murdered. Gouken said he had no intentions to fight them, proving to Retsu that he had passed and became enlightened.
Retsu is an aggressive rushdown character, using his high damage and very plus normals and specials to force the opponent to block long chip strings and punishing them when they try to escape. His Incomplete Spin Kick (4214K) makes for an amazing combo ender and is plus enough to true string into itself, allowing Retsu to essentially checkmate a round if it gets blocked. His buttons like 2C, 2B, 5C, and 5D all make for stellar close range brawling tools, and while he lacks any throw or overhead to mix with, he doesn't need them as much as other mixless characters do. Retsu Reversal (214P), while not a true reversal, allows him to call out bad pokes and repetitive pressure for big damage. His Shaolin Special (236236K) super is amazing to end combos with, when it connects properly.
Retsu suffers from SF1MR system mechanics somewhat, as he has to contend with powerful zoning and superior buttons. While he can infinitely blockstring, it isn't easy or fast, and requires that he still gets in and lands a Tatsu. His Hadouken (236P) and Hadouken x3 (236236P) are pitiful fireballs, and only really exist to give Retsu an answer to zoning himself by allowing him to delete fireballs with his own. Shaolin Special is a great reversal, starting in 2 frames and being fully invincible for a large time, but it can drop hits or even fall out at longer ranges. This especially becomes an issue with his midscreen super combos, though in the corner this is less true. Retsu is a rushdown character with some decent tools for neutral and defense, but as a reference to the infamous joke character Dan, a few of his tools just don't work sometimes.
Pros | Cons |
|
|
Stats and Vitals
- Attack Rating = 100
- Armor Rating = 100
- Forward Walk Speed = 2.7
- Taunt = 30f
Movelist
- Special Moves
- 236A/C - Hadouken: Counter-Zoning Tool
- 4214B/D - Incomplete Spin Kick: Combo Ender/Pressure Tool
- 214A/C - Retsu Reversal: Counter
- Supers
- 236236P - Hadouken x3: Anti-Zoning Super
- 236236K - Shaolin Special: Combo Ender/Reversal Super
- Unique Attacks
Normals
Standing Normals
Stand Light Punch
5A |
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Stand Light Kick
5B |
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Stand Heavy Punch
5C |
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Stand Heavy Kick
5D |
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Crouching Normals
Crouch Light Punch
2A |
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Crouch Light Kick
2B |
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Crouch Heavy Punch
2C |
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Crouch Heavy Kick
2D |
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Jumping Normals
Jump Light Punch
j.A |
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Jump Light Kick
j.B |
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Jump Heavy Punch/Kick
j.C/j.D |
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Taunt
Taunt
A+B |
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Special Attacks
Hadouken
236A/C |
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Retsu Reversal
214A/C |
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Incomplete Hurricane Kick
4124B/D |
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Supers
Hadouken x3
236236P |
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Toggle Hitboxes Toggle Hitboxes
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Shaolin Special
236236K |
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Toggle Hitboxes Toggle Hitboxes
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Arcade Ending