Street Fighter 1 MR/Retsu: Difference between revisions
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== Introduction == | == Introduction == | ||
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 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 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. | ||
{{StrengthsAndWeaknessesNoPlaystyle | {{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 236236P causes no knockdown, 236236K is his best reversal, and it costs meter and likes to drop hits | ||
}} | }} | ||
Revision as of 11:44, 3 October 2022
Background
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.
Introduction
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 |
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Character Summary
- Special Moves
- 236A/C - Hadouken: Counter-Zoning Tool
- 4214B/D - Incomplete Spin Kick: Combo Ender/Pressure Tool
- 2146A/C - Retsu Reversal: Counter
- Supers
- 236236P - Hadouken x3: Anti-Zoning Super
- 236236K - Shaolin Special: Combo Ender/Reversal Super
- Unique Attacks
N/A
- Attack Rating = 100
- Armor Rating = 100
- Forward Walk Speed = 2.7
- Taunt = 30f
Basic BNBs:
- 2A > 2C > 4214D = 227 Damage
- 2A > 2B, 2B > 4214D = 211 Damage
- 2C, 2C > 4214D = 266 Damage
Metered BNBs:
- 2A > 2C > 236236K = 308 Damage
- 2A > 2B, 2B > 236236P = 198 Damage
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
4214B/D |
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Supers
Hadouken x3
236236P |
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Shaolin Special
236236K |
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Arcade Ending