Street Fighter 1 MR/Retsu

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< Street Fighter 1 MR
Revision as of 21:52, 5 September 2022 by EllingtonReborn (talk | contribs) (Added Retsus cancels)
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Retsu's portrait art
Retsu's default and P2 alternate color

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 4214K Incomplete Spin Kick 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. 214P Retsu Reversal, while not a true reversal, allows him to call out bad pokes and repetitive pressure for big damage. His 236236K Shaolin Special 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 Hadouken and 236236P Hadouken x3 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.

Playstyle
Pros Cons
  • 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
  • Damage: 2C links rack up damage quickly, and 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
  • 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
  • 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

Character Summary

Move List

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

Stats & vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.7
  • Taunt = 30f
Quick Combo Reference

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
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +7 +2
Stand Light Kick
5B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 5 GA/SP/SU +2 -3
Stand Heavy Punch
5C
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 4 12 4 SP/SU +10 -2
Stand Heavy Kick
5D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 3 4 19 SP/SU -8 -7

Crouching Normals

Crouch Light Punch
2A
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 3 GA/SP/SU +6 +3
Crouch Light Kick
2B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 4 3 4 GA/SP/SU +6 +1
Crouch Heavy Punch
2C
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 3 6 3 SP/SU +13 +14
Crouch Heavy Kick
2D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 9 6 7 SP/SU KD +3

Jumping Normals

Jump Light Punch
j.A
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies
Jump Light Kick
j.B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 N/A Varies Varies
Jump Heavy Punch
j.C
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies
Jump Heavy Kick
j.D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies

Taunt

Taunt
A+B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 30 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Retsu is hit out of it or not, hence the 1 frame startup.

Special Attacks

Hadouken
236A/C
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 65 Mid 9 24 28 N/A -4 -5
C 65 Mid 9 13 28 N/A -4 -5


Retsu Reversal
214A/C
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 150 - 4 50 4 N/A KD -


Incomplete Hurricane Kick
4214B/D
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 37,35,35 Mid 4 3(16)5(10)5 11 N/A KD +8
D 37,35,35,35 Mid 4 3(16)5(10)5(10)5 11 N/A KD +8

Supers

Hadouken x3
236236P
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
65,65,65 Mid 9 51 5 N/A -4 -5


Shaolin Special
236236K
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
37,37,37,37,37,37,37,37,35 Mid 2 3(6)10(5)3(16)4(7)9(6)4(4)2(16)3(16)3 16 N/A KD 0


General
Controls
HUD
System
Glossary
FAQ
Characters
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Retsu
Lee
Joe
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Mike
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Adon
Sagat