Street Fighter (1987)/Retsu: Difference between revisions

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==Overview==
'''''"Go to heaven."''''' <br>
Retsu is a CPU Fighter in Street Fighter. Though unplayable in the vanilla build, he has been made playable in the SF1++ hack. He is often considered a high tier with good defense and damage, but he struggles in a few matchups, especially against top tiers.
Retsu (烈, lit. "Furious") is a non-playable character in the first Street Fighter game as one of the ten CPU Fighters. <br> Just before the first World Warrior tournament, Retsu was indefinitely excommunicated from his temple for using forbidden techniques. After losing to young Ryu, he has since strived for repentance and is training to further improve his martial arts.


In SF1++, Retsu is selected by holding {{lp}} at the title screen or VS. Screen and pressing Start.
Though unplayable in the vanilla build, he has been made playable in the SF1++ hack. <br>


==Moveset==
Retsu is a fairly honest character, being able to play good defense and offense. His HK has some of the best range of any normal in the game, making him quite the wall. The upsides stop there, his frame data is rather poor and most of the cast can low-profile his jump attacks, and his approach is poor and unthreatening, usually consisting of unsafe jump attacks or walking slowly forward and Heavy kicking. Without any safe and rewarding burst options, he has no mix game and usually just gets baited and punished these days. Some matchups are Functionally impossible for him such as mike and Ken who Retsu simply lacks the tools to fight in any real sense. In the match-ups he can play he mostly tries to gain health lead since his zoning tools are far stronger than his approach options. Retsu's is a masochist dream at high level but for casual play he can be quite fun.


{| class="wikitable"
In SF1++, Retsu is selected by holding {{lp}} at the title screen or VS. Screen and pressing Start.
|-
! Image !! {{lp}} !! Framedata
|-
| Gif/Image here || Standard jab, very good move all-around. Does good damage for a jab, fast to come out, good range. Good for jab pressure and stuffing out attacks. || 2-5-5
|}


{| class="wikitable"
[[File:Retsuwin.png|frameless]]
|-
! Image !! {{mp}} or {{hp}} !! Framedata
|-
| Gif/Image here || Decent move, but outclassed by HK. Good anti air for when the opponent's too close to reliably pull out HK.|| 9-10-10
|}


{| class="wikitable"
{| class="wikitable"
|+ Advantages & Disadvantages
|-
|-
! Image !! {{lk}} !! Framedata
! Pros !! Cons
|-
|-
| Gif/Image here || Kick with small range, never used.|| 7-13-9
| Intuitive || Poor launching options
|}
 
{| class="wikitable"
|-
|-
! Image !! {{mk}}{{unblockable}} !! Framedata
| Some of the best anti-airs and air-to-airs in the game || Functionally unwinnable matchups against a good portion of the cast.
|-
|-
| Gif/Image here || Crouching kick, allows you to crouch down pretty quickly and has solid damage, but it has very limited range which can make it difficult to poke with. Mostly used to duck high-hitting attacks.|| 13-7-11
| Fastest forward jump attack in the game || Has a hard time getting opponents off him
|}
 
{| class="wikitable"
|-
|-
! Image !! {{hk}} !! Framedata
| HK is the highest priority normal in the game || Not very strong on offense
|-
|-
| Gif/Image here || A roundhouse kick with insane range and damage (hitbox goes farther than his actual foot), one of the farthest reaching attacks in the game and often considered Retsu's best move. This gives Retsu great defense, as its hitbox makes it very hard to contest. It does have a weakness, which is its slow speed, so be careful. It's best used at further ranges where it's much safer and harder to counter.|| 9-13-12
| || Almost useless block
|}
 
{| class="wikitable"
|-
|-
! Image !! {{d}} or {{df}} {{p}} !! Framedata
| || Weak approach tools.
|-
|-
| Gif/Image here || Retsu's jumpkick. Though it's arguably one of the worse jumpkicks in the game, it's still pretty solid and does good damage. Like most other jumpkicks, this is best used when your opponent least expects it, and the reward will be good. Keep in mind that it recovers point blank, so jump again or do a jab to make it safe.|| framedata here
| || Some of the worst hurtbox placements in the game.
|}
|}


 
{{Navbox-SF1}}
==General Strategy==
[[Category:Street Fighter (1987)]]
Retsu is a defensive character revolving around keeping his distance and punishing opponent's mistakes. For playing defense, HK is your best friend; great damage and super long reach can make it scary to approach. When playing offensively, stay out of the enemy's range, and look for any mistakes or mishaps they might pull, and attack. If you can get your enemy into the corner, Retsu's corner pressure is surprisingly strong; you can alternate between using jab for jab pressure or walking out of your opponent's range and bullying them with HK. Retsu's weakest spot is up close, but he is able to escape most situations with a jab, though actually getting back into your preferred range is difficult from there. Be careful against aggressive playstyles and don't let your guard down. Retsu's forgiven more than other characters, but losing lifelead will still put you at a disadvantage, so be careful.
 
==Matchups==
 
====Adon====
 
====Birdie====
 
====Eagle====
 
====Geki====
 
====Gen====
 
====Lee====
 
====Joe====
 
====Mike====
 
====Retsu====
 
====Sagat====
 
====Shotos====
 
==Misc.==
Retsu can crouch by pressing 2, but it's only temporary. It does lower his hurtbox, but MK is generally preferred for ducking.

Latest revision as of 18:40, 14 April 2025

"Go to heaven."
Retsu (烈, lit. "Furious") is a non-playable character in the first Street Fighter game as one of the ten CPU Fighters.
Just before the first World Warrior tournament, Retsu was indefinitely excommunicated from his temple for using forbidden techniques. After losing to young Ryu, he has since strived for repentance and is training to further improve his martial arts.

Though unplayable in the vanilla build, he has been made playable in the SF1++ hack.

Retsu is a fairly honest character, being able to play good defense and offense. His HK has some of the best range of any normal in the game, making him quite the wall. The upsides stop there, his frame data is rather poor and most of the cast can low-profile his jump attacks, and his approach is poor and unthreatening, usually consisting of unsafe jump attacks or walking slowly forward and Heavy kicking. Without any safe and rewarding burst options, he has no mix game and usually just gets baited and punished these days. Some matchups are Functionally impossible for him such as mike and Ken who Retsu simply lacks the tools to fight in any real sense. In the match-ups he can play he mostly tries to gain health lead since his zoning tools are far stronger than his approach options. Retsu's is a masochist dream at high level but for casual play he can be quite fun.

In SF1++, Retsu is selected by holding Lp.png at the title screen or VS. Screen and pressing Start.

Retsuwin.png

Advantages & Disadvantages
Pros Cons
Intuitive Poor launching options
Some of the best anti-airs and air-to-airs in the game Functionally unwinnable matchups against a good portion of the cast.
Fastest forward jump attack in the game Has a hard time getting opponents off him
HK is the highest priority normal in the game Not very strong on offense
Almost useless block
Weak approach tools.
Some of the worst hurtbox placements in the game.

Game Navigation

General
Controls
System
FAQ
SF1
Ryu
Ken
SF1++
Adon
Birdie
Eagle
Geki
Gen
Lee
Joe
Mike
Retsu
Sagat