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{{Character | {{Character Street Fighter (1987) | ||
|name=Retsu | |name=Retsu | ||
}} | }} |
Revision as of 18:38, 18 May 2021
Overview
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.
In SF1++, Retsu is selected by holding at the title screen or VS. Screen and pressing Start.
Moveset
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Framedata |
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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 |
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Framedata |
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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 |
Image | ![]() |
Framedata |
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Gif/Image here | Kick with small range, never used. | 7-13-9 |
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Framedata |
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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 |
Image | ![]() |
Framedata |
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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 |
Image | ![]() ![]() ![]() |
Framedata |
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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 |
General Strategy
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.