Retsu

NOTE: Page is a work in progress.

To do list:

-Add images and framedata

-Complete matchup chart and matchup guides

-Add more pros and cons

-Flesh out areas like Overview, Other

-Add trivia

Overview
Retsu is a CPU character from Street Fighter, made playable with the SF1++ romhack. He has yet to make an appearance outside of SF1, however.

Pros & Cons
+Strong moves

+Good zoning, hard to get into

+Great jab with high damage

-Struggles without a lifelead

-Dies against top tiers

Moves to use
Most of retsu's moves are good, but in different situations, and picking the wrong move at the wrong time can lead to dire consequences.

LP is good at close range, for a safe way to attack/pressure when at close range

MP/HP is a good anti air when the enemy is close to you. Beware that it's only really good at catching empty jumps/startup of jumpkicks, and if they have an active hitbox while in the air, it'll be much harder to beat.

HK is by far your most useful move. At long range, you can make it hard for your opponent to get in by abusing this. If they try to jumpkick in from too far away? HK'd. Trying to run in? HK'd. Your opponent really needs to work around this, so don't get predictable with it, or they'll get in through the gaps.

Gameplan
Retsu is a fairly defensive character. His effective range is staying mid/long range, keeping the enemy out with his buttons and playing on their impaitience. When the tables are turned, however, Retsu doesn't do very well, so you'll want to secure a lifelead as quickly and effectively as you can. If you can't get the lifelead, especially in cases where the opponent themselves have rock hard defense, winning can become hard or even impossible.

If you must rush down or play offensively, Retsu isn't totally hopeless in most MUs. Jumpkick is a solid way to get in, as long as you're not predictable with it. On top of that, HK is occasionally good on offense as well, because of its great range.

Gen
Whoever gets lifelead first wins. Both characters can't break into each other's defense. Your best chance against Gen's defense is to try to keep your distance with HK and watch out for anything that might mess you up and put you into further deficit. If YOU have the lifelead, though, feel free to just zone, and gen won't be able to do much.

Lee
This matchup's a pain. You have to stay very unpredictable and try to outplay your opponent. Lee's HP can easily attack you if you try to stay on the ground, so you have to stay alert and move around a lot. Try to mix up the opponent by moving and acting as unpredictably as possible. On top of that, to avoid Lee's buttons, jumping a lot is a valid option here, by whiffing neutral jumpkicks, and then doing a 3P jumpkick when the enemy least expects it. Jab is a very useful all-rounder option here, for anti air, pressure, close combat, etc. because Lee isn't able to contest it too easily.

Free Win
Joe, Adon

Advantageous
Eagle

Even
Gen, Retsu, Mike

Disadvantageous
Lee

Painful
Sagat, Birdie, Shotos

Other
Retsu can temporarily crouch by holding 2, but it doesn't last long and generally isn't useful.