No edit summary |
(LK gif) |
||
Line 14: | Line 14: | ||
! Image !! {{mp}} or {{hp}} !! Framedata | ! Image !! {{mp}} or {{hp}} !! Framedata | ||
|- | |- | ||
| [[File:RetsuMP.gif]] || Decent move, but | | [[File:RetsuMP.gif]] || Decent move, not as useful as HK but a good anti air or poke when the opponent's too close to reliably use HK.|| 9-10-10 | ||
|} | |} | ||
Line 21: | Line 21: | ||
! Image !! {{lk}} !! Framedata | ! Image !! {{lk}} !! Framedata | ||
|- | |- | ||
| | | [[File:RetsuLK.gif]] || Kick with small range, never used.|| 7-13-9 | ||
|} | |} | ||
Line 42: | Line 42: | ||
! Image !! {{d}} or {{df}} {{p}} !! Framedata | ! Image !! {{d}} or {{df}} {{p}} !! Framedata | ||
|- | |- | ||
| Gif/Image here || Retsu's jumpkick. | | Gif/Image here || Retsu's jumpkick. In terms of speed, it's on the slower side, but is surprisingly good in air to air and 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 | ||
|} | |} | ||
{{Navbox-SF1}} | {{Navbox-SF1}} |
Revision as of 21:50, 8 July 2021
Image | ![]() |
Framedata |
---|---|---|
![]() |
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 |
Image | ![]() ![]() |
Framedata |
---|---|---|
![]() |
Decent move, not as useful as HK but a good anti air or poke when the opponent's too close to reliably use HK. | 9-10-10 |
Image | ![]() |
Framedata |
---|---|---|
![]() |
Kick with small range, never used. | 7-13-9 |
Image | ![]() ![]() |
Framedata |
---|---|---|
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 |
---|---|---|
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 |
---|---|---|
Gif/Image here | Retsu's jumpkick. In terms of speed, it's on the slower side, but is surprisingly good in air to air and 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 |