Street Fighter 1 MR/Joe
Joe is a kickboxing martial artist from the United States. For many years, he was the undefeated kickboxing champion. Unfortunately, violent outbursts at work and some issues with money held him back, and he was eventually forced to give up kickboxing professionally. Nowadays, he fights in underground rings for cash and is a wanted outlaw. Joe enters the Street Fighter tournament looking to re-establish himself as the greatest kickboxer of all time.
Joe is a high mobility character with great buttons for both neutral and brawling. His pokes like 2B, 2D, 5D, 2C, and 236K all reach very far, allowing him to control his opponent from a far range. He's also tied for the second fastest ground speed, and has a very high jump, allowing him to clear through large amounts of the screen quickly. His Biya Kick (214K) is invincible and travels far forward, making a great poke and punish tool.
Despite these strengths, Joe is usually ranked as the worst character. This is because of a few key weaknesses, mostly his lack of any mixup or repeated blockstring potential. SF1MR doesn't have a universal throw, and since Joe lacks a crossup or overhead, he cannot open up an opponent that simply blocks and anti-airs well. Unlike other mixless characters, Joe lacks any infinite blockstring or repeated way to deal chip as well, leaving him very down when he loses the life lead and making comebacks incredibly difficult. He also has a huge weakness with his combos, as all of his specials cause an airtech, meaning he has to leave damage on the table to get okizeme. A majority of other characters can end high damage combos with heavily plus knockdowns, but Joe simply can't.
Pros | Cons |
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Stats and Vitals
- Attack Rating = 100
- Armor Rating = 100
- Forward Walk Speed = 2.7
- Backward Walk Speed = -2.3
- Taunt = 30f
Movelist
Normals
Standing Normals
Stand Light Punch
5A |
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Stand Light Kick
5B |
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Stand Heavy Punch
5C |
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Stand Heavy Kick
5D |
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Crouching Normals
Crouch Light Punch
2A |
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Crouch Light Kick
2B |
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Crouch Heavy Punch
2C |
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Crouch Heavy Kick
2D |
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Jumping Normals
Jump Light Punch
j.A |
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Jump Light Kick
j.B |
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Jump Heavy Punch
j.C |
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Jump Heavy Kick
j.D |
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Taunt
Taunt
A+B |
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Unique Moves
Forward Heavy Punch
6C |
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Special Attacks
Under Punch
236A/C |
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Biya Kick
214B/D |
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Forward Spin Kick
236B/D |
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Supers
Under Punch x3
236236P |
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Arcade Ending