Street Fighter 1 MR/Joe

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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
  • Mobility: Joe has the second highest walkspeed, tied with Retsu. Unlike Retsu, he has Biya Kick to move forward while being invincible as well, and a very high jump
  • Buttons: Almost all of Joe's buttons are very solid, and he has a well rounded kit for controlling neutral in general
  • Punish Damage: If Joe can land a 2C point blank, especially in the corner, his damage is quite good. The downside is that he has to land that point blank 2C
  • Mixless: Joe is one of the many mixless characters in SF1MR. Unfortunately, unlike them, his pressure isn't looping and he has no real way to safely deal large amounts of chip damage
  • Situational Damage: Since both 214K and 236C can be airteched, Joe lacks a special to combo into and gain a knockdown, making it so he has to choose between damage and knockdown in a game where nobody else needs to make that choice to the same extent
  • Defense: Biya Kick is invincible, but the high startup time and lack of invincibility till the first frame makes it a very poor reversal, and Joe has no other options for that scenario besides his super
  • Bad Super: Joe's super is his best reversal, and is a functionally fine combo ender for high damage. Unfortunately, it's quite small, very committal if it whiffs, doesn't juggle airborne opponents well, and similar to all of Joe's other moves, it can be airteched even on a grounded connect
Profile
SF1MR Joe portrait.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.7
  • Backward Walk Speed = -2.3
  • Taunt = 30f

Movelist

Special Moves
236A/C - Under Punch: Combo/Pressure Tools
214B/D - Biya Kick: Strong Poke/Anti-Fireball
236B/D - Forward Spin Kick: Poke And Blockstring Ender
Supers
236236P - Under Punch x3: Combo Ender and Reversal
Unique Attacks

6C


Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Joe 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +8 +4

A standard panic mash/pressure option. Links into every normal besides 5D, and jabwalk 5A's are great for Joe with the hitstun and walkspeed.

Stand Light Kick
5B
SF1MR Joe 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 4 GA/SP/SU +2 -3

An occasional poke that's useful for counterpoking and empty cancels, but very outclassed by Joe's crouching normals for that purpose.

Stand Heavy Punch
5C
SF1MR Joe 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 6 12 6 N/A +8 -4

A chunky punch for combo filler and close antiairs. You can link most normals from this, namely 2B and 2D, and it has a good hitbox for being an occasional antiair.

Stand Heavy Kick
5D
SF1MR Joe 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 8 7 15 N/A -7 -6
  • Air Unblockable

While being terrible a poke tool due to slow startup and horrible frame advantage, this is an okay antiair alongside 6C and 5C, the main benefit being its air unblockable property.

Crouching Normals

Crouch Light Punch
2A
SF1MR Joe 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 3 GA/SU +5 +3

Another pressure and mashing normal. This has the addition of better gatlings, 2C for high damage links, 2B for a low, and 2D if you just want the knockdown.

Crouch Light Kick
2B
SF1MR Joe 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 3 5 3 GA/SP/SU +5 -5

A long ranged low for poking. This is one of Joes main spacing tools for controlling neutral and has pretty good reach for a low as well. This links into itself, or cancels into 2D or Biya Kick (214K) for a combo ender.

Crouch Heavy Punch
2C
SF1MR Joe 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 3 6 3 SP/SU +13 +14

A nice combo-friendly normal and pressure option. 3f startup is nothing to scoff at, and 2C allows for high-damage links into itself and 2D, and cancels into Under Punch (236P) in range for combo extension/combo ending.

Crouch Heavy Kick
2D
SF1MR Joe 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 9 6 SP/SU KD +1

Joe's sweep and a great low poke. This reaches just as far as 2B but has slower startup and better safety on block. Joe's combos don't just stop at sweep either, as he can cancel it into Biya Kick for a juggle.

Jumping Normals

Jump Light Punch
j.A
SF1MR Joe jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies
  • Highly active, 2 recovery frames refers to landing recovery

Joe's main air-to-air tool, good for stuffing out jumps.

Jump Light Kick
j.B
SF1MR Joe jB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 N/A Varies Varies
  • Unsafe instant overhead, 2 recovery frames refers to landing recovery

A weird jump normal thats very active, making it ok for safejumps, and is Joe's main IOH.

Jump Heavy Punch
j.C
SF1MR Joe jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies
  • High hitting heavy, 2 recovery frames refers to landing recovery

A jump in normal that's faster than j.D and can make for a situational air interrupt. This jump normal doesn't terribly whiff on crouchers, but occasionally can depending on the character.

Jump Heavy Kick
j.D
SF1MR Joe jD.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 11 12 2 N/A Varies Varies
  • Large but slow, 2 recovery frames refers to landing recovery

A good jump in normal for range and hitstun, but is incredibly slow. Timing this jump normal can be awkward, and is only a little bit more rewarding on hit than j.C. Both jump in normals have their uses.

Taunt

Taunt
A+B
SF1MR Joe Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 30 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Joe is hit out of it or not, hence the 1 frame startup.

Joe's taunt which is fairly average for taunt durations, but not a necessity for Joe as his super isn't incredibly vital to his kit.

Unique Moves

Forward Heavy Punch
6C
SF1MR Joe 6C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 6 15 6 N/A +5 -7
  • Steps far forward, useful anti-air at a distance, air unblockable

One of Joe's primary antiair buttons. It's good for catching jump ins at a distance, and is air unblockable at that. This doesn't see too much use in Joe's grounded neutral as you very situationally only get combos in the corner, and it's a crouchable poke, but this is a great antiair button.

Special Attacks

Under Punch
236A/C
SF1MR Joe 236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 65 Mid 9 10 9 N/A +7 +6
C 185 Mid 4 10(3)10(3)10 0 N/A KD +16
  • A version allows for high damage links, C version gives Joe an infinite blockstring in the corner

Joe's combo extender/combo ender, although they both dont have good range to compensate for Joe's pushback. Joe's practical combos with this are sadly limited to corner, stick with your normals for midscreen. Joe can use C Under Punch to for an infinite blockstring in the corner, but it will not fully connect midscreen.


Biya Kick
214B/D
SF1MR Joe jD.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 87 Mid 11 10 6 N/A KD 0
D 87 Mid 11 12 12 N/A KD -8
  • Frames 1 through 9 Invulnerable for both versions

Joe's primary combo ender that combos off his 2D. Although this is Joe's best special, there are big caveats, notably how it can be air teched on any connect, and it's slow startup and limited invuln frames prevents it being being an applicable fireball answer/antiair/reversal. It's pressure use is alright but limited, as you have to space the B version to be + yet its difficult to space.


Forward Spin Kick
236B/D
SF1MR Joe 236K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 87 Mid 8 7 15 N/A -7 -6
  • Long range but still punishable on both block and hit by certain characters

A long range poking/blockstring special, but isn't great at it. While safe-ish on the shorter range characters, this can get easily punished by moves like Adon and Sagat 2B both on hit and block. There's no place to use this special for Joe.

Supers

Under Punch x3
236236P
SF1MR Joe 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
242 Mid 4 10(3)10(3)10(3)10(3)11(10)10 6 N/A KD 0
  • Invulnerable on frames 1~18, 65~74

Joe's best reversal that costs meter, but not amazing in other areas. It's difficult to confirm due to its low range, it continues the animation even without full connect which makes it very punishable on whiff, can be airteched even on grounded connect, and it causes spinout as an antiair. This being Joe's only super hurts his meter utility by a good margin.

Arcade Ending


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat