Street Fighter 1 MR/Mike

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Mike

Mike is a heavyweight boxer from Oklahoma. Some time ago, he went to prison for robbery. There, he learned to box. Once he was released, Mike took to life as a changed man, looking for fights to raise money for his community and teaching local kids how to box. He's a kind man, and has a strong love for his family, especially his younger sister.

A dangerous top-tier all-rounder, Mike has stellar tools to play neutral and offense, and one of the best escape tools in the game for defense. Mike puts out damage like nobody else, with even his easy combos doing 50% or more. His buttons are stellar, with great reach and damage, and he has Deep Knuckle (6236P) to poke and chip very safely. Sand Toss (214P) is an amazing tool to poke with, and can even be used to zone a bit. It leaves Mike massively plus on hit, allowing for a full jump-in combo that can melt through health bars. Dodge (236K)/(214K) is an invincible command dash, and the A and C followups are massive damage combo enders and punish tools that can create unseeable left/right mixups on the opponents wakeup.

Mike possesses almost no weaknesses, but likely his biggest one is weak anti-air potential. His 2B hits airborne, allowing for high damage anti-air juggles, but landing it is much easier said than done. This leaves him relying on things like Deep Knuckle, 5D, air-to-air j.A/j.B, or 214K~A, none of which are entirely consistent. His super is also mediocre, as it simply ends combos and doesn't do much else. His taunt is tied for the longest total duration, but since he only has the one super this isn't too much of a weakness. Mike's well-rounded nature and strength in many areas makes him a dangerous threat in any situation, and he's easily a top tier character.

NOTE: Mike's Sand Toss will disable opponents inputs until Mike hits them. If Mike never hits them, they can only move and block, allowing Mike to checkmate rounds with a life lead very easily.


Pros Cons
  • All-Rounder: Mike has great tools for offense, defense, zoning, and neutral altogether, making it so he can work very well in almost any situation
  • Damage: With even simple links, Mike can clear 200 or more damage quickly
  • Left/Right: Dodge allows Mike to crossup, allowing him to use the A and C followups to set up unseeable left/right mixups on the opponent. These are unsafe, so if the opponent guesses right you can be punished, but they have to guess for it to work
  • Sand Toss: Sand Toss (214P) is a plus on block poke that causes a stagger on hit, letting Mike land a full jump-in combo. This lets Mike easily confirm into 300+ damage from one of his longest pokes, and while it can be low crushed easily, the threat of it when mixed properly with his other neutral tools takes a strong character and turns him top tier. Plus it gives him incredibly high damage looping combos
  • Anti-Airs: Mike lacks the consistent and useful anti-airs of other characters
  • Meter Utility: With one of the slowest taunts and only one mediocre super, Mike doesn't gain or use meter very well
Profile
Mike.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.4
  • Backward Walk Speed = -2.3
  • Taunt = 55f

Movelist

Special Moves
6236A/C - Deep Knuckle: Poke/Pressure Tool
214A/C - Sand Toss: Highly Plus Poke/Combo Starter
236B/D OR 214B/D - Dodge Forward/Backward: Escape/Anti-Zoning/Mobility Tool
236/214K~A/C - Groin Punch Forward/Backward: Combo Ender/Punish/Reversal
Supers
236236P - Champion Combo: Combo Ender
Unique Attacks
N/A

Colors
borderless


Normal Moves

Standing Normals

Stand Light Punch
5A
SF1MR Mike 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +7 +2

Mike's 5A is a fairly standard jab that hits fast and is plus. It has a bit more range than the average 5A, but in trade it can be crouched by most of the cast.

Stand Light Kick
5B
SF1MR Mike 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 SP/SU +7 +2

Identical to 5A, and one of the very rare instances of a 5B lacking a 5D gatling.

Stand Heavy Punch
5C
SF1MR Mike 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 10 10 10 N/A +6 -6

A big punch. Too slow for much use in neutral as a poke, especially when you have 2C instead. If you block something majorly negative, you can start the punish with this and link to 2A, but it does basically the same as other Mike punish combos anyway.

Stand Heavy Kick
5D
SF1MR Mike 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 4 10 5 N/A 0 +1
  • Air Unblockable

A fast and far reaching punch with a slight upward angle. Air unblockable and decent range make it a passable anti-air, though the tall hurtbox makes it prone to trading.

Crouching Normals

Crouch Light Punch
2A
SF1MR Mike 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 2 GA +8 +6

A fast crouching jab with long range and fast startup. Very good jab to mash on, and combos to 2C > 236K~A anywhere for easy and good damage. Very good for pressure as well thanks to high plus frames.

Crouch Light Kick
2B
SF1MR Mike 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 3 2 GA/SP/SU +16 +6

A crouching jab that looks identical to 2A, but has some subtle differences. Notably, it's +16 on hit, making it Mike's go-to for jabwalks. It also hits low, and while it is difficult, it can cause spinout juggles as an anti-air for huge damage. While it seems like a direct upgrade, and in most ways it is, it lacks a gatling to 2C, making it worse for combos outside of jabwalks.

Crouch Heavy Punch
2C
SF1MR Mike 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 9 8 9 SP/SU +9 +10

Your new favorite button. A little slow, but shocking range and high damage to make up for it. Consistently combos to both Deep Knuckle (6236C) and Groin Punch (236K~A) for combos and pressure, and is a whopping +10 on its own. Can't link into itself like other 2C's, but reverse links to 2A, making 2A > 2C, 2A > 2C a very consistent confirm.

Crouch Heavy Kick
2D
SF1MR Mike 2D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 4 10 7 SP/SU KD +3

A low punch like 2C with a slight upward curve. Another very solid poke and occasional anti-air, and gives Mike a knockdown to boot, though he would rather do a 2C combo in a punish scenario.

Jumping Normals

Jump Light Punch/Kick
j.A/j.B
SF1MR Mike jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies

A highly active and slightly disjointed air-to-air, useful for situations where you need to retreat by holding upback and also want to snipe them out of the air if they jump.

Jump Heavy Punch
j.C
SF1MR Mike jC.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 4 8 2 N/A Varies Varies

Looks like Mike's main jump-in, and for the most part it is. However, the hitbox is very high, making it whiff on most crouchers. All of Mike's jump normals have this issue, though this isn't a huge weakness, as Mike plays more than solid on the ground and Sand Toss (214P) forces them to stand.

Jump Heavy Kick
j.D
SF1MR Mike jD.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 4 8 2 N/A Varies Varies

A higher damage and longer reach air-to-air that sacrifices in active frames. Similar to all of other Mike's jump normals, this whiffs on crouchers.

Taunt

Taunt
A+B
SF1MR Mike Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 55 N/A - -
  • Taunt builds 1 bar of meter instantly, regardless of if Mike is hit out of it or not, hence the 1 frame startup.

Mike is tied for slowest taunt, and Champion Combo isn't exactly worth the 55 frames. You won't be taunting often: take the oki on a knockdown and build meter with Mike's offense.

Special Moves

Deep Knuckle
6236A/C
SF1MR Mike 6236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 70 Mid 6 20 3 N/A KD +10
  • A mostly stays in place, C moves notably far

A stellar poke with great reach and a massive +10 on block for repeated pressure. This is a staple of Mike's neutral. The fast startup, long reach, forward movement, and dominant hitbox helps it beat a majority of other pokes. This also makes for a safer combo ender at the expense of a lot of damage.

Mike does have some short looping blockstrings, and a difficult but real infinite blockstring using repeated 6236C. Leaving gaps can arguably be better, as this entices the opponent to risk a reversal, which Mike can easily block or Dodge (236K/214K) to avoid and then punish.


Sand Toss
214A/C
SF1MR Mike 214P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 5 Mid 13 8 26 REC +72 +4
  • All recovery cancelled on hit

Another dominant neutral tool. Sand Toss has massive reach, is quite safe, and causes a unique stagger on hit that allows for a full combo afterwards. This can easily clear 300 damage, and Mike's best combos start from this. It also makes for a solid anti-zoning tool when in range, as you can snipe the startup or recovery of most fireballs with it.

There are a few unique rules to this special. It can't be cancelled into by any normal, limiting how you can apply it in pressure. It can be linked into from 2B, which is a true infinite. The unique stagger state is strange, and has a lot of unintended consequences. Namely, if you let the stagger end, the opponent loses the ability to attack, checkmating the entire round. This would be banned under tournament settings, but the only way to play is through Ikemen, and honestly it's pretty funny.


Dodge
236B/D, 214B/D
SF1MR Mike 236K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D - - 1 24 7 A/C - -
  • Invulnerable on frames 1~24

Mike's command dash. Doing this as 236K dodges forward and 214K dodges back. This is a fast and invincible dodge with a myriad of uses. It's most notable as an amazing fireball punish, especially when paired with the A and C Groin Punch followups. It can also be used as an escape option, and occasionally you can reversal through things and punish with the followups. It does have recovery, meaning reckless spam will get you sniped by a 2D, but as long as you use it well it's one of the most effective neutral skips in the game.


Groin Punch
236K~A, 236K~C
SF1MR Mike 2D.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 110 Mid 5 10 7 N/A KD -37
  • A punches forward, C punches backward; invincible on the first frame but not until first active frame

The two punch followups to Dodge. The A followup is Mike's main combo ender in most cases, while the C followup acts as a more niche crossup meaty and crossunder anti-air. You can set up very ambiguous crossup meaties with these, essentially a 50/50 in most cases, though it can be hard to time. Make sure to confirm these! If the opponent blocks them, you're gonna get hit with their favorite combo.

Supers

Champion Combo
236236P
SF1MR Mike 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
243 Mid 1 2(2)2(7)5(6)2(6)5 5 N/A KD +13
  • First hitbox does not connect in any situation, startup with second hit is 6 frames

A mediocre but occasionally useful super. It makes for a decent reversal, and is Mike's best way to churn out a lot of chip safely, even allowing for more pressure afterwards. It also acts as his highest damage combo ender. Outside of this, it lacks much utility that isn't better covered by Mike's other tools, and his slow taunt means you won't have it very often either.

Arcade Ending


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