Let me give you a hint that would have saved me some time: SFML defines rotation as degrees going clockwise, Box2D uses radians going counterclockwise.
Other things to consider: It's nice for game logic to have the ground level be at 0. SFML, by default, has Y getting greater towards the bottom of the screen. You can either tweak the numbers yourself, or use a sf::View to mirror the Y. Also, in Box2D, you'll want sizes to be in meters, not pixels. Again, convert between by yourself, or just use a sf::View.
You may also want to consider
Chipmunk, if you haven't. Box2D has many more features, but for collision detection you probably don't care about them.
What kind of game are you making?