Almost lost weight-Bob combo thread

After a midscreen launcher, a better combo is cr. mp, cr. hp, dp+hp, lp

In the corner, after the DP+HP, P followup, you can squeeze in a heavy Giga Jacker (HCF+HP). The timing isn’t tight at all.

You have to keep doing each additional special step, lp+mp as fast as possible. If they go flying you’ve done it too slow. If you do it fast enough they will stay on the ground and go back into a crumple each time. Timing is very tight.

There is a special step into lp juggle combo but it only does 200 damage.

HCF K, d+K, QCF + HP, HP

I think that works.

There are already a few standard combos listed, but I use some really basic ones. The ones I use mostly are:

bnb:
(c.LP 1-2x), c.HP xx dpLK>LP, (c.LP or c.MP in corner), c.HP xx dpHP>followup
I tend to end with the P followup because I forget about the K one honestly lol, but after the P followup QCF+HP in corner. You could take out the middle c.LP, but I just throw it in because I tend to miss the c.HP after languish washer.

HCF+K (doesn’t combo) > d+K, dpHP>followup
not much damage, but with the HCF+K high low mixup, hey free damage.

123chain > EX dpLK>LP, mirror first combo
For those times when I have meter but don’t feel like tagging. It won’t do more damage than the first combo and costs a bar, but is easier to confirm.

Grachi loop
Why am I listing this, I can’t do it LOL. Is it a 1F link? It sure feels like it. Any tips for pulling this off properly?

123 xx super
This needs no explanation.

post-tag juggle:
c.LP, c.HP xx dpHP>followup
Probably the easiest. I do this simply because I know I won’t drop it. I seem to have trouble getting a dp+p coming in, can’t seem to get the timing, but haven’t found any significant change in damage so I just go with what I know I won’t miss.

s.LP, c.HP xx dpLK>MP followup
was messing around and found this one. The timing is a bit tight and both the LP and c.HP need to be done as quickly as possible, but midscreen this may be one of the better followups. Does good damage and decent positioning as well.

I can’t seem to get c.MP > c.HP juggle midscreen though. Am I just timing that poorly?

Anyone mind if I upload a vid of the granchi loop?

please do anything helps early on

The most I’ve gotten in the loop is 4…

I only got three, but didn’t spend more than 10 minutes on it. It seems entirely worthless to try that online. I’ll probably practice it just for fun on the side.

Here it is: [media=youtube]CpHToGlD4Tg[/media]

Holy shit, that does a lot of damage.

Can someone please give me a link to the video. For some reason I can’t see embedded videos on here.

Here you go Kayo… www.youtube.com/watch?v=CpHToGlD4Tg

Here is a way to make the Granchi loop easier by abusing the game’s input hierachy.

[media=youtube]giMfppFYrBY[/media]

F, D, DF(Hold) + LK~LP > LP+MP

SFxT behaves exactly the same as SF4 in a lot of ways. One of them is the way the game decides which special comes out when two moves have the same motion, but a different button press.

Special Step will always come out over Bob’s DP Headbutt thing (I forget the name) if both LP and LK are pressed at the same time, as long as DF is held which the game reads as a ‘crouched’ input. Like SF4, Kicks are higher up on the input hierachy and the game chooses Special Step to come out.

The practical application of this is to plink LK~LP on the DF input of Special Step so that the game repeats the input for two consecutive frames, making linking Special Step after Granchi has recovered a little easier.

I can guarantee that most people attempting the loop are getting EX DP coming out when going for another rep. This technique makes this a little easier, but the hard part is then cancelling the Step into Granchi at the earliest point to allow for the grounded hit, and the crumple.

It is possible to link two MK Special Steps into Granchi. EX Step behaves the same as LK Step, except that it gains ground back as it travels faster and so covers more ground before it is cancelled into Granchi, possibly meaning more than 6 reps, but I’ve not tried it yet.

Perhaps someone who mains Bob can take it further.

Testing some anti air combos.

If you anti air (or start a post-tag juggle) with
dp+p>p, in corner you can do gaufrettes cutter (far mk>mp>hp) into another dp+p>p, qcf+p.

His cracker seems to have some invincibility, just a bit hard to time against airborn opponents sometimes.

Midscreen I havent tried many options besides a simple far hk.

in response to easier Granchi loop execution, you can just hit the corners
example: 3~1~[3] LK~LP > LP+MP

Personally I don’t have any problem with the motions, it’s the timing I’m having trouble with. Though I can hit 4 like 90% of the time. I’m trying with the plinking method but I usually get the DP due to negative edge.

Random note: You can granchi loop into dp+k, mp tag cancel, into Jin loop (unless its banned) for ltos of damage and a free no meter super.

I can only seem to get 3 palms in the Granchi loop. I just end it with the Rising Shoryuken for now. What’s everyone’s preferred ender? I just do it because I think the move looks cool and gives me forever to tag cancel.