Almost lost weight-Bob combo thread

If you’re using the method I described, then it’s one of two things:

A) Your plinking technique is off and you aren’t getting a proper plink on the LK, meaning the DP is coming out.

B) Your timing is off, despite having correct input technique. If you’re getting EX Cracker, then it’s more likely this.

Make sure you are holding DF when you input the plinked Step and that way Cracker will never come out. It will only be a timing issue if it does. Hope that helps.

I was just doing it too late it seems, the idea was to do the timing a bit earlier since you’re plinking the special step, right? I’m getting better at it now, I’m just not used to plinking with my thumb, thanks for the input!

Bonesawisreadyyy suggested using Panini Flip into HP Cracker, poundcake and giga jacker if you’re in the corner. Sick carry on it as well.

Is there any way to combo into the granchi loop?

Not that Bob can do on his own, your best bet is to have a move which keeps the opponent in hitstun then tag-cancel into Bob. You can also land it if you catch the opponent raw-tagging or using it to punish certain moves such as cammy’s Cannon spike.

For those who use visual cues, you can wait until the dust disappears before you input the dp k. Nothing ground breaking, but it was good training wheels for me until I learned the actual timing.

just a few random Bob notes (still doing extensive labwork so expect more soon):

giga jacker (qcf+p) has really high juggle potential. in the corner after spiral rocky (dp+k, mp) you can juggle a lp one. still looking for more applications with this. does anyone know if spiral rocky is fast enough to juggle in any post-pound cake combos? if you do cr. hp the fastest possible in the corner, it looks like it might be high enough for it to work. that would give bob a stronger corner ender (pound cake=> cr. hp=> spiral rocky => lp giga jacker)

so course picante (lp, lk, lk) is cancellable. midscreen, you can get an apres sweep (dp+k, lk) or an EX cracker into pound cake. still testing with the possibility of followup. perhaps more importantly, in the corner, you can cancel course picante into the lp or mp cracker and continue the combo after the floorbounce. this opens up a good combo starter if you ever don’t feel comfortable hitting the cr. lp, cr. hp link.

btw, awesome stuff on finding the granchi loop!

cheers~

Well spiral rocky starts up extremely slowly at 18 frames, but I suppose it’s something worth testing. Either way, interesting stuff with the Giga Jacker.

On block, you cancel into LK Spinner Ball and continue with Lyonnaise Break for a relatively safe situation. It’s -3 but pushes you quite far; Ken’s HP DP can’t catch it and outside of (possibly) Sim’s stand short, I can’t think of anything that’d reach at that speed. Not counting Gief super art, shit is dumb.

oi just as a addendum to my previous post, I can’t seem to recreate the giga jacker juggle off of spiral rocky. D: I honestly was not trolling or anything when I said that; perhaps it was happening in a slightly jumping state or off of a launcher, because I can’t seem to get it to work off of just standard spiral rocky. of course, that doesn’t really matter if we can find a way to insert it into juggles because then the opponent would be slightly higher.

I just wanted to reiterate that I’m not trying to spread misinformation or anything. been trying for a while (quite a few beers in mind you so that might mess up my execution) and can’t seem to get it again.

stay hype for future Bob tech~

Here’s the BnB in video form

[media=youtube]B9tQG9cGumg[/media]

I can confirm that this works too… just have to hit them high in the air with spiral rocky.

I think it may be good sometimes to end our midscreen BnB’s with spiral rocky too, as it allows a dash into ambiguous crossup attempt afterward if they quick recover, and if they don’t quick recover you can jump back to catch the roll.

It is also possible to do cracker > pound > giga jacker midscreen, but it is VERY tight, needs particular spacing on the initial cracker, and for Bob to walk forward a pixel or two before the jacker… If you fail, I believe they wakeup right next to you to punish your whiff jacker too. Difficult, and risky business.

Thanks for all the intel guys. Been practing the c.HP into special step for a while now, have not connected once. It’ll be worth it though having a good BnB with Bob. I like how he feels and I do all right, I’m just not putting enough damage into my combos to win.
It’s just like anything else, if I am not seeing the motion after inputting the dp it means that I am doing it too early (or continual misexecution).

Also a nice post-launcher combo for those with my level of execution: HK, Cracker, K. Does 338 off a manual launcher. Ending with punch does 50 less but I guess this is better range for Bob to be in?

I like jh.hk x2, cl.st.mp, cr.lp, cr.hp xx dp.lk > lp, cr.lp, cr.hp xx dp.hp > p/k.

Very easy variation on the bnb with a nice hitconfirm window to start with. Obviously can also start on a j.mk crossup.

I’m not sure how useful the hitconfirm is since the dp.lk > lp is safe, mostly, but the links are made quite a lot easier anyway.

I’ve done this a lot lately
Dp.lk>lp,cr.lp,cr.hpxxdp.lk>lp.
It launches them again but can’t add anymore hits to it. Is it possible to add more hits?

Not without tag canceling, and even then it’s really hard to even get a jab to connect. My partner in crime has been using Hei in doubles though and he can get f+1, 2.

Although I’m glad you mentioned it, because this actually the combo I’ve been using more and more. It does only about 20 damage less than cracker > elbow, and like 30/40 less than cracker jacker.

The reason why I don’t care about the damage loss is that it gives him a perfect quick tech set up for the most ambiguous cross up I’ve ever seen with j.MK. I honestly don’t even know what side I’m hitting on half of the time.

Oh, and has anyone seen that front page combo video with the Tekken characters? Bob has a good/safe set up in the corner to combo into spiral rocky with no meter off of a low. And spiral rocky counts as one attack/one juggle point, do you can do a lot off of it if you tag cancel it.

Abbrv. version of combo: Spinner ball > ly breaker, cr.lp, cr.fp xx step, spiral rocky.

Awesome because breaker is safe, and you can combo it directly after cr.lk/far.lk for some tricky shit. Tag cancel rocky for a bar and you have some nice damage. Pretty sure any character can get an ex charge into super.

This is my favorite
In corner j.hk>hk,st.lp,st.lk,cr.mk,cr.hp,hf.x2k>lp,st.lp,st.lp,st.mk,dp.lp>p or k
I think its 13 hits or so

Hate to nitpick, but the each of spiral rocky acts like this:

1st hit
Juggle Potential = 4
Juggle Point Addittion = 0

2nd hit
Juggle Potential = 4
Juggle Point Addittion = 0

3rd hit
Juggle Potential = 4
Juggle Point Addittion = 0

4th hit
Juggle Potential = 4
Juggle Point Addittion = 4 (if this hit is the initial knockdown hit, this value is 0 instead)

Nitpick away, I don’t mind learning the specifics of the move. I was just generally speaking of its tag cancel properties, as I think some other moves take up multiple juggle points depending on when you tag them (thinking Paul’s shredder.) Good to note that it eats up all potential in a solo combo though

Hrm…

Nothing really “eats up” points. Basically, whatever you juggle with adds points to an invisible juggle counter with a pre-determined value, and if you want to keep juggling, you have to hit with a move that has a juggle potential value that is higher than the value currently in the juggle counter (to put it simply).

So, since each hit of spiral rocky has a juggle potential of 4, as long as the juggle counter is at 3 or less, it will juggle.

The reason each hit of spiral rocky connects is because they don’t add to the juggle counter. If the juggle counter is at 3, the first hit of spiral rocky will connect (it has a potential of 4), and it doesn’t add any points to the counter, so the counter stays at 3. This lets the next hit of spiral rocky connect, and so on.

The last hit of spiral rocky adds 4 points to the counter. So now you can only juggle with a move that has a juggle potential value higher than the number currently in the juggle counter (at least 4 or more).

Poundcake has a juggle value of 6, Cracker Jacker has a juggle value of 10, and Giga Jacker has a juggle value of 6. These are the only moves AFAIK that have a juggle potential higher than 4… and Giga Jacker is the only move that you can realistically connect with after spiral rocky (due to obvious reasons).

As for tag cancelling… that’s a different beast altogether I think. In practice (and I’m not 100% sure on how it works) when you switch cancel, you reset the juggle counter down to 0, for BOTH characters. The character you switched from now gets reset counter, AND the character that runs onscreen gets a 0 counter. There are exceptions (Ryu shinsho for example) but that seems to be the general rule?

There are a few extra things to note as well. When an attack is the initial knockdown in the combo, and it’s a natural knockdown, it generally doesn’t add anything to the juggle counter. There are a few exceptions throughout the game (due to balancing from Capcom I guess?) but if, for example, you anti-air with a cracker, the juggle counter will be at 0 when you continue your combo even though a cracker normally adds 3 points to the juggle counter when used in a combo. But if you cause an initial knockdown with an attack that ISN’T a natural knockdown attack (a counter-hit jump attack for example), it will add to the juggle counter regardless.

Overall it sounds quite complicated, but once you get the hang of it, and learn the juggle values of the moves, it will all make perfect sense. For the raw data, you can find it here: http://pandora.dantarion.com/dumps/BOB.bac.scripts.html It’s daunting I know, but it’s all there, just add 1 to each column 13, and collumn 14 is how much it adds to the counter (the +1 addition is weird I know, but this value system is probably best for practical discussion)

What is really interesting though, is that Bob has A LOT of moves that don’t add to the juggle counter! I can think of 10 off the top of my head (the 2nd hit in all 4 of his tekken-strings, poundcake, cracker jacker, apres sweep, double chapati, and EX/regular spinner ball). Theoretically, if you could connect with only these attacks, the juggle counter would never increase, and you could juggle with them infinitely! EX Spinner roll is one easy example… with infinite meter, you can do this move infinitely because it never adds to the juggle counter, allowing you to keep juggling with it forever. Try it in training mode! :slight_smile:

Wow, nice, appreciate the rundown. I must say I’ve been a little bit lost by the juggle system, as lots of things that I thought should hit just end up whiffing completely. Seems like there’s a lot of moves with just completely varying juggle properties.

Looks like I have some research to do.

I still don’t get it? Where do I find the names for the moves and such. :frowning:

Maybe I’m not looking at it good enough I’m on break @ work, but I do appreciate showing the share of knowledge.

So in order to get a “second hit” of his tekken strings we would need synergy from someone that eats up a bit of time? Say like laws qcb+p or jins fbf+p?