Bob Q&A thread

I’ve been waiting to see if anyone would make one, but I guess not so I will. I’ll start:

Has anyone found any practical use for doing a quick combo with Bob?

The brady guide says that Bob can’t combo anything after contorno farce himslef, but the quick combo proves otherwise.

Yep. That’s all I got.

yeah you can get a giga jacker off of contorno farce anywhere onscreen~

it has a really high juggle potential

Hey guys, I’m having a really hard time doing st. LP to cr. HP into Special Step. What can I do to prevent myself from doing the launcher? I can do St. LP to cr. HP into EX Spinner Ball easy.

Without doing this, how the heck am I going to do my BnBs? Appreciate the help fellas.

You are probably chaining instead of linking. Make sure you don’t cancel the jab into fierce punch!

Got it! Thanks for the tips fellas!

does bob have any specials that “if” blocked are safe?

Special Step:
-Langue Washer -2
-Granchi Cannon -5 (Good spacing, generally safe)
-Cutting Coppa -5 (Same as Granchi)

Spinner Ball:
-Lyonnaise Break -3 (good spacing, safe against Ryu DP)
-The roll itself is -4, while not completely safe, it’s usable.
-EX roll is +1. Good stuff.

How good are Bob’s anti-airs and how strong do you guys feel he is in this game?

c.HP seems to be a great far anti-air so far, and I’ve actually had quite a bit of success with a properly timed c.MP if they’re too close for c.HP to work (it goes underneath them).

Early Crackers can work, but you have to be half-psychic because the startup on the Crackers is pretty long… they can result in some huge damage near he corners though, and you can still continue the juggle for some extra damage on trades as well (it’s not easy, but possible)

As for crossups… uhhh… Dash underneath (and still get hit sometimes) or try meet them air-to-air with jump jab or something is all I’ve got right now? HP-Cracker can get Bob out of there, but the opponent can still punish if they’re ready for it. Using Swift Step to go underneath them can also work, but I find myself get stuffed cleanly unless I do it early (which isn’t always possible, especially on wakeup), and again, they could probably still hit me if they’re looking for it (seems like something that could be OS’ed by a lot of characters).

As for how strong Bob is… I think he’s… OK?

  • Has good jumps / crossups
  • Easy normal anti-airs vs frontal jump-ins
  • Easily convert hits/jabs into combos (but can’t everyone else?)
  • Big damage if he doesn’t use jabs in combos
  • Doesn’t worry about FB zoning much because of Swift Step and Giga Meteo
  • Giga Meteo does quite a bit of damage (320)
  • Cross Rush attack seems to have great range, can easily combo into it (again, is this really that special?)
  • Doesn’t spend a lot of meter (so far?)
  • Has safe switch-cancel moves with Panini Flip and Spiral Rocky
  • Panini Flip and Spiral Rocky are suicide if they whiff/miss
  • Awful backdash
  • I think he’s weak to pressure/rushdown (has no good get-off-me-move or quick jabs)
  • Since his walk speed is bad and his normals don’t appear to be especially dominating, his neutral game seems to consist of him just jumping around a lot and waiting/baiting.
  • Cross Art has pitiful range
  • Giga Meteo doesn’t work against airborne opponents, in juggle combos, and has no invincibility, it’s basically anti-projectile only or to punish laggy fullscreen attacks (raw tags)
  • Cannot switch cancel after his Alpha Counter for combos… May not seem important now, but I bet this will be a huge deal later on as the game progresses
  • If the opponent is used to playing against Bob, I don’t think you’ll ever land an overhead, and they’re ALL unsafe on block
  • Since there are tons of gaps in all his pressure/strings/cancels he seems very vulnerable to mash DP/whatever

Overall, I’d say he’s mid-tier at best, upper low-tier at worst. Of course, the game is new, I may be overlooking a lot of stuff, perhaps his poking game is better than I thought, there may be great new tech for Bob just waiting to be found, yada yada, but this is how I see it right now.

Are most of Bob’s Target Combos entirely useless? Double Chapati is just like adding a jab to a jump-in, which hurts damage, and Gaufrettes Cutter and Fast Break do not actually combo. Their last moves look like overheads, but they do not hit like overheads, is this a problem of the game?