Alright Bob fans, I’ve got some treats for whomever is interested. I just recently thought to myself “Y’know, I need to start taking advantage of all these knockdowns I’m getting after these swag Bob combos.” I mean after all, he probably has one of the weirdest and best jumps in the game, combined with a great set of air normals. Great cross-ups, huge reaching kicks, and his neutral jump normals serve to alter his gravity.
So…I just today started to do some investigating. As evidenced by the title, this is going to be veeeerry raw, in-progress data. It’s not that solidified. However, I still want to share my findings as I go along. So here’s what I’m going to do. This first post will be dedicated to the things, safe jumps, option selects and what have you, that have been thoroughly investigated and that I can list with much confidence. The second post will be the rough, in progress page. Like a sketch pad of sorts. After that I encourage everybody to discuss, suggest things, and hopefully come up with great oki of their own.
Let’s get to it!
Safe Jumps/Cross-Ups
**When I refer to a (4/5/6 etc) frame safe jump in this section, I’m referring to your ability to correctly block wake up reversals that start in that amount of frames. For example, if you are performing a 4 frame safe jump on Sagat, when you land you will be able to block a reversal LP tiger uppercut, since its starts up in 4 frames. However, you will not be able to block a reversal EX tiger uppercut, since it starts in 3 frames.
Sweep
[details=Spoiler]sjf.MK
*Hits in front.
*4 frame safe jump[/details]
Front Throw
[details=Spoiler]Set up: Slight step forward, then nj.HK
*4 frame safe jump
*Blocks most 3 frame reversals because of distance
-OR-
**
slight step forward, sjf.MK**
*Hits in back
*Makes most reversals whiff[/details]
Back Throw
[details=Spoiler]Midscreen Set Up: c.LP, sjf.HK (credit to Nos99)
- 4 frame safe jump
Corner Set Up: c.LK, nj.HK (credit to Nos99)
*4 frame safe jump[/details]
Spiral Rocky (opponent must quick tech)
[details=Spoiler]Set up: Full step forward, crouch down into sjf.MK
*4 frame safe jump
*Looks like cross up, hits in front.
Set up: Whiff st.LK, jf.MK
*Cross up
*Makes most reversals whiff
Set up: Whiff st.LK, nj.HK
*Hits front
*4 frame safe jump, protects against most 3 frame reversals[/details]
Poundcake Ender (f,d,d/f + P, P)
[details=Spoiler]Midscreen Set Up: st.LK, c.MK…nj.HK (credit to Nos99)
*4 frame safe jump, avoids most 3 frame reversals.
-OR-
…jf/sjf.MK/HP
*Creates a very ambiguous situation between j.HP hitting normal and sjf.MK hitting cross up.
*Makes several DPs whiff.
Corner Set Up: Back dash, forward dash, nj.MK (credit to Nos99)
*4f Safe jump[/details]
**The nj.HK set ups are easily the most “reversal-proof” options you will have. This makes them ideal for threatening empty jump lows such as boosted cr.LK~cl.MP, or st.LK~cl.MP
These can easily be some of Bob’s most potent mix ups.*
Handy Chart! With Much Thanks to Nos99
Option Selects
**A quick refresher lesson, option selects (OSs) are when a series of buttons are used, often by having the first button input mask the following input. The goal is that if the first input whiffs, the timing of the second input will cause it to come out and hopefully punish whatever that option select was designed to punish. IF the opponent stays in place, and allows the attack to connect, then the second input will not come out at all.
**Option selects are still an absolutely integral part of this game. However, due to the “boost combo” system (ie. chaining L,M,H,H attacks) the timing is a lot more difficult to get consistently. It is still absolutely possible though, and once practiced it shouldn’t be a problem to perform on a regular basis.
**The timing of the follow up attack should be slow enough that a punishable boost combo does not occur, but quick enough to punish your opponent, and allow a follow up attack after that to maintain pressure.
Most Backdashes
[details=Spoiler]- cr.LP…cr.MK/HK, cl.MP
- cr.LP…st.MK, cl.MP
*This particular set up is dependent. It allows for a very beefy confirm into launch, but it varies on if it connects with the opponent in time, or if it resets them in the air (very bad for you.)[/details]
Short Backdashes/Crouchable Reversals
Spoiler
- cr.LK xx cl.MP (dp+MP)
Meaties
**A meaty is an attack which has multiple frames that will connect with an opponent. When you are performing a meaty attack, you are timing your attack to connect with the opponent during it’s later frames. This grants you a different advantage than previously possible.
**Range indicates the possible frame advantage the move can have. This is dependent on your timing of the attack. So… earliest [on hit/block] to latest [hit/block].
**> indicates ideal follow-ups. Give you a sense of why a particular meaty attack may be stronger than others.
-
st.MK (Range [-1/-5] - [+7/+3])
>HP (overhead, combos with correct timing)
>cr.LK
>st.LP -
cl.HK (Range [0/-5] - [+9/+4]
> cancel into DP+K, PP
> cancel into DP+K, LP for combo if confirmed
> cr.MP
> st.LK
> st.MK
> cr.MK
> cr.LK
Anti-Roll Options
-
St.LK
-
nj.HK
-
cl.HK
Frame Data (courtesy of Nos99)