I bought the guide, so let me help.
Giga Jacker: Nothing special, just the weird movement. I really hate this move (REALLY wish spinner ball was his charge or something)
Spinner Ball: Projectile invincible frames 1-6, +1 on block (!)
Cracker: Full Invincibility frames 1-10, K followup won’t combo on grounded opponents
Special Step: Upper body and projectile invincibility, 1 hit of lower body armor frames 1-22 (Godlike)
Is Spinner Ball only +1 on block for his ex?
Yes, otherwise it’s -4
I don’t think this guy is that good. His EX moves suck and everything he does is unsafe.
O.o
You can kinda setup a 50/50 with ex giga jacker after some setups, do it without any extra motion to hit in front or tap forward while doing it to make it crossup.
Yeah I can crossup by changing it’s trajectory, but it’s easy to avoid and overall I just personally don’t feel like it’s worth the meter. Also, If any of you think his EX moves suck and aren’t worth using; good news! He’s a battery.
I think he’s better as a 2nd character just because he can continue combos really well from a tag. Especially with his special step loop. And he has a good amount of health.
I think he could work in either position; I personally don’t think his tag in follow ups are anything special, and there’s a decent chance you’ll switch your point character out at some point anyways, so he can occasionally be second regardless. If anything, I think it’s telling that he has a lack of useful EX moves, a fairly niche super art, and an inability to follow up on his bound moves outside of tag cancels. To me, this firmly plants him in the point role.
However, I don’t think this game is currently as black and white as marvel; most characters can function well as both spots and I haven’t seen clearly dominant “anchors”. It really just depends on your playstyle. I personally love Bob’s footsies and meterless damage, so he’s a fun, effective starting character for me.
Bob’s got really good anti airs. Cracker, low fierce, and standing roundhouse from a distance all work well.
And yeah, I like him better on point because he builds meter.
I’d add far fierce to that list as well, not to mention instant jump strong.
You can charge up a regular giga jacker after certain moves, and be able to cancel it in time if they roll out.
Agreed, I’m currently running bob with damage gems only because of the loop, being able to do 530+ damage meterless is good enough for me or 720+ with super depending on when they activate.
I have no idea how to use Bob but I really want to learn him. He was my main in T6. Since my other mains are Zangief and Hugo, I think I need an anti-fireball character and while Bob seems to fit the bill pretty well I’m completely at a loss as to what I should be doing with him.
Can someone give me a rundown on Bob’s basics?
Interesting, I’ll have to try that out. What moves allow sufficient time? If it’s something as simple as pound cake/cracker jacker, it’s certainly worth exploring.
I’m personally loving this game and Bob. He seems to be a very amazing character! We all know he has a incredible high-low games but he can also reflect most projectiles in the game if timed right (currently working on a list) and his normals and tekken strings all seem to be pretty solid. Bob has two really strong inbogious cross ups in j.mk and j.hp which can be pretty hard to read. His s.lp > b.mp string seems to be good for confirming combos after a jump in as the last hit can be cancelled into any specials, serving as a alternative to those who struggle with the c.lp to c.hp link. For anti-airs it seems like we have c.hp and dp.k~mp but both need to be used before your opponent is to close during their jump. On wake-up I’ve actually been using hk.heavystep if people try to cross me up, it’s early frames keep you safe from being hit and you get to recover as they land keeping you safe. At the moment it feels like Bob can be a good battery or meter user depending on how you use him, I’m personally looking for a good partner for him but he seems to be worth using with anyone who can set him up for his good damage combos and can switch in well off his launcher and tag cancels for solid damage.
So far I’ve found it works with Spiral Rocky and Cutting Coppa.
Does anyone know how much vitality Bob has?
1050
After playing more and more against competent players, even though I can hang with Bob he just seems really subpar. He has nothing against rushdown, can be walk jab’d all day, and can’t really antiair consistently. Plus the Gief matchup is basically unwinnable and I am not exaggerating. I’m not saying he isn’t usable, you just certainly have to work really hard.
I think I agree. I have a tourney on Saturday and I’ve already been playing him so I’m going to stick with him until then, but after that I’ll probably switch. I might keep him as a side character though.
I genuinely believe that when people have the loop consistent, he’s viable and probably quite good. Otherwise, it’s for sure an uphill battle. That being said, he’s fine against characters without a good reversal, but that isn’t everything. I’m going to keep grinding it out, but the fact that I can just get pressured to death is a major annoyance. Granted, characters tend to push themselves out, but that isn’t good enough. On the WNF stream they were talking about how Flashmetroid had a crazy Bob, so I hope to see it soon and be proven totally wrong.
Also, have fun against Cammy guys. haha