The Bob Thread

i like to abuse srk.hk > lp from mid-range. bob’s got it pretty rough. feels like he’s the kind of character that needs a little help from capcom. either that, or there’s some hidden tech waiting to be discovered.

In Tekken I believe he could combo of his throw, the one where he flings them up in the air in front of him? I think it’s his forward throw in this game?

They should make it like Gouken’s backthrow, and have it groundbounce or something with limited juggle potential afterward… that would be awesome! :rofl:

Oh yeah, juts wanted to give congrats to Ranmasama for almost cracking top 8 at Texas Showdown with his Rufus/Bob team!

I was rootin’ for ya man… I remember at one point you HAD to get Bob out someehow, and I was thinking “ex-swift step into spiral rocky to tag!” And you did it! Lol

Too bad the opponent jumped away so it all whiffed… Derp. :looney:

Still, good stuff !! :tup:

So, anybody find a good use for lp, b+mp, 2P? I guess it might not surprise some, but I’m completely dumbfounded why they gave him the follow up.

Lp, b+mp is a decent cancelable string, but the follow up has like no redeemable qualities. Unsafe on block, -1 on hit, doesn’t do anything special on CH, doesn’t cancel into anything including launch, pretty sure there are a million better juggle options. I’m just completely lost with this one.

Is there anything that can punish the Gaufrettes Cutter in between the MP and HP on block, or is that + ss lp or sp lp a completely safe blockstring?

And Nos99, is there anyway I can see that performance at Texas Showdown?

See below:

So on hit, they’d have to mash a DP/etc (but why would you ever go for it on hit?)

On block, it seems that everyone can interrupt with a jab/etc.

As for this:

I’m not sure what you mean?


50mins (vs Yoshi, vs Nightmare SF)

Hrm… that’s all I could quickly find.

Thanks. Oi, that ruins my dream of just safely Gaufrettes Cuttering everyone all day long. Now I actually have to do moves? I was planning on going into it even if the second hit, just because one’s mixup options are so good that if you predict well all blocking would do is reset your damage scaling. I guess the better option is to go into a superior combo.

As for the second part, I was wondering if, since ending Cutter with those moves makes it safe on block, if the entire thing was safe, but I learned that they can punish the second hit.

Yea I’m trying to get out of the habit of using the cutter string. His gaufrettes kick combo actually isn’t too bad because it seem that even ryu’s SRK will get completely beaten at some ranges and at least trade for most others. Best scenario is just hope you have meter for cr.hp xx ex roll

Well at least I had not started spamming it as I had planned. It should have seemed too perfect.
After watching those Texas videos (in addition to other ones), it looks like Bob’s jump is really something to utilize. Now the worst thing a scrub can do is “look how much that pro jumped in his matches, I should jump as much,” but do you think it wise to learn to incorporate more js into my pressure to take advantage of Bob’s perks?

Also, what do you think would be the most helpful to spend my time in first in getting legit with Bob? Mastering the cr.lp cr.HP link so I can actually have a BnB, jump abuse, or getting in/mastering special step? Dunno if I can do all at once.

vimes very first thing, id say, is learn how to use far LK to approach as its his best move (hits low too). learn the range where it chains to far MK for those mixups… and space people out with far HP its real good. far HK is good to cancel into launcher but its slow so dont get jumped on by whiffing it

and yes the cr jab cr HP link is crucial. but its not too tough so learn it well

you **should **jump a lot as bob. he has that wicked jump speed (w/ speed gems… omg) and his j.MK can cross up while j.HP can fake that exact same cross up. this is important, however for now, try to stay on the ground and get a feel for his fundamentals first. jump abuse at this point will beat bad people online but will make you bad in return

i think the fundamentals are mostly about his far reaching normals turning into mixups/safe pressure, anti-zoning, and jab pressure/mixups up close. AND BLOCKING. HOLY GOD DONT PLAY BOB IF YOU CANT BLOCK.

iono thats my take on bob, maybe some better players can help you more

Very good info indeed, thanks. I’ve never been the best blocker, but lemme tell you I’m improving fast. My team being Bob/Cole 1-2 bad reads and I’m dead.

bob can get people off but it takes a bar or two and he has NO backwards walk speed… so he can def be rushed down to hell

yea i gave up on cole lol… honestly more than 700 health, i just freakin hate the moves overlapping

anyone know what the symbol on the back of bobs alt means? i hope its something funny…

Gotta say McCoy your advice has been greatly appreciated. I became a little frustrated in my lack of linking c.lp c.hp despite an hour or two of practice so I kind of phased him out for this Poison/Paul team (Poison just seems a better Cole). Had an intense series of ranked battles last night against a far superior opponent, and sure I lost about 12 times, but I had this 3 game winstreak I had no business doing so because I switched back to Bob and went to work s.lking into gaufrettes mixups. Well, I would have mixed up more, but he seemed adamant towards not blocking the gaufrettes punch, so I was happy to oblige.

Do you know what the frame advantage is after a hit and/or counter hit on that Gaufrettes Punch? I do not see combo potential, but they do seem to be in a bit of stun, so I’d like to know my advantage and the like.

I have not seen it mentioned here, maybe because it is obvious for everyone, but EX Giga Jacker can be used as an anti-air if the opponent is jumping from a ways of to close distance. I never thought to try it since his Super doesn’t connect animation-wise, but it’s another reason to charge more Jackers and another layer to his options.

The overhead, right? Huge combo potential if it hits, being +10 I think. Easy cr.MK into launch, or you can go for cr.HP into BnB.

While we’re on the subject of jacker, non ex version has crazy priority and is a pretty good AA if they think they can just jump in on you while charging EX

Yeah, Bob needs all the anti-air he can get being a non-DP tekken character. Jacker combined with its EX and most importantly c.HP actually seem like good anti-airs from a distance, but does he have anything for close jumps? Maybe an air-to-air given his jump speed?

And while I was on the subject of Gauffretes Punch, it becomes a true combo if the mk is a counter hit. Don’t see the info being too useful since it must be rare for it to result in one, but it means you can get pretty heavy damage off of mk without going into boost or worrying about Cutter missing.

Also, is it worthwhile to learn how to perform the Granchi Loop with high execution? I wasn’t here when that was all that was talked about, and I assume it dying down means it was purely a gimmick. I can only time 2 hits of it so far, but I was going to practice if I decided to start using Ken or Chun since they can combo him into it.

I gotta say, I use neutral jump jab a LOT, and it gets me a LOT of counter-hit juggle combos.

c.MP and even c.LP can work as close anti-airs. Crouching LP for example, owns Hugo splash, even the crossup, and allows you to do a tricky crossup afterward.

Another idea for AA is cracker. You gotta be kinda psychic with the HP, but the others allow for juggle combos if they don’t trade (jab cracker, c.LK>s.MP, c.HP into HP-cracker>jacker). Trading will always be an issue though, but even on trade you can still get some juggles sometimes!

Another way to use cracker is to get a standing cracker… Do it late, so they fall through you and land, and get hit standing with the cracker, and then you can link a jacker afterward. This gets rid of the pesky trading problem, but won’t work if they empty jump. :confused:

I see other Bobs charge up and dash cancel an EX giga jacker, to get the stored counter-hit, and then go for the s.MK-gaufrettes punch. I never do it myself, but I can see why they do it. :slight_smile:

It depends I think…

Midscreen? Naw… not worth the effort IMO, especially online. It’s stylish as hell, but If you mistime a granchi, you can’t really keep it going (AFAIK). Just do c.HP into combo after the first one. In the corner though, hells yeah! If you mistime a granchi and pop them up, you can keep juggling anyway.

Another thing to consider when doing if off the tag is scaling… when I combo into SBK with chun (usually off some jabs), and then tag into Bob granchi midscreen, it really isn’t worth going for the granchi loop at all because of scaling. I either just combo, or do jump HP when they’re crumpled (reset) then jump towards again for a tricky crossup.

On the other hand though, if you can pull off 6+ granchi cannons more than 95% of the time… why not? lol

Has anyone else tried messing around with boost chaining into close s.mp?

I think it’s pretty good! Crouching or standing LK is usually how I do it… The big thing is that it’s +4 on hit, and 0 on block. Sadly, bob doesn’t have anything to link after it on hit, but it’s a chain that starts low, allows you to hit confirm into launcher (s.HK into launch) or other combos if you want to burn meter (c.HP into ex-whatever/super), and it’s totally safe on block!

Since the LK’s both move you forward, you can actually try it a couple times on block too, as it will keep you close. Not the greatest frametrap, but it’s something.

I find myself going for this when I want to get bob out, and after empty jumps and stuff like that…

Let me know what you guys think… Also, is it just me, but do your opponent’s ever fully block course picante? Whenever I do it against people, they always seem to stand up and get hit by the low for some reason… I just have to come up with a good followup combo for it midscreen lol

I’ll definitely need to try it. Anything I can do with Bob to be better I’ll jump at, especially since I still cannot deal consistent damage without that damn BnB. I do not think anything can follow up a Picante better than an EX Cracker into Jacker. There’s the punch option than a tag cancel, but the scaling seems like it’d never be worth the two bars, and if you need to switch you can usually safely raw after the jacker.