Marshy's Guide to Bob

Marshy's Guide to Bob

Postby xxMarshy » Wed May 02, 2012 9:37 am

Marshy's SFxT Guide to the Perfect Fighter: Bob

Image


Abbreviations -
Spoiler: show
St. = Standing
Cr. = Crouching
Cl. = Close Standing
Jp. = Jumping
Fs. = Far Standing
LP = Light Punch / Jab
MP = Medium Punch / Strong
HP = Heavy Punch / Fierce
LK = Light Kick / Short
MK = Medium Kick / Forward
HK = Heavy Kick / Roundhouse
SB = Spinner Ball
GJ = Giga Jacker
SS = Special Step


Strengths -
  • Great pokes
  • Safe pressure options
  • Tricky Mixups
  • Does not rely on meter
  • No problem against fireballs

Weaknesses -
  • All-around really slow making rush down characters difficult to fight
  • Mix ups are react-able making them very risky
  • Can have trouble keeping up pressure
  • Relies a lot on having the opponent in the corner


Story -

A man renowned as a bounty hunter who developed his body to immense proportions in order to fight larger opponents. While others vehemently disagree, Bob believes that he now has the "perfect body". He is extremely smug, and is stoic in the face of adversity. Julia, worried that the box may be used for evil purposes, hires him to travel with her to the South Pole.



Overview -

Bob is a fairly unsafe character for the most part and is best used at mid range, he does have some safe pressure tools at his disposal though that can lead into mixups that are nightmarish against characters that do not have good reversal options. Make your way in against zoning characters using LP Giga Jacker to reflect fireballs (Medium and Heavy versions of Giga Jacker also work but the startup is not as good so you have a good chance at getting hit out of it by the fireball) or Special Step to go through them and you can cancel special step into St.LP to punish or St.MP to hit them if they try to jump over you, although you need really good reflexes to pull this off or just a good read. Play defensive just using pokes and not taking any risks, later on in this guide I list Bob's best normals to use. Use his pokes to get some damage on the opponent or to keep them from escaping, and punish any big mistakes they make with a combo. Anti airing with Bob is semi-easy with his HP Cracker, which has a very good amount of invincibility frames, Cr.HP also works because it has a tall hitbox. The corner is Bob's best friend, it allows him to extend his combos a great deal, and like with any character it makes it easier to pressure the opponent and have them make mistakes you can punish as they try to escape.



Character Data -

Stamina: 1050 (Above average)
Forward Dash: 21 frames
Backwards Dash: 31 frames (8 invulnerable, 11 airborne, 12 grounded)
Jump Start-up: 4 frames
Neutral Jump: 31 frames (35 frames for super jump)
Diagonal Jump: 35 frames (35 frames for super jump)



Best Normals -
(In no particular order)

Crouching Light Punch: Lots of frame advantage on hit or block and has good range. Start up is terrible though, 5 frames.

Far Standing Heavy Kick: Amazing range and safe from the right distance, but lacks damage, this is your main poke.

Crouching Medium Kick: Another normal with incredible range, can be cancelled into Spinner Ball then cancel that with a light punch for some safe pressure or you can mix up the opponent by cancelling Spinner Ball into either an overhead (any kick during SB) or a low attack that can lead into a combo (Down + any kick during SB).

Double Chapati (in air HK -> HK): Good jump in for tricking people into blocking low after the first hit, pretty good damage if both of them hits, 30 damage if only the last hit connects.

Crouching Heavy Punch: A great anti air normal, use this if the opponent jumps from close in front of you where Cracker will whiff them, or just if you don't have enough time to input the command for Cracker.

One Two Punch (St.LP -> back+St.MP): Easy to combo into, safe, and is special cancelable for combos; the range is pretty bad though.

Jumping Medium Kick: Bob's cross up attack, have to use it pretty early if you want it to cross up, around the shoulder area or above.



Uses for Specials -

Spinner Ball: Great for corner combos when you cancel it into a punch, can also do high low mix ups by either pressing any kick for the overhead, or pressing down + any kick for the low attack. EX Spinner Ball leaves you with enough frame advantage on hit to combo from and it is safe on block making it a very useful move.

Cracker: The light punch version of Cracker is really good as an anti air due to its invincibility and the hard punch version is good in combos. When you are midscreen use the kick ending for Cracker, if you are in the corner use the punch version since the kick will miss.

Special Step: Great way to get past fireballs or just close the distance, also contains one of Bob's safe moves for pressure, Langue Washer (during special step press LP), besides for EX Spinner Ball. Special Step's EX version of the move absorbs a single hit, with it's speed you can use this to get past and punish the opponent's poke with ease, just be sure to cancel into Langue Washer as soon as possible.

Giga Jacker: Light punch version of this move is good at reflecting fireballs back at the opponent since the startup is faster than the other two, and the hard punch version does more damage so it is better in combos. EX version has Bob soar through the sky and land on top of the opponent, the wide hit box and being able to change the trajectory makes it easy to cross up, or you can hit from the front if your opponent catches on and blocks the cross ups.



Combos -
(These do not need to be started with a jump.)

Cr.LP , Cr.LP , Cr.MK -> Medium Spinner Ball -> [during Spinner Ball] any punch (178 damage. Pressure combo, can lead into a longer combo if in the corner.)

Double Chapati , Cr.HP -> LK Special Step -> [during Special Step] LP , Cr.LP , Cr.HP -> HP Cracker -> [during Cracker] any kick (375 damage. Midscreen combo. Replacing the last hit with "[during Cracker] any punch" is easier to do but it does less damage.)

Jp.MK , Cr.LP , Cr.LP , St.LP -> back + St.MP -> HP Giga Jacker (225 damage. Basic hit confirm combo starting with a cross up.)

[After team mates launcher] Cr.MP , Cr.HP -> Cracker -> [during Cracker] any kick (Damage varies. When your team mate does Cross Rush or just a raw launcher, follow up with this for great damage.)

[Corner only] Double Chapati , Cr.HP -> Spinner Ball -> [during Spinner Ball] any punch , Cr.HP -> HP Giga Jacker (357 damage. Only works in the corner, but it does good damage and is simple.)

[Costs 1 bar of meter] Cl.MK -> St.HP -> EX Spinner Ball , Cr.LP , Cr.HP -> Special Step -> [during Special Step] light punch , Cr.HP -> Cracker -> [during Cracker] any kick (387 damage. Can add a jump in attack at the beginning for extra damage, if you are in the corner finish the cracker with a punch instead of the kick or else it will whiff.)
Last edited by xxMarshy on Sun Aug 26, 2012 7:06 pm, edited 81 times in total.
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Frame Data

Postby xxMarshy » Wed May 02, 2012 1:50 pm

Frame Data

Image

Normals -

Standing Normals:

Light Punch - 30 damage, 5 frame start up, 4 frames active, 8 frames recovery, 5 frame advantage on hit, 1 frame advantage on block. Special cancelable.

Medium Punch - 60 damage, 6 frame start up, 3 frames active, 15 frame recovery, 3 frame advantage on hit, 1 frame disadvantage on block. Special cancelable.

Heavy Punch - 90 damage, 9 frame start up, 5 frames active, 19 frame recovery, 3 frame advantage on hit, 3 frame disadvantage on block.

LIght Kick - 30 damage, 8 frame startup, 5 frames active, 12 frame recovery, 0 frame advantage on hit, 4 frame disadvantage on block. Special cancelable, low attack.

Medium Kick - 60 damage, 8 frame startup, 9 frames active, 13 frame recovery, 1 frame disadvantage on hit, 5 frame disadvantage on block.

Heavy Kick - 90 damage, 13 frame startup, 4 frames active, 22 frame recovery, 1 frame disadvantage on hit, 6 frame disadvantage on block.


Close Standing Normals:

Medium Punch - 60 damage, 10 frame startup, 4 frames active, 10 frame recovery, 7 frame advantage on hit, 3 frame advantage on block. Special cancelable.

Heavy Punch - 90 damage, 12 frame startup, 4 frames active, 28 frame recovery, 5 frame disadvantage on hit, 11 frame disadvantage on block. Special cancelable.

Light Kick - 30 damage, 4 frame startup, 4 frames active, 10 frame recovery, 3 frame advantage on hit, 1 frame disadvantage on block.

Medium Kick - 60 damage, 5 frame startup, 4 frames active, 15 frame recovery, 2 frame advantage on hit, 2 frame disadvantage on block. Special cancelable, Low attack.

Heavy Kick - 90 damage, 8 frame startup, 10 frames active, 15 frame recovery, 0 frames even on hit, 5 frame disadvantage on block. Special cancelable.


Crouching Normals:

Light Punch - 30 damage, 5 frame startup, 4 frames active, 5 frame recovery, 8 frame advantage on hit, 4 frame advantage on block. Special cancelable.

Medium Punch - 60 damage, 6 frame startup, 4 frames active, 13 frame recovery, 4 frame advantage on hit, 0 frames even on block. Special cancelable.

Heavy Punch - 90 damage, 7 frame startup, 6 frames active, 29 frame recovery, 9 frame disadvantage on hit, 15 frame disadvantage on block. Special cancelable.

Light Kick - 30 damage, 5 frame startup, 4 frames active, 10 frame recovery, 3 frame advantage on hit, 1 frame disadvantage on block. Special cancelable, low attack.

Medium Kick - 60 damage, 7 frame startup, 6 frames active, 15 frame recovery, 0 frame advantage on hit, 4 frame disadvantage on block. Special cancelable, low attack.

Heavy Kick - 90 damage, 11 frame startup, 4 frames active, 28 frame recovery, 12 frame disadvantage on hit. Knockdown, low attack.


Jumping Normals:
(All jumping attacks are overheads, the opponent has to do a standing block.)

Light Punch - 40 damage, 5 frame startup, 4 frames active, 12 frame advantage on hit, 4 frame advantage on block.

Medium Punch - 70 damage, 8 frame startup, 10 frames active, 16 frame advantage on hit, 5 frame advantage on block.

Heavy Punch - 100 damage, 13 frame startup, 4 frames active, 20 frame advantage on hit, 8 frame advantage on block.

Light Kick - 40 damage, 5 frame startup, 12 frames active, 12 frame advantage on hit, 4 frame advantage on block.

Medium Kick - 70 damage, 6 frame startup, 12 frames active, 16 frame advantage on hit, 5 frame advantage on block. Cross up.

Heavy Kick - 100 damage, 7 frame startup, 4 frames active, 20 frame advantage on hit, 8 frame advantage on block.



Specials -

Spinner Ball: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick:

Light Kick - 20 x 2 damage, 13 frame startup, 7 frames active, 18 frame recovery, 1 frame disadvantage on hit, 4 frame disadvantage on block.

Medium Kick - 20 x 2 damage, 13 frame startup, 7 frames active, 18 frame recovery, 1 frame disadvantage on hit, 4 frame disadvantage on block.

Heavy Kick - 20 x 2 damage, 15 frame startup, 7 frames active, 18 frame recovery, 1 frame disadvantage on hit, 4 frame disadvantage on block.

EX - 30 x 2 damage, 10 frame startup, 7 frames active, 13 frame recovery, 6 frame advantage on hit, 1 frame advantage on block.


Cracker: :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch:

Light Punch - 60 damage, 10 frame startup, 5 frames active, 29 frame recovery, 0 frames even on hit, 17 frame disadvantage on block. Crouchable.

Medium Punch - 70 damage, 11 frame startup, 5 frames active, 29 frame recovery, 0 frames even on hit, 17 frame disadvantage on block. Crouchable.

Heavy Punch - 80 damage, 16 frame startup, 5 frames active, 29 frame recovery, 0 frames even on hit, 17 frame disadvantage on block. Crouchable.

EX - 90 damage, 9 frame startup, 6 frames active, 42 frame recovery, 14 frame disadvantage on hit, 31 frame disadvantage on block. Crouchable.


Special Step: :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick:

Langue Washer (during Special Step light punch) - 60 damage, 11 frame startup, 2 frames active, 22 frame recovery, float on hit, 2 frame disadvantage on block. Bob's only safe special, excluding if the opponent punishes with 1-2 frame super.

Spiral Rocky (during Special Step medium punch) - 130 damage, 18 frame startup, 12 frames active, 41 frame recovery, knockdown on hit, 27 frame disadvantage on block. 29 frames of full body invincibility jeez.

Granchi Cannon (during Special Step light punch + medium punch) - 100 damage, 18 frame startup, 5 frames active, 22 frame recovery, crumples on hit, 5 frame disadvantage on block.

Apres Sweep (during Special Step light kick ) - 50 damage, 5 frame startup, 3 frames active, 30 frame recovery, 0 frames even on hit, 9 frame disadvantage on block. Low attack, can cancel into Cutting Coppa.

Cutting Coppa (during Apres Sweep light punch + medium punch) - 80 damage, 18 frame startup, 3 frames active, 24 frame recovery, knockdown on hit, 5 frame disadvantage on block.


Giga Jacker: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

Light Punch - 80 damage, 14 frame startup, 7 frames active, 38 frame recovery, knockdown on hit, 23 frame disadvantage on block. Super chargeable, reflects fireballs (recommended version for reflecting fireballs).

Medium Punch - 90 damage, 15 frame startup, 7 frames active, 38 frame recovery, knockdown on hit, 23 frame disadvantage on block. Super chargeable, reflects fireballs.

Heavy Punch - 100 damage, 16 frame startup, 7 frames active, 38 frame recovery, knockdown on hit, 23 frame disadvantage on block. Super chargeable, reflects fireballs.

EX - 120 damage, 41 frame startup, 7 frames active, 62 frame recovery, 5 frame disadvantage on hit, 55 frame disadvantage on block. Bob flies through the sky and does a belly flop onto the opponent. Super chargeable, can move him in the air for ambiguous cross ups.
Last edited by xxMarshy on Tue Jul 31, 2012 10:08 am, edited 12 times in total.
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Re: xxMarshy's Guide to Bob

Postby xxMarshy » Thu Jul 12, 2012 4:42 pm

If anyone has questions, comments, suggestions, etc. just post it here and I will write back as soon as I can.
SFxT - SCV - USF4 - P4A - 3s - GGAC - IGAU
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Re: Marshy's Guide to Bob

Postby Papinguim » Fri Feb 01, 2013 8:45 am

Did you put this guide on Steam? I saw one that looked pretty similar.

But anyway, I've got a few characters that I may want to put on my team (Ken, Jin, Bob, Ogre, and Rufus). Do you think Bob would be good with Ken or Ogre? Any suggestions you have for would be appreciated.
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Re: Marshy's Guide to Bob

Postby xxMarshy » Tue Feb 05, 2013 9:58 am

Papinguim wrote:Did you put this guide on Steam? I saw one that looked pretty similar.

But anyway, I've got a few characters that I may want to put on my team (Ken, Jin, Bob, Ogre, and Rufus). Do you think Bob would be good with Ken or Ogre? Any suggestions you have for would be appreciated.

If you look at the creater of the guide on Steam you see that it is by That Noob Marshy, that is me :P
I think Ken would be a great teammate for Bob, but Ogre would probably not be the best choice. Bob doesn't really need meter so he would be a good battery character so that Ken can get his EX Tatsu going, or a regular Tatsu and tag cancel that to set up some of Bob's big combos. I have a friend that uses Ogre and when we teamed up and I used Bob, none of the bad matchups for each other's characters were any better, and the combos were lackluster.
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