- Great pokes
- Safe pressure options
- Tricky Mixups
- Does not rely on meter
- No problem against fireballs
- 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
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.
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.
(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.)