

Bob
Ideal Team Position: 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".
Bob is considered one of the best anchor characters in the game due to having a tag-in combo with very high damage and corner carry. Not all partners allow him to get this combo though, so make sure to check when considering him for your team. Unlike most anchor characters, Bob actually has a solid neutral game and is capable of playing the role of the point character as well. He is not very hard to learn the basics with, but his complex moveset benefits from having a creative player in control who knows how to take advantage of it to keep their opponents guessing. There are almost no downsides to playing Bob. However, several of his combo routes go into launchers, so you may want to partner him with someone with strong okizeme setups.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far\Close LP
lp |
H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Good hitbox and active frames. Useful for counter-poking and buffering into launcher. | ||||||||||||
Far MP
mp |
H | 60 | 6 | 3 | 15 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Far HP
hp |
H | 90 | 9 | 5 | 19 | +3 | -3 | - | 3 | 1 | 1 | Hits standing characters on frame 10, Frame advantage based on 2nd active frame |
This attack has long range and can be used to poke when the opponent is farther away, although it is somewhat slow and often does not hit until frame 10 or 11. | ||||||||||||
Far LK
lk |
L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Low-hitting attack which can be used in neutral, although it is a bit risky due to the long animation and forward movement, especially mid-screen. | ||||||||||||
Far MK
mk |
H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | - |
This move is very useful because of the Gaufrettes Cutter string (st.MK>MP>HP), which can hit-confirm into launcher. It also has very long active frames by itself, which can be used to confirm into a boost combo. The string followups make it a good pressure and mixup tool as well. | ||||||||||||
Far HK
hk |
H | 90 | 13 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | - |
Close MP
mp (near opponent) |
H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Useful for hit-confirms and pressure. | ||||||||||||
Close HP
hp (near opponent) |
H | 90 | 13 | 4 | 27 | -5 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | Ground bounce against airborne opponent |
Close LK
lk (near opponent) |
H | 30 | 4 | 4 | 10 | +3 | -1 | - | 1 | 1 | 1 | - |
Close MK
mk (near opponent) |
L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Can be used as a low mixup which can be followed up with EX Spinner Ball (hcf+KK). | ||||||||||||
Close HK
hk (near opponent) |
H | 90 | 8 | 10 | 15 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Doesn't have as much utility as cr.HP but does more damage. | ||||||||||||
Crouch LP
d + lp |
H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Good hitbox and active frames. Useful for counter-poking and buffering into launcher. Also Bob's main tool for pressuring and hit-confirming up close. | ||||||||||||
Crouch MP
d + mp |
H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Decent poke. Can be useful as a pressure tool at certain ranges. | ||||||||||||
Crouch HP
d + hp |
H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing, Neck and above crushes airborne attacks frames 9-12 |
Solid anti-air which can be used as an alternative to Cracker (dp+LP). Although it is unlikely to counterhit, following it up with Granchi Cannon (dp+LK>LP+MP) will also set up a meaty hit on the air reset. | ||||||||||||
Crouch LK
d + lk |
L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | |
Good hitbox and active frames. Useful for counter-poking and buffering into launcher. When close, it can be used for low mixups by cancelling into boost combo cl.MP. | ||||||||||||
Crouch MK
d + mk |
L | 60 | 7 | 6 | 15 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - |
This is an excellent poke, which you should use frequently. The long active frames make it possible to hit-confirm into st.HK. | ||||||||||||
Crouch HK
d + hk |
L | 90 | 11 | 4 | 29 | hard knockdown | -13 | - | 3 | 1 | - | - |
Bob's sweep is weak compared to his other normals. Avoid using this. | ||||||||||||
Jump LP
ub / u / uf --- lp |
M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MP
ub / u / uf --- mp |
M | 70 | 8 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HP
ub / u / uf --- hp |
M | 100 | 13 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump LK
ub / u / uf --- lk |
M | 40 | 5 | 12 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MK
ub / u / uf --- mk |
M | 70 | 6 | 12 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Very good crossup. | ||||||||||||
Jump HK
ub / u / uf --- hk |
M | 90 | 7 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
See Double Chapati (HK > HK). | ||||||||||||
Launcher
hp + hk |
H | 100 | 13 | 2 | 54 | switch | -32 | - | 3 | - | - | **LC Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Guard Cancel
f + hp + hk (while blocking) |
H | 120 | 11 | 6 | 26 | hard knockdown | -11 | - | - | - | - | Invulnerability frames 1-11, Resembles LP Giga Jacker |
Knocks the opponent full screen, which is useful for tagging out safely. |
Unique Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Double Chapati
(air) hk --- hk |
H | 30 | 3 | 6 | until ground+4 | +21 | +12 | - | 1 | 0 | - | - |
Very high blockstun for a jump-in, which makes it good as a pressure tool. Works well with Bob's exceptionally fast neutral jump. | ||||||||||||
(far) mk --- mp |
H | 30 | 13 | 4 | 20 | -3 | -6 | BC,LA | 2 | 0 | 0 | Knockdown on airborne opponent |
This string can be canceled into st.HK or launcher on hit. On block, you can choose whether or not to use the string followup to keep your opponent guessing. | ||||||||||||
Gaufrettes Cutter
(far) mk --- mp --- hp |
H | 80 | 21 | 2 | 23 | +1 | -3 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent, Doesn’t combo |
This string is useful on block since it can be special canceled. Typically a safe option would be to use Cutting Coppa (dp+K>LK>LP+MP) and reset to neutral, but you can mix it up with other options as well. | ||||||||||||
(far) mk --- mk |
H | 30 | 13 | 6 | 19 | -4 | -10 | BC,LA | 2 | 0 | 0 | Knockdown on airborne opponent |
Gaufrettes Kick
(far) mk --- mk --- hk |
H | 50 | 15 | 5 | 20 | +6 | -8 | LA | 2 | 1 | 0 | - |
Gaufrettes Punch
(far) mk --- hp |
M | 70 | 19 | 4 | 27 | +10 | -9 | - | 2 | 1 | 0 | Ground bounce on airborne opponent, Doesn’t combo |
This is a useful overhead which can be mixed up with cr.MK. However, it is very unsafe on block. | ||||||||||||
One Two Punch
lp --- b + mp |
H | 50 | 10 | 3 | 16 | +2 | -1 | SM,EX,SA,CA | 2 | 0 | 0 | Knockdown on airborne opponent |
Useful for hit-confirms and pressure as well as okizeme. Combos into Cutting Coppa (dp+K>LK>LP+MP). | ||||||||||||
Fast Break
lp --- b + mp --- lp + mp |
M | 70 | 21 | 2 | 24 | -1 | -8 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent, Doesn’t combo |
Useful overhead option which can be mixed up with cr.LK. However, it is unsafe on block. | ||||||||||||
lp --- lk |
L | 50 | 10 | 4 | 26 | -5 | -15 | BC,LA | 2 | 0 | 0 | - |
Course Picante
lp --- lk --- lk |
H | 70 | 15 | 4 | 25 | knockdown | -13 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent |
Can be followed up in the corner with EX Spinner Ball (hcf+KK). | ||||||||||||
d + hk --- hk |
M | 30 | 21 | 3 | 26 | -6 | -9 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Contorno Farce
d + hk --- hk --- hk |
H,M | 40,50 | 18 | 2(35)2 | 26 | ground bounce | -2 | - | 3,3 | 1,1 | 0,4 | 1st hit: Whiffs on crouching opponent |
Gimmicky string which requires the opponent to be unprepared. Combos into Giga Jacker (qcf+HP). |
Throws
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Flying Cask
lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Quarter Deck
b + lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Special Moves
Super Art
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Giga Meteo
qcf + 3p |
H | 320 | 23 | 5 | 72 | hard knockdown | -55 | - | 5 | - | - | 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent |
Cross Art
qcf + mp + mk |
H | 150+ | 9 | 4 | 45 | switch | -27 | - | 3 | - | - | **LC 61 frames cinematic freeze before attack begins, Invulnerability frames 1-12 |
The Basics
When playing neutral, you can often fall back to st.MK as a default option. Being able to hit-confirm or pressure off of it allows Bob to get more out of his neutral game than many other characters. However, don't slouch on his other normals, because almost all of them are good. In particular, make use of his excellent cr.MK, which has long range, good hitboxes, and long active frames with only a 7f startup (average for most ranged pokes), and it is possible to even hit-confirm this into st.HK by exploiting the active frames. His light buttons st.LP, cr.LP, and cr.LK are also really good at catching stray pokes at range due to their good hitboxes and active frames (4f for all of them) and can be buffered into st.MK or directly into launcher. You should never let your opponent jump at you, as you can use dp+LP and cr.HP as solid anti-air options.
When on the offense, cr.LP should be your main bread and butter, along with st.LP, cl.MP, and cr.MP. If you learn the cr.LP, cl.MP, cr.HP hit-confirm, it allows you to get some decent solo damage with Bob while maintaining frame advantage on block. Also note that Bob can hit-confirm off a low attack by using the cr.LK~cl.MP boost combo, which is 0 on block and links into st.LP on hit. In addition to these normals, Bob also has some strings that can be used offensively. One of these is st.MK>MP>HP, which we mentioned as a neutral tool already. The gaps in the string mean that opponents cannot safely press buttons against them, which allows you to be more aggressive by ending it early and attacking in other ways, like using st.MK again, neutral jumping with j.HK>HK, using the st.MK>HP overhead, or mixing up with a low. st.LP>b+MP similarly allows you to threaten the st.LP>b+MP>LP+MP overhead followup or mix up with a low option instead.
To tag Bob out of battle, the safest option is Spiral Rocky (dp+K>MP). Due to the invulnerability frames, it is hard for the opponent to interrupt it, and the multiple hits cause enough blockstun for the incoming character to have an advantage. Bob's Guard Cancel knocks the opponent full screen and is another good way to tag out.
Advanced Strategy
N/A
Combos
Bread and Butters
- st.MK~st.MP~st.HK~HP_HK
Hit Confirm Combos
- cr.LP, cr.LP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (325)
- cr.LP, cl.MP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, walk forward cr.HP xx dp+MK>MP (355)
- st.LP>LK>LK xx hcf+KK, cl.HP xx dp+K>MP, cl.HP xx dp+K>MP (372)
Low Combos
- cr.LK~cl.MP~cl.HK~HP_HK
- cr.LK~cl.MP, st.LP>b+MP xx dp+LK>LK>LP+MP (201)
- cr.LK~cl.MP, st.LP, cr.LP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>P (274)
- cr.LK~cl.MP, st.LP, cr.LP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>K (281)
- cr.LK~cl.MP, st.LP, cr.LP, cr.HP xx dp+HK>LP, st.LP>b+MP xx dp+LK>MP, walk forward cr.HP xx dp+MK>MP (279)
- st.LK~cl.MK~cr.HP xx hcf+KK, cl.MP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>K (321)
- (corner) st.LK xx hcf+MK>P, st.LP>b+MP xx dp+LK>MP, cl.HP xx dp+K>MP (317)
- cl.MK xx hcf+KK, cl.MP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, walk forward cr.HP xx dp+MK>MP
Overhead Combos
- (st.LP>b+MP)>LP+MP xx dp+MK>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (379)
- (st.MK)>HP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (401)
- cr.HK>HK>HK, qcf+HP (200)
Tag-in Combos
- cr.MP, cr.HP xx dp+HP>P
- cr.MP, cr.HP xx dp+HP>K
- cl.HP xx dp+K>MP, walk forward cr.HP xx dp+MK>MP
- If in the corner, replace the cr.HP with another cl.HP.
- dp+K>MP, dp+LK>MP, walk forward cr.HP xx dp+MK>MP, qcf+HP
Anti-Air Combos
- dp+LP>P, walk forward st.LK~st.MK>MP>HP xx dp+HP>K (289)
- dp+LP>P, walk forward st.LK, cr.HP xx dp+HP>P, qcf+HP (303)
- dp+LP>P, walk forward cr.HP xx dp+HP>P, qcf+HP (310)
- CH cr.HP xx dp+K>LP+MP, dp+K>MP, qcf+HP (374)
Advanced Combos
- dp+K>LP+MP, dp+LK>MP, walk forward cr.HP xx dp+MK>MP, qcf+HP (445)
- CH cr.MK xx dp+MK>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (384)
Combos Into Supers
- N/A