Introduction
The 2nd ever Capoeria fighter ever in a fighting game (the first being his Maestre, Richard Meyer) and bartender at the Pao-Pao Café! RB2’s resident juggle-master an ultimate example of big risk / big reward, whether Bob wins or loses can depend on the setup and execution of a single combo.
He has an excellent set of normals, decent pokes (though he no longer has the godly B poke he had in FF3), a nice set of specials, good supers, a regular throw that sets up into juggles, a decent mindgame, and is the only character in the game with both a rising attack and a pursuit, and the crowning jewel of his strengths: not only does he have the easiest infinite in the game, but he has nearly half a dozen ways of setting it up (including from his regular throw)!
His downsides are positioning and recovery. He only has one safe special: the Rolling Turtle and even then, it’s only safe if you land (hit or blocked) the last 5 hits of it. Used improperly, this move can leave you extremely unsafe even when it’s fully connected! He has to very precise in both timing, execution, and positioning in order to maximize his damage, and any slip-up can leave him served up on a sliver platter.
Moves List
Normal Moves
Command Normals
Low Fang (A + B) - Bob's sidestep attack. It has a far amount of invincibility on startup and is bufferable. It could make for a decent poke and puts him down low enough to avoid some attacks. Not a move a I often use, though.
Flying Fish (C when knocked down) - Bob's wakeup attack. It's basically a slower, weaker version of the Bison Horn with less priority and more recovery. There's honestly no reason to use this thing when there's the Bison Horn available.
Leg Drop (u + C) - Bob's pursuit attack. He performs a quick front flipping heel kick onto the downed opponent. This attack is guaranteed after a throw or a super, but can leave Bob open if the opponent is able to do a fall recover. Even when it misses, though, most people don't react fast enough to hit Bob before he can recover from this.
Falcon / Hornet Attack (Close f + C / df x 2 + C) - Bob’s linking command throw. Though the official follow-up to the 2nd part of this throw is b, f, f + BC, you can actually follow it up with any move of Bob’s that has the juggle property. It doesn’t have the most range, and you have to be fast to connect the follow-up, but can open up incredible damage.
Elephant Tusk (Close in Air, d + C) - Bob's air throw, basically looks like the Falcon (a quick knee to the gut). Not much reason to use this move, actually. In fact it'll probably surprise you as much as the opponent when it comes out.
Eagle Step (In Air d + B) [Overhead] - Your typical airstomp. I really can't think of too many reasons to use this move. I actually forgotten that it even existed until I went to do this writeup. Because of the way it sends Bob flying back when it connects, it's basically saying: "I have entirely too much life. Please, take some from me."
Rhino Charge (f + C during a dash) - Another move that I never use. That said, though, this move actually isn't too bad. It's basically a faster version of Terry's Power Charge. It has decent priority, knocks down, and you can do it at any point in a dash. A decent move for herding someone getting someone into the corner with.
Wolf Tail (BC or df + B [or df + A] during a dash) - This move isn't on any movelist so I just created a name for it. Bob does a dashing version of his standing B that doesn't link into any other normal. The big difference between this and his regular dashing B is that he continues to slide forward when he kicks. This makes for a long-ranged, bufferable poke that could serve as a minor anti-air. You can also give him a bufferable sliding jab by doing df + A during a dash.
Special Moves
Super Moves
The Basics
Advanced Strategy
Match-Ups
General | Introduction | Notation | Game Mechanics | Basic Strategy | Advanced Strategy | Tiers | |
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