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Street Fighter X Tekken/Bob

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Bob

Sfxt bob face.jpg

Ideal Team Position: Either


Clocking in near the bottom of top tier, Bob is certainly a force to be reckoned with. He has pretty much everything you could want in a character. His long combos put massive damage onto the opponent, along with carrying the opponent much closer to the corner and eating up valuable time on the clock. His wavedash and great normals allow him to create an endless amount of pressure, all of which can easily lead to a launch or boost combo. His dp+p Headbutt and cr.hp are great anti-airs, he's got great limbs for poking, his defense is solid, you name it, Bob can probably do it exceedingly well. His only weakness comes from a lack of reliable options against cross-ups. Either as a point or anchor character, picking Bob will allow you to benefit from having both speed and weight on your side.


Strengths

  • His combos deal great damage, have great corner carry, build lots of meter, and take a while to finish, which eats away at valuable time on the clock.
  • His wavedash and great frame data allow him to create unpredictable pressure.
  • Boost combo cl.mp can be linked out of and is 0 on block.
  • Builds meter incredibly quickly and doesn't need to rely on it for damage.
  • EX Giga Jacker gives him to ability to punish full screen tag ins.
  • Alpha Counter that sends the opponent to the other side of the screen, allowing a safe tag in and reset to neutral.
  • His vast amount of ways to combo into launchers and extended combos make him a great partner for almost anyone.


Weaknesses

  • No reliable way to beat cross-ups outside of a jump back air normal.
  • Weaker damage than usual from low attacks and launchers.


Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far\Close LP

{{#motion: Lp.png }}

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

{{#motion: Mp.png }}

H 60 6 3 15 +3 -1 SM,EX,SA,CA 2 1 1 -
Far HP

{{#motion: Hp.png }}

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

{{#motion: Lk.png }}

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

{{#motion: Mk.png }}

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

{{#motion: Hk.png }}

H 90 13 4 22 -1 -6 - 3 1 1 -
Close MP

{{#motion: Mp.png (near opponent) }}

H 60 6 4 10 +7 +3 SM,EX,SA,CA 2 1 1 -
Useful for hit-confirms and pressure.
Close HP

{{#motion: Hp.png (near opponent) }}

H 90 13 4 27 -5 -11 SM,EX,SA,CA 3 1 1 Ground bounce against airborne opponent
Close LK

{{#motion: Lk.png (near opponent) }}

H 30 4 4 10 +3 -1 - 1 1 1 -
Close MK

{{#motion: Mk.png (near opponent) }}

L 60 5 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Can be used as a Low.png mixup which can be followed up with EX Spinner Ball (hcf+KK).
Close HK

{{#motion: Hk.png (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

{{#motion: D.png + Lp.png }}

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

{{#motion: D.png + Mp.png }}

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

{{#motion: D.png + Hp.png }}

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

{{#motion: D.png + Lk.png }}

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.png mixups by cancelling into boost combo cl.MP.
Crouch MK

{{#motion: D.png + Mk.png }}

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

{{#motion: D.png + Hk.png }}

L 90 11 4 29 hard Knockdown.png -13 - 3 1 - -
Bob's Sweep.png is weak compared to his other normals. Avoid using this.
Jump LP

{{#motion: Ub.png / U.png / Uf.png---.pngLp.png }}

M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP

{{#motion: Ub.png / U.png / Uf.png---.pngMp.png }}

M 70 8 10 until ground+4 +16 +5 - 2 1 1 -
Jump HP

{{#motion: Ub.png / U.png / Uf.png---.pngHp.png }}

M 100 13 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK

{{#motion: Ub.png / U.png / Uf.png---.pngLk.png }}

M 40 5 12 until ground+4 +12 +4 - 1 1 1 -
Jump MK

{{#motion: Ub.png / U.png / Uf.png---.pngMk.png }}

M 70 6 12 until ground+4 +16 +5 - 2 1 1 -
Very good crossup.
Jump HK

{{#motion: Ub.png / U.png / Uf.png---.pngHk.png }}

M 90 7 4 until ground+4 +20 +8 - 3 1 1 -
See Double Chapati (HK > HK).
Launcher

{{#motion: Hp.png + Hk.png }}

H 100 13 2 54 switch -32 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel

{{#motion: F.png + Hp.png + Hk.png (while blocking) }}

H 120 11 6 26 hard Knockdown.png -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

{{#motion: (air) Hk.png---.pngHk.png }}

H 30 3 6 until ground+4 +21 +12 - 1 0 - -
Very High.png blockstun for a jump-in, which makes it good as a pressure tool. Works well with Bob's exceptionally fast neutral jump.

{{#motion: (far) Mk.png---.pngMp.png }}

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

{{#motion: (far) Mk.png---.pngMp.png---.pngHp.png }}

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.png to neutral, but you can mix it up with other options as well.

{{#motion: (far) Mk.png---.pngMk.png }}

H 30 13 6 19 -4 -10 BC,LA 2 0 0 Knockdown on airborne opponent
Gaufrettes Kick

{{#motion: (far) Mk.png---.pngMk.png---.pngHk.png }}

H 50 15 5 20 +6 -8 LA 2 1 0 -
Gaufrettes Punch

{{#motion: (far) Mk.png---.pngHp.png }}

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

{{#motion: Lp.png---.pngB.png + Mp.png }}

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

{{#motion: Lp.png---.pngB.png + Mp.png---.pngLp.png + Mp.png }}

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.

{{#motion: Lp.png---.pngLk.png }}

L 50 10 4 26 -5 -15 BC,LA 2 0 0 -
Course Picante

{{#motion: Lp.png---.pngLk.png---.pngLk.png }}

H 70 15 4 25 Knockdown.png -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).

{{#motion: D.png + Hk.png---.pngHk.png }}

M 30 21 3 26 -6 -9 - 3 1 0 Knockdown on airborne opponent
Contorno Farce

{{#motion: D.png + Hk.png---.pngHk.png---.pngHk.png }}

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

{{#motion: Lp.png + Lk.png }}

Throw.png 130 5 2 20 hard Knockdown.png - - - - - -
Quarter Deck

{{#motion: B.png + Lp.png + Lk.png }}

Throw.png 130 5 2 20 hard Knockdown.png - - - - - -


Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Giga Jacker LP

{{#motion: Qcf.png + Lp.png }}

H 80 14 7 38 Knockdown.png -23 - 5 3 0 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-34
Giga Jacker MP

{{#motion: Qcf.png + Mp.png }}

H 90 15 7 38 Knockdown.png -23 - 5 3 0 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-35
Giga Jacker HP

{{#motion: Qcf.png + Hp.png }}

H 100 16 7 38 Knockdown.png -23 - 5 3 0 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 16-36
Giga Jacker EX

{{#motion: Qcf.png + P.png p }}

H 180 41 7 62+4 hard Knockdown.png -55 - 3 3 0 Chrg.png Ex.png
Chargeable: 51F for Super Art, Airborne frames 21-42 and 53-90, Projectile invulnerable until the end of active frames, Ground bounce against airborne opponent
Spinner Ball LK

{{#motion: Hcf.png + Lk.png }}

H 20x2 13 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
Spinner Ball MK

{{#motion: Hcf.png + Mk.png }}

H 20x2 13 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
Spinner Ball HK

{{#motion: Hcf.png + Hk.png }}

H 20x2 15 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
Spinner Ball EX

{{#motion: Hcf.png + K.png k }}

H 30x2 10 7 13 +6 +1 - 3,3 0,0 0 Ex.png
Projectile invulnerability frames 1-6
Lyonnaise Break

{{#motion: Spinner Ball ---.pngP.png }}

H 70 12 6 19 float -3 - 3 3 0 -
Perfect Press

{{#motion: Spinner Ball ---.pngK.png }}

M 50 28 7 27(31 on whiff) hard Knockdown.png -13 - 3,3 3,3 0 **LC
Airborne frames 18-31
Panini Flip

{{#motion: Spinner Ball ---.pngD.png + K.png }}

L,H 30,25x2 21 4(10)3 29 float -14 - 3,3,3 0,1,1 0 Upper body projectile invulnerability frames 1-35, Airborne frames 36-45
Cracker LP

{{#motion: Dp.png + Lp.png }}

H 60 6 5 29 -5 -22 - 3 3 0 Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent
This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo.
Cracker MP

{{#motion: Dp.png + Mp.png }}

H 70 11 5 29 0 -17 - 3 3 0 Upper body invulnerability frames 1-6, strike invulnerability frames 7-10, Airborne frames 7-27, Whiffs on crouching opponent
Cracker HP

{{#motion: Dp.png + Hp.png }}

H 80 16 5 29 0 -17 - 3 3 0 Upper body invulnerability frames 1-8, strike invulnerability frames 9-17, Airborne frames 9-32, Whiffs on crouching opponent
Cracker EX

{{#motion: Dp.png + P.png p }}

H 90 6 6 28 0 -17 - 3 3 0 Ex.png
Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent
Pound Cake

{{#motion: Cracker ---.pngP.png }}

M 50 23 4 24 -3 -11 - 5 0 0 1st and 2nd active frame whiffs on airborne. 3rd and 4th active frame cause ground bounce.
Cracker Jacker

{{#motion: Cracker ---.pngK.png }}

H 120 21 6 26 Knockdown.png -10 - 10 0 0 **LC
Airborne frames 18-30
Special Step LK

{{#motion: Dp.png + Lk.png }}

- - 10 - 23 - - - - - - Upper body projectile invulnerability frames 1-21
Special Step is Bob's main anti-fireball tool. Often followed up with Apres Sweep (LK) as a relatively safe way to Reset.png to neutral. LK Special Step doesn't move as far but can be canceled earlier, making it preferable for pressure situations and certain combos.
Special Step MK

{{#motion: Dp.png + Mk.png }}

- - 11 - 23 - - - - - - Upper body projectile invulnerability frames 1-22
MK Special Step is the middle ground for Cancel.png timing and distance, but it's much closer to the LK version than the HK version.
Special Step HK

{{#motion: Dp.png + Hk.png }}

- - 14 - 23 - - - - - - Upper body projectile invulnerability frames 1-25
HK Special Step moves the farthest, but it has the longest delay before followups come out.
Special Step EX

{{#motion: Dp.png + K.png k }}

- - 10 - 18 - - - - - - Ex.png
Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22
Langue Washer

{{#motion: Special Step ---.pngLp.png }}

H 80 11 2 22 float -2 - 3 3 0 Upper body projectile invulnerability frames 1-5
This is the second-fastest Special Step followup and combos off of heavy attacks. Causes a float state on hit which can be followed up. Safe on block and pushes back to mid-range.
Spiral Rocky

{{#motion: Special Step ---.pngMp.png }}

H 50,20x2,40 18 12 41 Knockdown.png -15 - 5,5,5,5 0,0,0,2 0 Upper body projectile invulnerability frames 1-17, Airborne frames 20-48
This move is good for tagging out because it hits multiple times. It is also hard for opponents to interrupt because of the invulnerability frames.
Granchi Cannon

{{#motion: Special Step ---.pngLp.png + Mp.png }}

H 100 18 5 17 wall bounce +2 - 1 2 0 Crumples on Counter.png hit, Upper body projectile invulnerability frames 1-4
Although this move is slow, it is plus on block, so if the opponent respects your pressure, it can be used to continue your offense. Leads to very High.png damage on counterhit.
Apres Sweep

{{#motion: Special Step ---.pngLk.png }}

L 50 5 3 30 0 -9 LP+MP 3 0 0 Upper body projectile invulnerability frames 1-30
This is the fastest Special Step followup and combos off of medium attacks.
Cutting Coppa

{{#motion: Apres Sweep ---.pngLp.png + Mp.png }}

H 80 18 3 24 Knockdown.png -5 - 3 3 0 -
Causes High.png pushback, which is good for resetting to neutral. However, there is a gap which some characters may be able to interrupt and punish.


Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Giga Meteo

{{#motion: Qcf.png + 3p.png }}

H 320 23 5 72 hard Knockdown.png -55 - 5 - - 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent
Cross Art

{{#motion: Qcf.png + Mp.png + Mk.png }}

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


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