Gameplay Overview
Gameplay Notes
RB2's resident juggle-master and an ultimate example of high risk/high 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 5B poke he had in FF3), a nice set of specials, good S-Power/P-Power, a regular throw that sets up into juggles, a decent mind game, he's 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.
Strategies
You'd think Bob, being a practitioner of Capoeria, would have a ton of mind games. Sadly, he doesn't. This is due to two things: one is that he doesn't have any normals that are overheads, and the one special he has that's an overhead is a charge motion, which puts a serious limit on the ways he can use it. His mind games open up considerably once he is able to use his S-Power.
Bob excels at two things: his low strings and his juggles. His normals are fast, have great range, and have very little recovery. Though he has a huge list of specials, you'll likely be relying on his normals the vast majority of the time.
Something to note is that Bob is one of the few characters in the game that doesn't have any way of knocking someone into the back plane, which is a shame because it would add greatly to his mind games and ability to do damage.
Bob has the luxury in that his j.C animation for the hop is the same as the one for his jump, which is awesome news because his j.C is one of the best in the game; enough so for it to be one of your main methods of closing range and applying pressure.
Bob has two optimal ranges: close and sweep range. Sweep range for applying pressure with his poking (preferably low ones) game and close for when he wants to go for big damage. While there are people with better ranged pokes, there are few (arguably none) that have his speed with them.
Though he has defensive tools, the main one being his Bison Horn to beat / trade attacks, and his speedy pokes to slip in an opponent's defense: he's much better suited for offense.
Pros |
Cons
|
- Regular throw that sets up into juggles
- Only character in the game with both a rising attack and a pursuit
- Easiest infinite in the game with nearly half a dozen ways of setting it up
|
- Only one safe special but only safe if you land (hit or block) the last five fits of it
- Must be very precise in timing, execution, and positioning
- One slip-up can mean the end for Bob
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
|
n.5A (within 52 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
5
|
8
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
6
|
3
|
14
|
-1
|
-5
|
HL
|
Y
|
-
|
-
|
|
n.5B (within 61 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
6
|
3
|
12
|
+1
|
-3
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
23
|
-
|
8
|
4
|
20
|
+2
|
-4
|
HL
|
N
|
-
|
-
|
|
n.5C (within 69 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10,10
|
-
|
8
|
3,3
|
20
|
+3(+6)
|
-3(0)
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
6
|
3
|
12
|
+1
|
-3
|
L
|
Y
|
-
|
-
|
- A decent normal to avoid high attacks with
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
23
|
-
|
8
|
3
|
20
|
KD
|
-3(0)
|
L
|
Y
|
-
|
-
|
|
Command
Elephant Tusk 3A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
8
|
9
|
20
|
-3(+6)
|
-9(0)
|
HL
|
Y
|
-
|
-
|
|
H.Hedgehog 66C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
18
|
6
|
19
|
KD
|
-5
|
HL
|
N
|
-
|
-
|
- Can be done at any point during a dash
- Good for getting someone into the corner
|
|
Flying Fish Mash C after knockdown
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
13
|
4
|
60
|
-
|
-
|
H
|
N
|
-
|
-
|
- Just a slower, weaker, version of Bob's Bison Horn with less priority and more recovery
|
|
Lynx Fang 8C while the opponent is knocked down
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
18
|
10
|
23
|
-
|
-
|
-
|
N
|
-
|
-
|
- Guaranteed after a throw or a S-Power
- Can leave Bob open if the opponent can do a fall recover
- Even when it misses, most people won't react fast enough to hit Bob while he recovers
|
|
Eagle Stomp j.2B from a full jump
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
9
|
7
|
-
|
+23
|
+9
|
H
|
N
|
-
|
-
|
- Good for avoiding attacks
- Rather unsafe on hit/block
- Cannot be done from a short jump
|
|
Low Fang 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14
|
-
|
8
|
6
|
20
|
-10(-4)
|
-10(-4)
|
HL
|
Y
|
-
|
-
|
- Long amount of invincibility
- Low enough to avoid some attacks
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
8
|
-
|
5
|
9
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
8
|
-
|
5
|
10
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
8
|
-
|
5
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
8
|
-
|
5
|
10
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
|
j.B
Neutral Hop/Jump, Diagonal Hop Diagonal Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
10
|
-
|
6
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
10
|
-
|
6
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
10
|
-
|
6
|
6
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
10
|
-
|
6
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
|
j.C
Neutral Hop/Jump Diagonal Hop/Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
23
|
-
|
12
|
4,4
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
23
|
-
|
8
|
8
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Neutral Jump
|
23
|
-
|
6
|
4,4
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
23
|
-
|
8
|
6
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
5
|
3,3
|
19
|
+1(+6)
|
-5(0)
|
H
|
Y
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
6
|
10
|
10
|
+6
|
0
|
L
|
Y
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
24
|
4
|
12
|
+3
|
+1
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
24
|
4
|
12
|
+1
|
-1
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
26
|
4
|
11
|
+12
|
-3
|
HL
|
-
|
-
|
-
|
|
Throw
Falcon 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Hornet Attack 33C after Falcon
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9,9,9
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Can be followed up with ANY of Bob's moves that contain juggle properties
- Hornet Attack requires some speed to pull off
- Has potential for incredible damage
|
|
Eagle Catch 1/3C in the air
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Not much reason to use this
- Will probably shock you more than the opponent when it actually comes out
|
|
Feints
Feint Dancing Bison 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
19
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Wild Wolf [4]6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
12,16,16(38)
|
-
|
19
|
5,4(10)4,5
|
17
|
+6
|
0
|
HL,H
|
-
|
Y
|
N
|
- First hit isn't an overhead but the last two are
- If the last hit connects just right, you can connect his S-Power/P-Power but its very risky
- This move is comboable, but Bob has many better options
|
|
Bison Horn [2]8C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
12,26(34)
|
-
|
3
|
2,2,3
|
72
|
KD
|
-46
|
HL
|
-
|
N
|
Y
|
- Practically zero invincibility
- Incredible speed and priority
- Very few moves can beat out this one
- Bob's main combo/juggle ender
- Has some bad recovery, so it can be punished by characters with projectiles/long reach/speed
|
|
Monkey Dance 623B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
12,12,12(31)
|
-
|
13
|
7(6)3(6)3
|
44
|
KD
|
-34
|
HL
|
-
|
Y
|
-
|
- Bob's secondary anti-air and juggle extender
- Great range, speed, and priority
- Main uses are setting up combos/juggles, zoning, and setting up Bison Horn and Dancing Bison
- If the last hit of this move misses or barely hits, you cannot juggle either Bison from it
- This move can make or break the match when it lands
|
|
Rolling Turtle 214B (4/6 to move)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
7*5
|
-
|
8
|
5,4,5,4,5,4,5,4
|
-
|
-16
|
-22
|
HL
|
-
|
Y
|
y
|
- Can control where Bob moves with 4 and 6
- Kicks 8-10 times but only 5 of these will connect on hit/block
- Best to not land the first few hits outside of a juggle to prevent being open from the missing hits
- Possible to miss the first few hits within a combo
- Can do the infinite with this move
- Can juggle Bison Horn and Dancing Bison after this
|
|
Sidewinder 214C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11,11,11((36)
|
-
|
19
|
3(3)2(14)4(4)4
|
36
|
KD
|
-18
|
L
|
-
|
Y
|
N
|
- Has VERY poor recovery on whiff/block
|
|
Frog Hunting 466BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
23
|
-
|
15
|
4
|
29
|
KD
|
-46
|
HL
|
-
|
N
|
Y
|
- Bob is sent flying down to the ground whether it's hit or blocked.
- Goes through all but the highest fireballs
- Extremely unsafe on block DO NOT use unless you know it will hit
|
|
S-Power
Dangerous Wolf 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6*12,13(60)
|
-
|
18
|
[2(2)]*12
|
-
|
KD
|
-64
|
HL,H
|
-
|
N
|
N
|
- Does less damage than every other S-Power in the game
- Does not become an overhead until two hits connect (hit/block)
- Crouching opponent can stand and block the entire S-Power because of this
- Very bad for Bob if this is blocked, whiffed, or even hits an airborne opponent
- Best used to combo into or use low pokes/strings to set it up
- Always follow up with his pursuit because it is inescapable following S-Powers
|
|
P-Power
Dancing Bison 641236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18,20,32,9*5(89)
|
-
|
1+3
|
3(8)3(8)3(8)14
|
43
|
KD
|
-34
|
HL
|
-
|
N
|
Y
|
- Combos off of practically everything: pokes, low attack, the Falcon/Hornet Attack, Wolf Tail, Wild Wolf, Monkey Dance...
- Has decent invincibility at start-up
- Fair amount of recovery if blocked/whiffed
- Unreliable as an anti-air
- In rare instances, whether its anti-air or not, the first kick in this move has been known to pass completely through the opponent
- If Bob so much as lands any bufferable attack that isn't a sweep with the very tip of his fingernail, you can land this attack
- Can be followed up with the pursuit for extra damage
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Combos
Meterless
Metered
Chain Combos
Punch Starters
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5A (*) --------> 5B (*) -----> 5C (E)
| 5C (*, E) 3C (*, A, E)
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----> 2B (*, _)----> 2C (_, E)
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:
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----> 5A (*) -----> 5B (*) -----> 5C (E)
5C (*, E)
n.5A (*)----> 5B (*) -----> 5C (E)
| 5C (*, E) 3C (*, A, E)
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----> 2B (*, _)----> 2C (_, E)
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----> 5A (*) -----> 5B (*) -----> 5C (E)
: : 5C (*, E) 2C (*, A, E)
: :
: :
: :
: :
: ---> 2B (*, _)---> 2C (_, E)
: :
: :
: :
: :
: ---> 5A (*) -----> 5B (*) -----> 5C (E)
: 5C (*, E)
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----> 2A (*) -----> 5B (*) -----> 5C (E)
: 3C (*, A, E)
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---> 2B (*, _)---> 2C (_, E)
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---> 5A (*) -----> 5B (*) -----> 5C (E)
5C (*, E)
2A (*)------> 5B (*) -----> 5C (E)
| 3C (*, A, E)
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---> 2B (*, _)----> 2C (_, E)
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---> 5A (*) -----> 5B (*) -----> 5C (E)
: : 5C (*, E) 3C (*, A, E)
: :
: :
: :
: ---> 2B (*, _)---> 2C (_, E)
: :
: :
: :
: :
: ---> 5A (*) -----> 5B (*) -----> 5C (E)
: 5C (*, E)
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---> 2A (*) -----> 5B (*) -----> 5C (E)
: 3C (*, A, E)
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---> 2B (*, _)---> 2C (_, E)
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---> 5A (*) -----> 5B (*) -----> 5C (E)
5C (*, E)
3A (*)-----> 2B -----> 2C (*, _, E)
j.A (O)---> j.C (1, H, O, E)
Kick Starters
`````````````
5B (*) --------> 5B (*) -----> 5C (E)
n.5B (*)| 5C (*, E) 3C (*, A, E)
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----> 2B (*, _)----> 2C (_, E)
2B (_, *)----> 5B (*) ----> 5C (E)
| 3C (*, A, E)
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---> 2B (*, _)----> 2C (_, E)
j.B (O)---> j.C (1, H, O, E)
Strong Starters
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5C (*) --------> 5C -----> 6C (E)
n.5C (*) 8C (O, E)
Though Bob doesn't have the flexibility of his chains that Bash does (but then, who does?) he does have a great mashable A and a very long-ranged low B that's also bufferable into specials / supers. Also, Bob can do his chains without them hitting the opponent. Unless otherwise noted, you can begin any combo that starts with A with 3-4 of them.
Falcon + Hornet Attack xx S/S (Throw, Launcher, Infinite Setup)
5A + 5B xx S/S
2A, 5B, 5C
2A, 5B, 3C (launcher) xx S/S (Infinite Setup)
2A, 2B (low) 2C (low)
3A, 2B, 2C (low, launcher) xx S/S (Infinite Setup)
3A xx S/S
5A, 5C xx S/S
2B, 5B, 5C
2B, 5B, 3C (launcher) xx S/S (Infinite Setup)
2B, 2B, 2C
5C, 5C, 6C (knockdown)
5C, 5C, 5A, 5C xx S/S
5C, 5C, 2A, 5B, 5C
5C, 5C, 2A, 5B 3C (launcher) xx S/S (Infinite Setup)
5C, 5C, 2A, 2B (low) 2C (low)
Miscellaneous
Strategy
Notes
Infinite
Bob's infinite can start from anything that is a launcher, and involves juggling the first and last hit of the Rolling Turtle into itself. Depending on which starter you use, you may have to delay the first Rolling Turtle to properly land the first hit.
Generally, after the 2nd Rolling Turtle, there's a very slight shift in timing where you have to perform the 3rd instantly after the 2nd one ends. After that it becomes easier to maintain the infinite. Also, after any Rolling Turtle, you can juggle any special / super with the Juggle property (except for the Monkey Dance and Frog Hunting).