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
Excellent normals
Decent Pokes
Good Specials
Good S-Power/P-Power
Regular throw that sets up into juggles
Decent mind games
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
Positioning and recovery
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
-
-
Has an okay reach on it
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
-
-
Has good reach
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
-
-
Good speed
Decent priority
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
Is bufferable
Makes for a decent poke
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 HopDiagonal 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/JumpDiagonal 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
Has a lack of good range
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
Effective anti-air
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
Decent damage
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
Good surprise move
Bob is sent flying down to the ground whether it's hit or blocked.
Little recovery on whiff
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
Very fast and comboable
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
Very fast
Combos off of practically everything: pokes, low attack, the Falcon/Hornet Attack, Wolf Tail, Wild Wolf, Monkey Dance...
Has decent invincibility at start-up
Does a ton of damage
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
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).