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- he has a lot of gimmick moves and bad strings but ill cover the strings that are actually useful
- uf+1+2, how this move works...is fairly powerful
- uf+1+2 by itself is -10, uf+1+2 4 is a mid to high counter hit launcher that is safe (-1) on block
- uf+1+2 is his leaping headbutt
- uf+1+2, 1+2 is mid into knockdown mid that is -15 or so on block
- even though uf+1+2 is -10, if you try to punish it on block the 4 will counter hit launch you
- the 4 can be hit confirmed as well
- but 1+2 cannot be hit confirmed, it can be delayed but will uncombo
- generally against scrubby bobs, especially midscreen, duck the 4 high followup
- against a smart bob or at the wall this move is just straight up dangerous to try to challenge
- if you duck anticipating the 4 you can still be wallsplat by the mid
- so that's an important move to know in the matchup
- b+2244 string
- b+22 is 13f mid high natural combo, on hit forces stand even on crouch, and leaves bob at +8 in your face
- the first 4 is a mid that is safe on block at -9, after the first b+2 the rest of the string is ncc
- that 4 is also at advantage on hit
- to deal with this move you have to train yourself to duck the high, it's a fairly quick string and bob can delay the timings of it as well or just do b+2 twice in a row to discourage ducking
- so if you do duck, a ws4 or something is going to generally be more reliable than a full launcher
- if b+22 hits you bob can basically do whatever he wants since he's at +8 point blank
- the last 4 is high and there's no real mid threat because of the recovery of the first 4 knee, so always duck the last hit regardless
- d+2122 string is 4 mids, after the first hit rest of the string is ncc
- it has long range and tracks decently, and now it's safe again at -9.
- the 3rd hit is -13 on block, and +3 to +5 on hit
- the last hit has pushback and can be heavily delayed but is -21, very unsafe. if they try to delay the 3rd hit they can be interrupted by 10f moves now.
- db+3+4 4 is +8 force crouch on hit, so don't try to challenge his frame advantage there
- it staggers on block though so sometimes it's worth it on a hard read to duck.
- db+3 is a powerful long range standing low with good tracking and ground hitting properties, is +2 on hit but -12 on block
- doing crouch jab after he hits you with it isn't a terrible option, as it will beat most attempts to take advantage of the +2
- but obviously he can step, low parry, or do a low crush. if you step after this, most bob's will just do it again as the tracking realigns, be careful not to get counter hit by it.
- df+1, 2 is +6 on hit (was only +1 in s1, huge buff, was +4 in s2)and is -10 on block, his df+1 is fairly slow at 14f, but that's why he has that 13f b+2 it also tracks to his weak side. df+1 1+2 is ncc and leaves him grounded for a guaranteed gu3 on hit. use your grounded mid attacks to hit him if he uses this. generally challenging df+1 on block is not worth it, just move and try to create space or block.
- his main 10f punish, 14 is +5 on hit, don't challenge him. 112 is +3 on hit now, so b+2 trades with 10f, he has to go high to actually do anything uninterruptible as he has no 12f mid.
- 12, 1+2 is a basic jab 12 into a delayable mid -12 counter hit launcher
- db+1+2 his weird evasive launcher is slow (18f) and -13 on block, not a true high crush either but is quite evasive.
- his 12f punish of f+2 3 is -15
- d+3 4 is a slow high crush ncc high damage move, d+3 on its own is like -17, the 4 followup is high
- he cant do anything but that on hit so always duck after being hit by d+3
- against his rage drive, its a bit of a real mixup on block, its best to just block low and launch the low followup, or crouching jab
- the only good mid option will trade with crouching jab and crumple stun launch, so you can't just always crouching jab
- but it beats all other options
- b, f+1 (his backswing blow) is -12, wallsplats, watch out for this move at the wall.
- that's pretty much it, usually if he lands a hit he's at advantage, and he wants you to try to interrupt him here to do his many counter hit launchers, or take his relatively strong lows
- tekken is dumb, matchups are like effectively impossible to fully learn
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