giantrudekid

how to kill bob

Dec 10th, 2020
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  1. he has a lot of gimmick moves and bad strings but ill cover the strings that are actually useful
  2. uf+1+2, how this move works...is fairly powerful
  3. 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
  4. uf+1+2 is his leaping headbutt
  5. uf+1+2, 1+2 is mid into knockdown mid that is -15 or so on block
  6. even though uf+1+2 is -10, if you try to punish it on block the 4 will counter hit launch you
  7. the 4 can be hit confirmed as well
  8. but 1+2 cannot be hit confirmed, it can be delayed but will uncombo
  9. generally against scrubby bobs, especially midscreen, duck the 4 high followup
  10. against a smart bob or at the wall this move is just straight up dangerous to try to challenge
  11. if you duck anticipating the 4 you can still be wallsplat by the mid
  12. so that's an important move to know in the matchup
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  15. b+2244 string
  16. b+22 is 13f mid high natural combo, on hit forces stand even on crouch, and leaves bob at +8 in your face
  17. 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
  18. that 4 is also at advantage on hit
  19. 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
  20. so if you do duck, a ws4 or something is going to generally be more reliable than a full launcher
  21. if b+22 hits you bob can basically do whatever he wants since he's at +8 point blank
  22. 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
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  25. d+2122 string is 4 mids, after the first hit rest of the string is ncc
  26. it has long range and tracks decently, and now it's safe again at -9.
  27. the 3rd hit is -13 on block, and +3 to +5 on hit
  28. 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.
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  31. db+3+4 4 is +8 force crouch on hit, so don't try to challenge his frame advantage there
  32. it staggers on block though so sometimes it's worth it on a hard read to duck.
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  35. db+3 is a powerful long range standing low with good tracking and ground hitting properties, is +2 on hit but -12 on block
  36. 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
  37. 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.
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  40. 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.
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  43. 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.
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  46. 12, 1+2 is a basic jab 12 into a delayable mid -12 counter hit launcher
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  49. db+1+2 his weird evasive launcher is slow (18f) and -13 on block, not a true high crush either but is quite evasive.
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  52. his 12f punish of f+2 3 is -15
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  55. 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
  56. he cant do anything but that on hit so always duck after being hit by d+3
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  59. 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
  60. the only good mid option will trade with crouching jab and crumple stun launch, so you can't just always crouching jab
  61. but it beats all other options
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  63. b, f+1 (his backswing blow) is -12, wallsplats, watch out for this move at the wall.
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  66. 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
  67. tekken is dumb, matchups are like effectively impossible to fully learn
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